babylon.no-module.max.js 5.7 MB

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  1. 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};
  2. 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)}}();
  3. var BABYLON;
  4. (function (BABYLON) {
  5. /**
  6. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  7. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8. */
  9. var EffectFallbacks = /** @class */ (function () {
  10. function EffectFallbacks() {
  11. this._defines = {};
  12. this._currentRank = 32;
  13. this._maxRank = -1;
  14. }
  15. /**
  16. * Removes the fallback from the bound mesh.
  17. */
  18. EffectFallbacks.prototype.unBindMesh = function () {
  19. this._mesh = null;
  20. };
  21. /**
  22. * Adds a fallback on the specified property.
  23. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  24. * @param define The name of the define in the shader
  25. */
  26. EffectFallbacks.prototype.addFallback = function (rank, define) {
  27. if (!this._defines[rank]) {
  28. if (rank < this._currentRank) {
  29. this._currentRank = rank;
  30. }
  31. if (rank > this._maxRank) {
  32. this._maxRank = rank;
  33. }
  34. this._defines[rank] = new Array();
  35. }
  36. this._defines[rank].push(define);
  37. };
  38. /**
  39. * Sets the mesh to use CPU skinning when needing to fallback.
  40. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  41. * @param mesh The mesh to use the fallbacks.
  42. */
  43. EffectFallbacks.prototype.addCPUSkinningFallback = function (rank, mesh) {
  44. this._mesh = mesh;
  45. if (rank < this._currentRank) {
  46. this._currentRank = rank;
  47. }
  48. if (rank > this._maxRank) {
  49. this._maxRank = rank;
  50. }
  51. };
  52. Object.defineProperty(EffectFallbacks.prototype, "isMoreFallbacks", {
  53. /**
  54. * Checks to see if more fallbacks are still availible.
  55. */
  56. get: function () {
  57. return this._currentRank <= this._maxRank;
  58. },
  59. enumerable: true,
  60. configurable: true
  61. });
  62. /**
  63. * Removes the defines that shoould be removed when falling back.
  64. * @param currentDefines defines the current define statements for the shader.
  65. * @param effect defines the current effect we try to compile
  66. * @returns The resulting defines with defines of the current rank removed.
  67. */
  68. EffectFallbacks.prototype.reduce = function (currentDefines, effect) {
  69. // First we try to switch to CPU skinning
  70. if (this._mesh && this._mesh.computeBonesUsingShaders && this._mesh.numBoneInfluencers > 0 && this._mesh.material) {
  71. this._mesh.computeBonesUsingShaders = false;
  72. currentDefines = currentDefines.replace("#define NUM_BONE_INFLUENCERS " + this._mesh.numBoneInfluencers, "#define NUM_BONE_INFLUENCERS 0");
  73. effect._bonesComputationForcedToCPU = true;
  74. var scene = this._mesh.getScene();
  75. for (var index = 0; index < scene.meshes.length; index++) {
  76. var otherMesh = scene.meshes[index];
  77. if (!otherMesh.material) {
  78. continue;
  79. }
  80. if (!otherMesh.computeBonesUsingShaders || otherMesh.numBoneInfluencers === 0) {
  81. continue;
  82. }
  83. if (otherMesh.material.getEffect() === effect) {
  84. otherMesh.computeBonesUsingShaders = false;
  85. }
  86. else if (otherMesh.subMeshes) {
  87. for (var _i = 0, _a = otherMesh.subMeshes; _i < _a.length; _i++) {
  88. var subMesh = _a[_i];
  89. var subMeshEffect = subMesh.effect;
  90. if (subMeshEffect === effect) {
  91. otherMesh.computeBonesUsingShaders = false;
  92. break;
  93. }
  94. }
  95. }
  96. }
  97. }
  98. else {
  99. var currentFallbacks = this._defines[this._currentRank];
  100. if (currentFallbacks) {
  101. for (var index = 0; index < currentFallbacks.length; index++) {
  102. currentDefines = currentDefines.replace("#define " + currentFallbacks[index], "");
  103. }
  104. }
  105. this._currentRank++;
  106. }
  107. return currentDefines;
  108. };
  109. return EffectFallbacks;
  110. }());
  111. BABYLON.EffectFallbacks = EffectFallbacks;
  112. /**
  113. * Options to be used when creating an effect.
  114. */
  115. var EffectCreationOptions = /** @class */ (function () {
  116. function EffectCreationOptions() {
  117. }
  118. return EffectCreationOptions;
  119. }());
  120. BABYLON.EffectCreationOptions = EffectCreationOptions;
  121. /**
  122. * Effect containing vertex and fragment shader that can be executed on an object.
  123. */
  124. var Effect = /** @class */ (function () {
  125. /**
  126. * Instantiates an effect.
  127. * An effect can be used to create/manage/execute vertex and fragment shaders.
  128. * @param baseName Name of the effect.
  129. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  130. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  131. * @param samplers List of sampler variables that will be passed to the shader.
  132. * @param engine Engine to be used to render the effect
  133. * @param defines Define statements to be added to the shader.
  134. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  135. * @param onCompiled Callback that will be called when the shader is compiled.
  136. * @param onError Callback that will be called if an error occurs during shader compilation.
  137. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  138. */
  139. function Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, engine, defines, fallbacks, onCompiled, onError, indexParameters) {
  140. if (samplers === void 0) { samplers = null; }
  141. if (defines === void 0) { defines = null; }
  142. if (fallbacks === void 0) { fallbacks = null; }
  143. if (onCompiled === void 0) { onCompiled = null; }
  144. if (onError === void 0) { onError = null; }
  145. var _this = this;
  146. /**
  147. * Unique ID of the effect.
  148. */
  149. this.uniqueId = 0;
  150. /**
  151. * Observable that will be called when the shader is compiled.
  152. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  153. */
  154. this.onCompileObservable = new BABYLON.Observable();
  155. /**
  156. * Observable that will be called if an error occurs during shader compilation.
  157. */
  158. this.onErrorObservable = new BABYLON.Observable();
  159. /** @hidden */
  160. this._bonesComputationForcedToCPU = false;
  161. this._uniformBuffersNames = {};
  162. this._isReady = false;
  163. this._compilationError = "";
  164. this.name = baseName;
  165. if (attributesNamesOrOptions.attributes) {
  166. var options = attributesNamesOrOptions;
  167. this._engine = uniformsNamesOrEngine;
  168. this._attributesNames = options.attributes;
  169. this._uniformsNames = options.uniformsNames.concat(options.samplers);
  170. this._samplers = options.samplers.slice();
  171. this.defines = options.defines;
  172. this.onError = options.onError;
  173. this.onCompiled = options.onCompiled;
  174. this._fallbacks = options.fallbacks;
  175. this._indexParameters = options.indexParameters;
  176. this._transformFeedbackVaryings = options.transformFeedbackVaryings;
  177. if (options.uniformBuffersNames) {
  178. for (var i = 0; i < options.uniformBuffersNames.length; i++) {
  179. this._uniformBuffersNames[options.uniformBuffersNames[i]] = i;
  180. }
  181. }
  182. }
  183. else {
  184. this._engine = engine;
  185. this.defines = defines;
  186. this._uniformsNames = uniformsNamesOrEngine.concat(samplers);
  187. this._samplers = samplers ? samplers.slice() : [];
  188. this._attributesNames = attributesNamesOrOptions;
  189. this.onError = onError;
  190. this.onCompiled = onCompiled;
  191. this._indexParameters = indexParameters;
  192. this._fallbacks = fallbacks;
  193. }
  194. this.uniqueId = Effect._uniqueIdSeed++;
  195. var vertexSource;
  196. var fragmentSource;
  197. if (baseName.vertexElement) {
  198. vertexSource = document.getElementById(baseName.vertexElement);
  199. if (!vertexSource) {
  200. vertexSource = baseName.vertexElement;
  201. }
  202. }
  203. else {
  204. vertexSource = baseName.vertex || baseName;
  205. }
  206. if (baseName.fragmentElement) {
  207. fragmentSource = document.getElementById(baseName.fragmentElement);
  208. if (!fragmentSource) {
  209. fragmentSource = baseName.fragmentElement;
  210. }
  211. }
  212. else {
  213. fragmentSource = baseName.fragment || baseName;
  214. }
  215. this._loadVertexShader(vertexSource, function (vertexCode) {
  216. _this._processIncludes(vertexCode, function (vertexCodeWithIncludes) {
  217. _this._processShaderConversion(vertexCodeWithIncludes, false, function (migratedVertexCode) {
  218. _this._loadFragmentShader(fragmentSource, function (fragmentCode) {
  219. _this._processIncludes(fragmentCode, function (fragmentCodeWithIncludes) {
  220. _this._processShaderConversion(fragmentCodeWithIncludes, true, function (migratedFragmentCode) {
  221. if (baseName) {
  222. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  223. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  224. _this._vertexSourceCode = "#define SHADER_NAME vertex:" + vertex + "\n" + migratedVertexCode;
  225. _this._fragmentSourceCode = "#define SHADER_NAME fragment:" + fragment + "\n" + migratedFragmentCode;
  226. }
  227. else {
  228. _this._vertexSourceCode = migratedVertexCode;
  229. _this._fragmentSourceCode = migratedFragmentCode;
  230. }
  231. _this._prepareEffect();
  232. });
  233. });
  234. });
  235. });
  236. });
  237. });
  238. }
  239. Object.defineProperty(Effect.prototype, "onBindObservable", {
  240. /**
  241. * Observable that will be called when effect is bound.
  242. */
  243. get: function () {
  244. if (!this._onBindObservable) {
  245. this._onBindObservable = new BABYLON.Observable();
  246. }
  247. return this._onBindObservable;
  248. },
  249. enumerable: true,
  250. configurable: true
  251. });
  252. Object.defineProperty(Effect.prototype, "key", {
  253. /**
  254. * Unique key for this effect
  255. */
  256. get: function () {
  257. return this._key;
  258. },
  259. enumerable: true,
  260. configurable: true
  261. });
  262. /**
  263. * If the effect has been compiled and prepared.
  264. * @returns if the effect is compiled and prepared.
  265. */
  266. Effect.prototype.isReady = function () {
  267. if (!this._isReady && this._program && this._program.isParallelCompiled) {
  268. return this._engine._isProgramCompiled(this._program);
  269. }
  270. return this._isReady;
  271. };
  272. /**
  273. * The engine the effect was initialized with.
  274. * @returns the engine.
  275. */
  276. Effect.prototype.getEngine = function () {
  277. return this._engine;
  278. };
  279. /**
  280. * The compiled webGL program for the effect
  281. * @returns the webGL program.
  282. */
  283. Effect.prototype.getProgram = function () {
  284. return this._program;
  285. };
  286. /**
  287. * The set of names of attribute variables for the shader.
  288. * @returns An array of attribute names.
  289. */
  290. Effect.prototype.getAttributesNames = function () {
  291. return this._attributesNames;
  292. };
  293. /**
  294. * Returns the attribute at the given index.
  295. * @param index The index of the attribute.
  296. * @returns The location of the attribute.
  297. */
  298. Effect.prototype.getAttributeLocation = function (index) {
  299. return this._attributes[index];
  300. };
  301. /**
  302. * Returns the attribute based on the name of the variable.
  303. * @param name of the attribute to look up.
  304. * @returns the attribute location.
  305. */
  306. Effect.prototype.getAttributeLocationByName = function (name) {
  307. var index = this._attributesNames.indexOf(name);
  308. return this._attributes[index];
  309. };
  310. /**
  311. * The number of attributes.
  312. * @returns the numnber of attributes.
  313. */
  314. Effect.prototype.getAttributesCount = function () {
  315. return this._attributes.length;
  316. };
  317. /**
  318. * Gets the index of a uniform variable.
  319. * @param uniformName of the uniform to look up.
  320. * @returns the index.
  321. */
  322. Effect.prototype.getUniformIndex = function (uniformName) {
  323. return this._uniformsNames.indexOf(uniformName);
  324. };
  325. /**
  326. * Returns the attribute based on the name of the variable.
  327. * @param uniformName of the uniform to look up.
  328. * @returns the location of the uniform.
  329. */
  330. Effect.prototype.getUniform = function (uniformName) {
  331. return this._uniforms[this._uniformsNames.indexOf(uniformName)];
  332. };
  333. /**
  334. * Returns an array of sampler variable names
  335. * @returns The array of sampler variable neames.
  336. */
  337. Effect.prototype.getSamplers = function () {
  338. return this._samplers;
  339. };
  340. /**
  341. * The error from the last compilation.
  342. * @returns the error string.
  343. */
  344. Effect.prototype.getCompilationError = function () {
  345. return this._compilationError;
  346. };
  347. /**
  348. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  349. * @param func The callback to be used.
  350. */
  351. Effect.prototype.executeWhenCompiled = function (func) {
  352. var _this = this;
  353. if (this.isReady()) {
  354. func(this);
  355. return;
  356. }
  357. this.onCompileObservable.add(function (effect) {
  358. func(effect);
  359. });
  360. if (!this._program || this._program.isParallelCompiled) {
  361. setTimeout(function () {
  362. _this._checkIsReady();
  363. }, 16);
  364. }
  365. };
  366. Effect.prototype._checkIsReady = function () {
  367. var _this = this;
  368. if (this.isReady()) {
  369. return;
  370. }
  371. setTimeout(function () {
  372. _this._checkIsReady();
  373. }, 16);
  374. };
  375. /** @hidden */
  376. Effect.prototype._loadVertexShader = function (vertex, callback) {
  377. if (BABYLON.Tools.IsWindowObjectExist()) {
  378. // DOM element ?
  379. if (vertex instanceof HTMLElement) {
  380. var vertexCode = BABYLON.Tools.GetDOMTextContent(vertex);
  381. callback(vertexCode);
  382. return;
  383. }
  384. }
  385. // Base64 encoded ?
  386. if (vertex.substr(0, 7) === "base64:") {
  387. var vertexBinary = window.atob(vertex.substr(7));
  388. callback(vertexBinary);
  389. return;
  390. }
  391. // Is in local store ?
  392. if (Effect.ShadersStore[vertex + "VertexShader"]) {
  393. callback(Effect.ShadersStore[vertex + "VertexShader"]);
  394. return;
  395. }
  396. var vertexShaderUrl;
  397. if (vertex[0] === "." || vertex[0] === "/" || vertex.indexOf("http") > -1) {
  398. vertexShaderUrl = vertex;
  399. }
  400. else {
  401. vertexShaderUrl = BABYLON.Engine.ShadersRepository + vertex;
  402. }
  403. // Vertex shader
  404. this._engine._loadFile(vertexShaderUrl + ".vertex.fx", callback);
  405. };
  406. /** @hidden */
  407. Effect.prototype._loadFragmentShader = function (fragment, callback) {
  408. if (BABYLON.Tools.IsWindowObjectExist()) {
  409. // DOM element ?
  410. if (fragment instanceof HTMLElement) {
  411. var fragmentCode = BABYLON.Tools.GetDOMTextContent(fragment);
  412. callback(fragmentCode);
  413. return;
  414. }
  415. }
  416. // Base64 encoded ?
  417. if (fragment.substr(0, 7) === "base64:") {
  418. var fragmentBinary = window.atob(fragment.substr(7));
  419. callback(fragmentBinary);
  420. return;
  421. }
  422. // Is in local store ?
  423. if (Effect.ShadersStore[fragment + "PixelShader"]) {
  424. callback(Effect.ShadersStore[fragment + "PixelShader"]);
  425. return;
  426. }
  427. if (Effect.ShadersStore[fragment + "FragmentShader"]) {
  428. callback(Effect.ShadersStore[fragment + "FragmentShader"]);
  429. return;
  430. }
  431. var fragmentShaderUrl;
  432. if (fragment[0] === "." || fragment[0] === "/" || fragment.indexOf("http") > -1) {
  433. fragmentShaderUrl = fragment;
  434. }
  435. else {
  436. fragmentShaderUrl = BABYLON.Engine.ShadersRepository + fragment;
  437. }
  438. // Fragment shader
  439. this._engine._loadFile(fragmentShaderUrl + ".fragment.fx", callback);
  440. };
  441. /** @hidden */
  442. Effect.prototype._dumpShadersSource = function (vertexCode, fragmentCode, defines) {
  443. // Rebuild shaders source code
  444. var shaderVersion = (this._engine.webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  445. var prefix = shaderVersion + (defines ? defines + "\n" : "");
  446. vertexCode = prefix + vertexCode;
  447. fragmentCode = prefix + fragmentCode;
  448. // Number lines of shaders source code
  449. var i = 2;
  450. var regex = /\n/gm;
  451. var formattedVertexCode = "\n1\t" + vertexCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  452. i = 2;
  453. var formattedFragmentCode = "\n1\t" + fragmentCode.replace(regex, function () { return "\n" + (i++) + "\t"; });
  454. // Dump shaders name and formatted source code
  455. if (this.name.vertexElement) {
  456. BABYLON.Tools.Error("Vertex shader: " + this.name.vertexElement + formattedVertexCode);
  457. BABYLON.Tools.Error("Fragment shader: " + this.name.fragmentElement + formattedFragmentCode);
  458. }
  459. else if (this.name.vertex) {
  460. BABYLON.Tools.Error("Vertex shader: " + this.name.vertex + formattedVertexCode);
  461. BABYLON.Tools.Error("Fragment shader: " + this.name.fragment + formattedFragmentCode);
  462. }
  463. else {
  464. BABYLON.Tools.Error("Vertex shader: " + this.name + formattedVertexCode);
  465. BABYLON.Tools.Error("Fragment shader: " + this.name + formattedFragmentCode);
  466. }
  467. };
  468. Effect.prototype._processShaderConversion = function (sourceCode, isFragment, callback) {
  469. var preparedSourceCode = this._processPrecision(sourceCode);
  470. if (this._engine.webGLVersion == 1) {
  471. callback(preparedSourceCode);
  472. return;
  473. }
  474. // Already converted
  475. if (preparedSourceCode.indexOf("#version 3") !== -1) {
  476. callback(preparedSourceCode.replace("#version 300 es", ""));
  477. return;
  478. }
  479. var hasDrawBuffersExtension = preparedSourceCode.search(/#extension.+GL_EXT_draw_buffers.+require/) !== -1;
  480. // Remove extensions
  481. // #extension GL_OES_standard_derivatives : enable
  482. // #extension GL_EXT_shader_texture_lod : enable
  483. // #extension GL_EXT_frag_depth : enable
  484. // #extension GL_EXT_draw_buffers : require
  485. var regex = /#extension.+(GL_OES_standard_derivatives|GL_EXT_shader_texture_lod|GL_EXT_frag_depth|GL_EXT_draw_buffers).+(enable|require)/g;
  486. var result = preparedSourceCode.replace(regex, "");
  487. // Migrate to GLSL v300
  488. result = result.replace(/varying(?![\n\r])\s/g, isFragment ? "in " : "out ");
  489. result = result.replace(/attribute[ \t]/g, "in ");
  490. result = result.replace(/[ \t]attribute/g, " in");
  491. result = result.replace(/texture2D\s*\(/g, "texture(");
  492. if (isFragment) {
  493. result = result.replace(/texture2DLodEXT\s*\(/g, "textureLod(");
  494. result = result.replace(/textureCubeLodEXT\s*\(/g, "textureLod(");
  495. result = result.replace(/textureCube\s*\(/g, "texture(");
  496. result = result.replace(/gl_FragDepthEXT/g, "gl_FragDepth");
  497. result = result.replace(/gl_FragColor/g, "glFragColor");
  498. result = result.replace(/gl_FragData/g, "glFragData");
  499. result = result.replace(/void\s+?main\s*\(/g, (hasDrawBuffersExtension ? "" : "out vec4 glFragColor;\n") + "void main(");
  500. }
  501. callback(result);
  502. };
  503. Effect.prototype._processIncludes = function (sourceCode, callback) {
  504. var _this = this;
  505. var regex = /#include<(.+)>(\((.*)\))*(\[(.*)\])*/g;
  506. var match = regex.exec(sourceCode);
  507. var returnValue = new String(sourceCode);
  508. while (match != null) {
  509. var includeFile = match[1];
  510. // Uniform declaration
  511. if (includeFile.indexOf("__decl__") !== -1) {
  512. includeFile = includeFile.replace(/__decl__/, "");
  513. if (this._engine.supportsUniformBuffers) {
  514. includeFile = includeFile.replace(/Vertex/, "Ubo");
  515. includeFile = includeFile.replace(/Fragment/, "Ubo");
  516. }
  517. includeFile = includeFile + "Declaration";
  518. }
  519. if (Effect.IncludesShadersStore[includeFile]) {
  520. // Substitution
  521. var includeContent = Effect.IncludesShadersStore[includeFile];
  522. if (match[2]) {
  523. var splits = match[3].split(",");
  524. for (var index = 0; index < splits.length; index += 2) {
  525. var source = new RegExp(splits[index], "g");
  526. var dest = splits[index + 1];
  527. includeContent = includeContent.replace(source, dest);
  528. }
  529. }
  530. if (match[4]) {
  531. var indexString = match[5];
  532. if (indexString.indexOf("..") !== -1) {
  533. var indexSplits = indexString.split("..");
  534. var minIndex = parseInt(indexSplits[0]);
  535. var maxIndex = parseInt(indexSplits[1]);
  536. var sourceIncludeContent = includeContent.slice(0);
  537. includeContent = "";
  538. if (isNaN(maxIndex)) {
  539. maxIndex = this._indexParameters[indexSplits[1]];
  540. }
  541. for (var i = minIndex; i < maxIndex; i++) {
  542. if (!this._engine.supportsUniformBuffers) {
  543. // Ubo replacement
  544. sourceIncludeContent = sourceIncludeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  545. return p1 + "{X}";
  546. });
  547. }
  548. includeContent += sourceIncludeContent.replace(/\{X\}/g, i.toString()) + "\n";
  549. }
  550. }
  551. else {
  552. if (!this._engine.supportsUniformBuffers) {
  553. // Ubo replacement
  554. includeContent = includeContent.replace(/light\{X\}.(\w*)/g, function (str, p1) {
  555. return p1 + "{X}";
  556. });
  557. }
  558. includeContent = includeContent.replace(/\{X\}/g, indexString);
  559. }
  560. }
  561. // Replace
  562. returnValue = returnValue.replace(match[0], includeContent);
  563. }
  564. else {
  565. var includeShaderUrl = BABYLON.Engine.ShadersRepository + "ShadersInclude/" + includeFile + ".fx";
  566. this._engine._loadFile(includeShaderUrl, function (fileContent) {
  567. Effect.IncludesShadersStore[includeFile] = fileContent;
  568. _this._processIncludes(returnValue, callback);
  569. });
  570. return;
  571. }
  572. match = regex.exec(sourceCode);
  573. }
  574. callback(returnValue);
  575. };
  576. Effect.prototype._processPrecision = function (source) {
  577. if (source.indexOf("precision highp float") === -1) {
  578. if (!this._engine.getCaps().highPrecisionShaderSupported) {
  579. source = "precision mediump float;\n" + source;
  580. }
  581. else {
  582. source = "precision highp float;\n" + source;
  583. }
  584. }
  585. else {
  586. if (!this._engine.getCaps().highPrecisionShaderSupported) { // Moving highp to mediump
  587. source = source.replace("precision highp float", "precision mediump float");
  588. }
  589. }
  590. return source;
  591. };
  592. /**
  593. * Recompiles the webGL program
  594. * @param vertexSourceCode The source code for the vertex shader.
  595. * @param fragmentSourceCode The source code for the fragment shader.
  596. * @param onCompiled Callback called when completed.
  597. * @param onError Callback called on error.
  598. * @hidden
  599. */
  600. Effect.prototype._rebuildProgram = function (vertexSourceCode, fragmentSourceCode, onCompiled, onError) {
  601. var _this = this;
  602. this._isReady = false;
  603. this._vertexSourceCodeOverride = vertexSourceCode;
  604. this._fragmentSourceCodeOverride = fragmentSourceCode;
  605. this.onError = function (effect, error) {
  606. if (onError) {
  607. onError(error);
  608. }
  609. };
  610. this.onCompiled = function () {
  611. var scenes = _this.getEngine().scenes;
  612. for (var i = 0; i < scenes.length; i++) {
  613. scenes[i].markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  614. }
  615. if (onCompiled) {
  616. onCompiled(_this._program);
  617. }
  618. };
  619. this._fallbacks = null;
  620. this._prepareEffect();
  621. };
  622. /**
  623. * Gets the uniform locations of the the specified variable names
  624. * @param names THe names of the variables to lookup.
  625. * @returns Array of locations in the same order as variable names.
  626. */
  627. Effect.prototype.getSpecificUniformLocations = function (names) {
  628. var engine = this._engine;
  629. return engine.getUniforms(this._program, names);
  630. };
  631. /**
  632. * Prepares the effect
  633. * @hidden
  634. */
  635. Effect.prototype._prepareEffect = function () {
  636. var _this = this;
  637. var attributesNames = this._attributesNames;
  638. var defines = this.defines;
  639. var fallbacks = this._fallbacks;
  640. this._valueCache = {};
  641. var previousProgram = this._program;
  642. try {
  643. var engine_1 = this._engine;
  644. if (this._vertexSourceCodeOverride && this._fragmentSourceCodeOverride) {
  645. this._program = engine_1.createRawShaderProgram(this._vertexSourceCodeOverride, this._fragmentSourceCodeOverride, undefined, this._transformFeedbackVaryings);
  646. }
  647. else {
  648. this._program = engine_1.createShaderProgram(this._vertexSourceCode, this._fragmentSourceCode, defines, undefined, this._transformFeedbackVaryings);
  649. }
  650. this._program.__SPECTOR_rebuildProgram = this._rebuildProgram.bind(this);
  651. engine_1._executeWhenProgramIsCompiled(this._program, function () {
  652. if (engine_1.supportsUniformBuffers) {
  653. for (var name in _this._uniformBuffersNames) {
  654. _this.bindUniformBlock(name, _this._uniformBuffersNames[name]);
  655. }
  656. }
  657. _this._uniforms = engine_1.getUniforms(_this._program, _this._uniformsNames);
  658. _this._attributes = engine_1.getAttributes(_this._program, attributesNames);
  659. var index;
  660. for (index = 0; index < _this._samplers.length; index++) {
  661. var sampler = _this.getUniform(_this._samplers[index]);
  662. if (sampler == null) {
  663. _this._samplers.splice(index, 1);
  664. index--;
  665. }
  666. }
  667. engine_1.bindSamplers(_this);
  668. _this._compilationError = "";
  669. _this._isReady = true;
  670. if (_this.onCompiled) {
  671. _this.onCompiled(_this);
  672. }
  673. _this.onCompileObservable.notifyObservers(_this);
  674. _this.onCompileObservable.clear();
  675. // Unbind mesh reference in fallbacks
  676. if (_this._fallbacks) {
  677. _this._fallbacks.unBindMesh();
  678. }
  679. if (previousProgram) {
  680. _this.getEngine()._deleteProgram(previousProgram);
  681. }
  682. });
  683. if (this._program.isParallelCompiled) {
  684. this._checkIsReady();
  685. }
  686. }
  687. catch (e) {
  688. this._compilationError = e.message;
  689. // Let's go through fallbacks then
  690. BABYLON.Tools.Error("Unable to compile effect:");
  691. BABYLON.Tools.Error("Uniforms: " + this._uniformsNames.map(function (uniform) {
  692. return " " + uniform;
  693. }));
  694. BABYLON.Tools.Error("Attributes: " + attributesNames.map(function (attribute) {
  695. return " " + attribute;
  696. }));
  697. BABYLON.Tools.Error("Error: " + this._compilationError);
  698. if (previousProgram) {
  699. this._program = previousProgram;
  700. this._isReady = true;
  701. if (this.onError) {
  702. this.onError(this, this._compilationError);
  703. }
  704. this.onErrorObservable.notifyObservers(this);
  705. }
  706. if (fallbacks && fallbacks.isMoreFallbacks) {
  707. BABYLON.Tools.Error("Trying next fallback.");
  708. this.defines = fallbacks.reduce(this.defines, this);
  709. this._prepareEffect();
  710. }
  711. else { // Sorry we did everything we can
  712. if (this.onError) {
  713. this.onError(this, this._compilationError);
  714. }
  715. this.onErrorObservable.notifyObservers(this);
  716. this.onErrorObservable.clear();
  717. // Unbind mesh reference in fallbacks
  718. if (this._fallbacks) {
  719. this._fallbacks.unBindMesh();
  720. }
  721. }
  722. }
  723. };
  724. Object.defineProperty(Effect.prototype, "isSupported", {
  725. /**
  726. * Checks if the effect is supported. (Must be called after compilation)
  727. */
  728. get: function () {
  729. return this._compilationError === "";
  730. },
  731. enumerable: true,
  732. configurable: true
  733. });
  734. /**
  735. * Binds a texture to the engine to be used as output of the shader.
  736. * @param channel Name of the output variable.
  737. * @param texture Texture to bind.
  738. * @hidden
  739. */
  740. Effect.prototype._bindTexture = function (channel, texture) {
  741. this._engine._bindTexture(this._samplers.indexOf(channel), texture);
  742. };
  743. /**
  744. * Sets a texture on the engine to be used in the shader.
  745. * @param channel Name of the sampler variable.
  746. * @param texture Texture to set.
  747. */
  748. Effect.prototype.setTexture = function (channel, texture) {
  749. this._engine.setTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  750. };
  751. /**
  752. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  753. * @param channel Name of the sampler variable.
  754. * @param texture Texture to set.
  755. */
  756. Effect.prototype.setDepthStencilTexture = function (channel, texture) {
  757. this._engine.setDepthStencilTexture(this._samplers.indexOf(channel), this.getUniform(channel), texture);
  758. };
  759. /**
  760. * Sets an array of textures on the engine to be used in the shader.
  761. * @param channel Name of the variable.
  762. * @param textures Textures to set.
  763. */
  764. Effect.prototype.setTextureArray = function (channel, textures) {
  765. if (this._samplers.indexOf(channel + "Ex") === -1) {
  766. var initialPos = this._samplers.indexOf(channel);
  767. for (var index = 1; index < textures.length; index++) {
  768. this._samplers.splice(initialPos + index, 0, channel + "Ex");
  769. }
  770. }
  771. this._engine.setTextureArray(this._samplers.indexOf(channel), this.getUniform(channel), textures);
  772. };
  773. /**
  774. * 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)
  775. * @param channel Name of the sampler variable.
  776. * @param postProcess Post process to get the input texture from.
  777. */
  778. Effect.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  779. this._engine.setTextureFromPostProcess(this._samplers.indexOf(channel), postProcess);
  780. };
  781. /**
  782. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  783. * 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)
  784. * @param channel Name of the sampler variable.
  785. * @param postProcess Post process to get the output texture from.
  786. */
  787. Effect.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  788. this._engine.setTextureFromPostProcessOutput(this._samplers.indexOf(channel), postProcess);
  789. };
  790. /** @hidden */
  791. Effect.prototype._cacheMatrix = function (uniformName, matrix) {
  792. var cache = this._valueCache[uniformName];
  793. var flag = matrix.updateFlag;
  794. if (cache !== undefined && cache === flag) {
  795. return false;
  796. }
  797. this._valueCache[uniformName] = flag;
  798. return true;
  799. };
  800. /** @hidden */
  801. Effect.prototype._cacheFloat2 = function (uniformName, x, y) {
  802. var cache = this._valueCache[uniformName];
  803. if (!cache) {
  804. cache = [x, y];
  805. this._valueCache[uniformName] = cache;
  806. return true;
  807. }
  808. var changed = false;
  809. if (cache[0] !== x) {
  810. cache[0] = x;
  811. changed = true;
  812. }
  813. if (cache[1] !== y) {
  814. cache[1] = y;
  815. changed = true;
  816. }
  817. return changed;
  818. };
  819. /** @hidden */
  820. Effect.prototype._cacheFloat3 = function (uniformName, x, y, z) {
  821. var cache = this._valueCache[uniformName];
  822. if (!cache) {
  823. cache = [x, y, z];
  824. this._valueCache[uniformName] = cache;
  825. return true;
  826. }
  827. var changed = false;
  828. if (cache[0] !== x) {
  829. cache[0] = x;
  830. changed = true;
  831. }
  832. if (cache[1] !== y) {
  833. cache[1] = y;
  834. changed = true;
  835. }
  836. if (cache[2] !== z) {
  837. cache[2] = z;
  838. changed = true;
  839. }
  840. return changed;
  841. };
  842. /** @hidden */
  843. Effect.prototype._cacheFloat4 = function (uniformName, x, y, z, w) {
  844. var cache = this._valueCache[uniformName];
  845. if (!cache) {
  846. cache = [x, y, z, w];
  847. this._valueCache[uniformName] = cache;
  848. return true;
  849. }
  850. var changed = false;
  851. if (cache[0] !== x) {
  852. cache[0] = x;
  853. changed = true;
  854. }
  855. if (cache[1] !== y) {
  856. cache[1] = y;
  857. changed = true;
  858. }
  859. if (cache[2] !== z) {
  860. cache[2] = z;
  861. changed = true;
  862. }
  863. if (cache[3] !== w) {
  864. cache[3] = w;
  865. changed = true;
  866. }
  867. return changed;
  868. };
  869. /**
  870. * Binds a buffer to a uniform.
  871. * @param buffer Buffer to bind.
  872. * @param name Name of the uniform variable to bind to.
  873. */
  874. Effect.prototype.bindUniformBuffer = function (buffer, name) {
  875. var bufferName = this._uniformBuffersNames[name];
  876. if (bufferName === undefined || Effect._baseCache[bufferName] === buffer) {
  877. return;
  878. }
  879. Effect._baseCache[bufferName] = buffer;
  880. this._engine.bindUniformBufferBase(buffer, bufferName);
  881. };
  882. /**
  883. * Binds block to a uniform.
  884. * @param blockName Name of the block to bind.
  885. * @param index Index to bind.
  886. */
  887. Effect.prototype.bindUniformBlock = function (blockName, index) {
  888. this._engine.bindUniformBlock(this._program, blockName, index);
  889. };
  890. /**
  891. * Sets an interger value on a uniform variable.
  892. * @param uniformName Name of the variable.
  893. * @param value Value to be set.
  894. * @returns this effect.
  895. */
  896. Effect.prototype.setInt = function (uniformName, value) {
  897. var cache = this._valueCache[uniformName];
  898. if (cache !== undefined && cache === value) {
  899. return this;
  900. }
  901. this._valueCache[uniformName] = value;
  902. this._engine.setInt(this.getUniform(uniformName), value);
  903. return this;
  904. };
  905. /**
  906. * Sets an int array on a uniform variable.
  907. * @param uniformName Name of the variable.
  908. * @param array array to be set.
  909. * @returns this effect.
  910. */
  911. Effect.prototype.setIntArray = function (uniformName, array) {
  912. this._valueCache[uniformName] = null;
  913. this._engine.setIntArray(this.getUniform(uniformName), array);
  914. return this;
  915. };
  916. /**
  917. * 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)
  918. * @param uniformName Name of the variable.
  919. * @param array array to be set.
  920. * @returns this effect.
  921. */
  922. Effect.prototype.setIntArray2 = function (uniformName, array) {
  923. this._valueCache[uniformName] = null;
  924. this._engine.setIntArray2(this.getUniform(uniformName), array);
  925. return this;
  926. };
  927. /**
  928. * 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)
  929. * @param uniformName Name of the variable.
  930. * @param array array to be set.
  931. * @returns this effect.
  932. */
  933. Effect.prototype.setIntArray3 = function (uniformName, array) {
  934. this._valueCache[uniformName] = null;
  935. this._engine.setIntArray3(this.getUniform(uniformName), array);
  936. return this;
  937. };
  938. /**
  939. * 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)
  940. * @param uniformName Name of the variable.
  941. * @param array array to be set.
  942. * @returns this effect.
  943. */
  944. Effect.prototype.setIntArray4 = function (uniformName, array) {
  945. this._valueCache[uniformName] = null;
  946. this._engine.setIntArray4(this.getUniform(uniformName), array);
  947. return this;
  948. };
  949. /**
  950. * Sets an float array on a uniform variable.
  951. * @param uniformName Name of the variable.
  952. * @param array array to be set.
  953. * @returns this effect.
  954. */
  955. Effect.prototype.setFloatArray = function (uniformName, array) {
  956. this._valueCache[uniformName] = null;
  957. this._engine.setFloatArray(this.getUniform(uniformName), array);
  958. return this;
  959. };
  960. /**
  961. * 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)
  962. * @param uniformName Name of the variable.
  963. * @param array array to be set.
  964. * @returns this effect.
  965. */
  966. Effect.prototype.setFloatArray2 = function (uniformName, array) {
  967. this._valueCache[uniformName] = null;
  968. this._engine.setFloatArray2(this.getUniform(uniformName), array);
  969. return this;
  970. };
  971. /**
  972. * 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)
  973. * @param uniformName Name of the variable.
  974. * @param array array to be set.
  975. * @returns this effect.
  976. */
  977. Effect.prototype.setFloatArray3 = function (uniformName, array) {
  978. this._valueCache[uniformName] = null;
  979. this._engine.setFloatArray3(this.getUniform(uniformName), array);
  980. return this;
  981. };
  982. /**
  983. * 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)
  984. * @param uniformName Name of the variable.
  985. * @param array array to be set.
  986. * @returns this effect.
  987. */
  988. Effect.prototype.setFloatArray4 = function (uniformName, array) {
  989. this._valueCache[uniformName] = null;
  990. this._engine.setFloatArray4(this.getUniform(uniformName), array);
  991. return this;
  992. };
  993. /**
  994. * Sets an array on a uniform variable.
  995. * @param uniformName Name of the variable.
  996. * @param array array to be set.
  997. * @returns this effect.
  998. */
  999. Effect.prototype.setArray = function (uniformName, array) {
  1000. this._valueCache[uniformName] = null;
  1001. this._engine.setArray(this.getUniform(uniformName), array);
  1002. return this;
  1003. };
  1004. /**
  1005. * 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)
  1006. * @param uniformName Name of the variable.
  1007. * @param array array to be set.
  1008. * @returns this effect.
  1009. */
  1010. Effect.prototype.setArray2 = function (uniformName, array) {
  1011. this._valueCache[uniformName] = null;
  1012. this._engine.setArray2(this.getUniform(uniformName), array);
  1013. return this;
  1014. };
  1015. /**
  1016. * 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)
  1017. * @param uniformName Name of the variable.
  1018. * @param array array to be set.
  1019. * @returns this effect.
  1020. */
  1021. Effect.prototype.setArray3 = function (uniformName, array) {
  1022. this._valueCache[uniformName] = null;
  1023. this._engine.setArray3(this.getUniform(uniformName), array);
  1024. return this;
  1025. };
  1026. /**
  1027. * 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)
  1028. * @param uniformName Name of the variable.
  1029. * @param array array to be set.
  1030. * @returns this effect.
  1031. */
  1032. Effect.prototype.setArray4 = function (uniformName, array) {
  1033. this._valueCache[uniformName] = null;
  1034. this._engine.setArray4(this.getUniform(uniformName), array);
  1035. return this;
  1036. };
  1037. /**
  1038. * Sets matrices on a uniform variable.
  1039. * @param uniformName Name of the variable.
  1040. * @param matrices matrices to be set.
  1041. * @returns this effect.
  1042. */
  1043. Effect.prototype.setMatrices = function (uniformName, matrices) {
  1044. if (!matrices) {
  1045. return this;
  1046. }
  1047. this._valueCache[uniformName] = null;
  1048. this._engine.setMatrices(this.getUniform(uniformName), matrices);
  1049. return this;
  1050. };
  1051. /**
  1052. * Sets matrix on a uniform variable.
  1053. * @param uniformName Name of the variable.
  1054. * @param matrix matrix to be set.
  1055. * @returns this effect.
  1056. */
  1057. Effect.prototype.setMatrix = function (uniformName, matrix) {
  1058. if (this._cacheMatrix(uniformName, matrix)) {
  1059. this._engine.setMatrix(this.getUniform(uniformName), matrix);
  1060. }
  1061. return this;
  1062. };
  1063. /**
  1064. * 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)
  1065. * @param uniformName Name of the variable.
  1066. * @param matrix matrix to be set.
  1067. * @returns this effect.
  1068. */
  1069. Effect.prototype.setMatrix3x3 = function (uniformName, matrix) {
  1070. this._valueCache[uniformName] = null;
  1071. this._engine.setMatrix3x3(this.getUniform(uniformName), matrix);
  1072. return this;
  1073. };
  1074. /**
  1075. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  1076. * @param uniformName Name of the variable.
  1077. * @param matrix matrix to be set.
  1078. * @returns this effect.
  1079. */
  1080. Effect.prototype.setMatrix2x2 = function (uniformName, matrix) {
  1081. this._valueCache[uniformName] = null;
  1082. this._engine.setMatrix2x2(this.getUniform(uniformName), matrix);
  1083. return this;
  1084. };
  1085. /**
  1086. * Sets a float on a uniform variable.
  1087. * @param uniformName Name of the variable.
  1088. * @param value value to be set.
  1089. * @returns this effect.
  1090. */
  1091. Effect.prototype.setFloat = function (uniformName, value) {
  1092. var cache = this._valueCache[uniformName];
  1093. if (cache !== undefined && cache === value) {
  1094. return this;
  1095. }
  1096. this._valueCache[uniformName] = value;
  1097. this._engine.setFloat(this.getUniform(uniformName), value);
  1098. return this;
  1099. };
  1100. /**
  1101. * Sets a boolean on a uniform variable.
  1102. * @param uniformName Name of the variable.
  1103. * @param bool value to be set.
  1104. * @returns this effect.
  1105. */
  1106. Effect.prototype.setBool = function (uniformName, bool) {
  1107. var cache = this._valueCache[uniformName];
  1108. if (cache !== undefined && cache === bool) {
  1109. return this;
  1110. }
  1111. this._valueCache[uniformName] = bool;
  1112. this._engine.setBool(this.getUniform(uniformName), bool ? 1 : 0);
  1113. return this;
  1114. };
  1115. /**
  1116. * Sets a Vector2 on a uniform variable.
  1117. * @param uniformName Name of the variable.
  1118. * @param vector2 vector2 to be set.
  1119. * @returns this effect.
  1120. */
  1121. Effect.prototype.setVector2 = function (uniformName, vector2) {
  1122. if (this._cacheFloat2(uniformName, vector2.x, vector2.y)) {
  1123. this._engine.setFloat2(this.getUniform(uniformName), vector2.x, vector2.y);
  1124. }
  1125. return this;
  1126. };
  1127. /**
  1128. * Sets a float2 on a uniform variable.
  1129. * @param uniformName Name of the variable.
  1130. * @param x First float in float2.
  1131. * @param y Second float in float2.
  1132. * @returns this effect.
  1133. */
  1134. Effect.prototype.setFloat2 = function (uniformName, x, y) {
  1135. if (this._cacheFloat2(uniformName, x, y)) {
  1136. this._engine.setFloat2(this.getUniform(uniformName), x, y);
  1137. }
  1138. return this;
  1139. };
  1140. /**
  1141. * Sets a Vector3 on a uniform variable.
  1142. * @param uniformName Name of the variable.
  1143. * @param vector3 Value to be set.
  1144. * @returns this effect.
  1145. */
  1146. Effect.prototype.setVector3 = function (uniformName, vector3) {
  1147. if (this._cacheFloat3(uniformName, vector3.x, vector3.y, vector3.z)) {
  1148. this._engine.setFloat3(this.getUniform(uniformName), vector3.x, vector3.y, vector3.z);
  1149. }
  1150. return this;
  1151. };
  1152. /**
  1153. * Sets a float3 on a uniform variable.
  1154. * @param uniformName Name of the variable.
  1155. * @param x First float in float3.
  1156. * @param y Second float in float3.
  1157. * @param z Third float in float3.
  1158. * @returns this effect.
  1159. */
  1160. Effect.prototype.setFloat3 = function (uniformName, x, y, z) {
  1161. if (this._cacheFloat3(uniformName, x, y, z)) {
  1162. this._engine.setFloat3(this.getUniform(uniformName), x, y, z);
  1163. }
  1164. return this;
  1165. };
  1166. /**
  1167. * Sets a Vector4 on a uniform variable.
  1168. * @param uniformName Name of the variable.
  1169. * @param vector4 Value to be set.
  1170. * @returns this effect.
  1171. */
  1172. Effect.prototype.setVector4 = function (uniformName, vector4) {
  1173. if (this._cacheFloat4(uniformName, vector4.x, vector4.y, vector4.z, vector4.w)) {
  1174. this._engine.setFloat4(this.getUniform(uniformName), vector4.x, vector4.y, vector4.z, vector4.w);
  1175. }
  1176. return this;
  1177. };
  1178. /**
  1179. * Sets a float4 on a uniform variable.
  1180. * @param uniformName Name of the variable.
  1181. * @param x First float in float4.
  1182. * @param y Second float in float4.
  1183. * @param z Third float in float4.
  1184. * @param w Fourth float in float4.
  1185. * @returns this effect.
  1186. */
  1187. Effect.prototype.setFloat4 = function (uniformName, x, y, z, w) {
  1188. if (this._cacheFloat4(uniformName, x, y, z, w)) {
  1189. this._engine.setFloat4(this.getUniform(uniformName), x, y, z, w);
  1190. }
  1191. return this;
  1192. };
  1193. /**
  1194. * Sets a Color3 on a uniform variable.
  1195. * @param uniformName Name of the variable.
  1196. * @param color3 Value to be set.
  1197. * @returns this effect.
  1198. */
  1199. Effect.prototype.setColor3 = function (uniformName, color3) {
  1200. if (this._cacheFloat3(uniformName, color3.r, color3.g, color3.b)) {
  1201. this._engine.setColor3(this.getUniform(uniformName), color3);
  1202. }
  1203. return this;
  1204. };
  1205. /**
  1206. * Sets a Color4 on a uniform variable.
  1207. * @param uniformName Name of the variable.
  1208. * @param color3 Value to be set.
  1209. * @param alpha Alpha value to be set.
  1210. * @returns this effect.
  1211. */
  1212. Effect.prototype.setColor4 = function (uniformName, color3, alpha) {
  1213. if (this._cacheFloat4(uniformName, color3.r, color3.g, color3.b, alpha)) {
  1214. this._engine.setColor4(this.getUniform(uniformName), color3, alpha);
  1215. }
  1216. return this;
  1217. };
  1218. /**
  1219. * Sets a Color4 on a uniform variable
  1220. * @param uniformName defines the name of the variable
  1221. * @param color4 defines the value to be set
  1222. * @returns this effect.
  1223. */
  1224. Effect.prototype.setDirectColor4 = function (uniformName, color4) {
  1225. if (this._cacheFloat4(uniformName, color4.r, color4.g, color4.b, color4.a)) {
  1226. this._engine.setDirectColor4(this.getUniform(uniformName), color4);
  1227. }
  1228. return this;
  1229. };
  1230. /**
  1231. * This function will add a new shader to the shader store
  1232. * @param name the name of the shader
  1233. * @param pixelShader optional pixel shader content
  1234. * @param vertexShader optional vertex shader content
  1235. */
  1236. Effect.RegisterShader = function (name, pixelShader, vertexShader) {
  1237. if (pixelShader) {
  1238. Effect.ShadersStore[name + "PixelShader"] = pixelShader;
  1239. }
  1240. if (vertexShader) {
  1241. Effect.ShadersStore[name + "VertexShader"] = vertexShader;
  1242. }
  1243. };
  1244. /**
  1245. * Resets the cache of effects.
  1246. */
  1247. Effect.ResetCache = function () {
  1248. Effect._baseCache = {};
  1249. };
  1250. Effect._uniqueIdSeed = 0;
  1251. Effect._baseCache = {};
  1252. /**
  1253. * Store of each shader (The can be looked up using effect.key)
  1254. */
  1255. Effect.ShadersStore = {};
  1256. /**
  1257. * Store of each included file for a shader (The can be looked up using effect.key)
  1258. */
  1259. Effect.IncludesShadersStore = {};
  1260. return Effect;
  1261. }());
  1262. BABYLON.Effect = Effect;
  1263. })(BABYLON || (BABYLON = {}));
  1264. //# sourceMappingURL=babylon.effect.js.map
  1265. //# sourceMappingURL=babylon.types.js.map
  1266. var BABYLON;
  1267. (function (BABYLON) {
  1268. /**
  1269. * Gather the list of keyboard event types as constants.
  1270. */
  1271. var KeyboardEventTypes = /** @class */ (function () {
  1272. function KeyboardEventTypes() {
  1273. }
  1274. /**
  1275. * The keydown event is fired when a key becomes active (pressed).
  1276. */
  1277. KeyboardEventTypes.KEYDOWN = 0x01;
  1278. /**
  1279. * The keyup event is fired when a key has been released.
  1280. */
  1281. KeyboardEventTypes.KEYUP = 0x02;
  1282. return KeyboardEventTypes;
  1283. }());
  1284. BABYLON.KeyboardEventTypes = KeyboardEventTypes;
  1285. /**
  1286. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1287. */
  1288. var KeyboardInfo = /** @class */ (function () {
  1289. /**
  1290. * Instantiates a new keyboard info.
  1291. * This class is used to store keyboard related info for the onKeyboardObservable event.
  1292. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1293. * @param event Defines the related dom event
  1294. */
  1295. function KeyboardInfo(
  1296. /**
  1297. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1298. */
  1299. type,
  1300. /**
  1301. * Defines the related dom event
  1302. */
  1303. event) {
  1304. this.type = type;
  1305. this.event = event;
  1306. }
  1307. return KeyboardInfo;
  1308. }());
  1309. BABYLON.KeyboardInfo = KeyboardInfo;
  1310. /**
  1311. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1312. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  1313. */
  1314. var KeyboardInfoPre = /** @class */ (function (_super) {
  1315. __extends(KeyboardInfoPre, _super);
  1316. /**
  1317. * Instantiates a new keyboard pre info.
  1318. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  1319. * @param type Defines the type of event (BABYLON.KeyboardEventTypes)
  1320. * @param event Defines the related dom event
  1321. */
  1322. function KeyboardInfoPre(
  1323. /**
  1324. * Defines the type of event (BABYLON.KeyboardEventTypes)
  1325. */
  1326. type,
  1327. /**
  1328. * Defines the related dom event
  1329. */
  1330. event) {
  1331. var _this = _super.call(this, type, event) || this;
  1332. _this.type = type;
  1333. _this.event = event;
  1334. _this.skipOnPointerObservable = false;
  1335. return _this;
  1336. }
  1337. return KeyboardInfoPre;
  1338. }(KeyboardInfo));
  1339. BABYLON.KeyboardInfoPre = KeyboardInfoPre;
  1340. })(BABYLON || (BABYLON = {}));
  1341. //# sourceMappingURL=babylon.keyboardEvents.js.map
  1342. var BABYLON;
  1343. (function (BABYLON) {
  1344. /**
  1345. * Gather the list of pointer event types as constants.
  1346. */
  1347. var PointerEventTypes = /** @class */ (function () {
  1348. function PointerEventTypes() {
  1349. }
  1350. /**
  1351. * The pointerdown event is fired when a pointer becomes active. For mouse, it is fired when the device transitions from no buttons depressed to at least one button depressed. For touch, it is fired when physical contact is made with the digitizer. For pen, it is fired when the stylus makes physical contact with the digitizer.
  1352. */
  1353. PointerEventTypes.POINTERDOWN = 0x01;
  1354. /**
  1355. * The pointerup event is fired when a pointer is no longer active.
  1356. */
  1357. PointerEventTypes.POINTERUP = 0x02;
  1358. /**
  1359. * The pointermove event is fired when a pointer changes coordinates.
  1360. */
  1361. PointerEventTypes.POINTERMOVE = 0x04;
  1362. /**
  1363. * The pointerwheel event is fired when a mouse wheel has been rotated.
  1364. */
  1365. PointerEventTypes.POINTERWHEEL = 0x08;
  1366. /**
  1367. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  1368. */
  1369. PointerEventTypes.POINTERPICK = 0x10;
  1370. /**
  1371. * The pointertap event is fired when a the object has been touched and released without drag.
  1372. */
  1373. PointerEventTypes.POINTERTAP = 0x20;
  1374. /**
  1375. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  1376. */
  1377. PointerEventTypes.POINTERDOUBLETAP = 0x40;
  1378. return PointerEventTypes;
  1379. }());
  1380. BABYLON.PointerEventTypes = PointerEventTypes;
  1381. /**
  1382. * Base class of pointer info types.
  1383. */
  1384. var PointerInfoBase = /** @class */ (function () {
  1385. /**
  1386. * Instantiates the base class of pointers info.
  1387. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1388. * @param event Defines the related dom event
  1389. */
  1390. function PointerInfoBase(
  1391. /**
  1392. * Defines the type of event (BABYLON.PointerEventTypes)
  1393. */
  1394. type,
  1395. /**
  1396. * Defines the related dom event
  1397. */
  1398. event) {
  1399. this.type = type;
  1400. this.event = event;
  1401. }
  1402. return PointerInfoBase;
  1403. }());
  1404. BABYLON.PointerInfoBase = PointerInfoBase;
  1405. /**
  1406. * This class is used to store pointer related info for the onPrePointerObservable event.
  1407. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  1408. */
  1409. var PointerInfoPre = /** @class */ (function (_super) {
  1410. __extends(PointerInfoPre, _super);
  1411. /**
  1412. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  1413. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1414. * @param event Defines the related dom event
  1415. * @param localX Defines the local x coordinates of the pointer when the event occured
  1416. * @param localY Defines the local y coordinates of the pointer when the event occured
  1417. */
  1418. function PointerInfoPre(type, event, localX, localY) {
  1419. var _this = _super.call(this, type, event) || this;
  1420. /**
  1421. * Ray from a pointer if availible (eg. 6dof controller)
  1422. */
  1423. _this.ray = null;
  1424. _this.skipOnPointerObservable = false;
  1425. _this.localPosition = new BABYLON.Vector2(localX, localY);
  1426. return _this;
  1427. }
  1428. return PointerInfoPre;
  1429. }(PointerInfoBase));
  1430. BABYLON.PointerInfoPre = PointerInfoPre;
  1431. /**
  1432. * This type contains all the data related to a pointer event in Babylon.js.
  1433. * 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.
  1434. */
  1435. var PointerInfo = /** @class */ (function (_super) {
  1436. __extends(PointerInfo, _super);
  1437. /**
  1438. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  1439. * @param type Defines the type of event (BABYLON.PointerEventTypes)
  1440. * @param event Defines the related dom event
  1441. * @param pickInfo Defines the picking info associated to the info (if any)\
  1442. */
  1443. function PointerInfo(type, event,
  1444. /**
  1445. * Defines the picking info associated to the info (if any)\
  1446. */
  1447. pickInfo) {
  1448. var _this = _super.call(this, type, event) || this;
  1449. _this.pickInfo = pickInfo;
  1450. return _this;
  1451. }
  1452. return PointerInfo;
  1453. }(PointerInfoBase));
  1454. BABYLON.PointerInfo = PointerInfo;
  1455. })(BABYLON || (BABYLON = {}));
  1456. //# sourceMappingURL=babylon.pointerEvents.js.map
  1457. var BABYLON;
  1458. (function (BABYLON) {
  1459. /**
  1460. * Gather the list of clipboard event types as constants.
  1461. */
  1462. var ClipboardEventTypes = /** @class */ (function () {
  1463. function ClipboardEventTypes() {
  1464. }
  1465. /**
  1466. * The clipboard event is fired when a copy command is active (pressed).
  1467. */
  1468. ClipboardEventTypes.COPY = 0x01; //
  1469. /**
  1470. * The clipboard event is fired when a cut command is active (pressed).
  1471. */
  1472. ClipboardEventTypes.CUT = 0x02;
  1473. /**
  1474. * The clipboard event is fired when a paste command is active (pressed).
  1475. */
  1476. ClipboardEventTypes.PASTE = 0x03;
  1477. return ClipboardEventTypes;
  1478. }());
  1479. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1480. /**
  1481. * This class is used to store clipboard related info for the onClipboardObservable event.
  1482. */
  1483. var ClipboardInfo = /** @class */ (function () {
  1484. /**
  1485. *Creates an instance of ClipboardInfo.
  1486. * @param {number} type
  1487. * @param {ClipboardEvent} event
  1488. */
  1489. function ClipboardInfo(
  1490. /**
  1491. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1492. */
  1493. type,
  1494. /**
  1495. * Defines the related dom event
  1496. */
  1497. event) {
  1498. this.type = type;
  1499. this.event = event;
  1500. }
  1501. /**
  1502. * Get the clipboard event's type from the keycode.
  1503. * @param keyCode Defines the keyCode for the current keyboard event.
  1504. * @return {number}
  1505. */
  1506. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1507. var charCode = keyCode;
  1508. //TODO: add codes for extended ASCII
  1509. switch (charCode) {
  1510. case 67: return ClipboardEventTypes.COPY;
  1511. case 86: return ClipboardEventTypes.PASTE;
  1512. case 88: return ClipboardEventTypes.CUT;
  1513. default: return -1;
  1514. }
  1515. };
  1516. return ClipboardInfo;
  1517. }());
  1518. BABYLON.ClipboardInfo = ClipboardInfo;
  1519. })(BABYLON || (BABYLON = {}));
  1520. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1521. var BABYLON;
  1522. (function (BABYLON) {
  1523. /** Class used to store color4 gradient */
  1524. var ColorGradient = /** @class */ (function () {
  1525. function ColorGradient() {
  1526. }
  1527. /**
  1528. * Will get a color picked randomly between color1 and color2.
  1529. * If color2 is undefined then color1 will be used
  1530. * @param result defines the target Color4 to store the result in
  1531. */
  1532. ColorGradient.prototype.getColorToRef = function (result) {
  1533. if (!this.color2) {
  1534. result.copyFrom(this.color1);
  1535. return;
  1536. }
  1537. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1538. };
  1539. return ColorGradient;
  1540. }());
  1541. BABYLON.ColorGradient = ColorGradient;
  1542. /** Class used to store color 3 gradient */
  1543. var Color3Gradient = /** @class */ (function () {
  1544. function Color3Gradient() {
  1545. }
  1546. return Color3Gradient;
  1547. }());
  1548. BABYLON.Color3Gradient = Color3Gradient;
  1549. /** Class used to store factor gradient */
  1550. var FactorGradient = /** @class */ (function () {
  1551. function FactorGradient() {
  1552. }
  1553. /**
  1554. * Will get a number picked randomly between factor1 and factor2.
  1555. * If factor2 is undefined then factor1 will be used
  1556. * @returns the picked number
  1557. */
  1558. FactorGradient.prototype.getFactor = function () {
  1559. if (this.factor2 === undefined) {
  1560. return this.factor1;
  1561. }
  1562. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1563. };
  1564. return FactorGradient;
  1565. }());
  1566. BABYLON.FactorGradient = FactorGradient;
  1567. /**
  1568. * @ignore
  1569. * Application error to support additional information when loading a file
  1570. */
  1571. var LoadFileError = /** @class */ (function (_super) {
  1572. __extends(LoadFileError, _super);
  1573. /**
  1574. * Creates a new LoadFileError
  1575. * @param message defines the message of the error
  1576. * @param request defines the optional XHR request
  1577. */
  1578. function LoadFileError(message,
  1579. /** defines the optional XHR request */
  1580. request) {
  1581. var _this = _super.call(this, message) || this;
  1582. _this.request = request;
  1583. _this.name = "LoadFileError";
  1584. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1585. return _this;
  1586. }
  1587. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1588. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1589. // Polyfill for Object.setPrototypeOf if necessary.
  1590. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1591. return LoadFileError;
  1592. }(Error));
  1593. BABYLON.LoadFileError = LoadFileError;
  1594. /**
  1595. * Class used to define a retry strategy when error happens while loading assets
  1596. */
  1597. var RetryStrategy = /** @class */ (function () {
  1598. function RetryStrategy() {
  1599. }
  1600. /**
  1601. * Function used to defines an exponential back off strategy
  1602. * @param maxRetries defines the maximum number of retries (3 by default)
  1603. * @param baseInterval defines the interval between retries
  1604. * @returns the strategy function to use
  1605. */
  1606. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1607. if (maxRetries === void 0) { maxRetries = 3; }
  1608. if (baseInterval === void 0) { baseInterval = 500; }
  1609. return function (url, request, retryIndex) {
  1610. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1611. return -1;
  1612. }
  1613. return Math.pow(2, retryIndex) * baseInterval;
  1614. };
  1615. };
  1616. return RetryStrategy;
  1617. }());
  1618. BABYLON.RetryStrategy = RetryStrategy;
  1619. // Screenshots
  1620. var screenshotCanvas;
  1621. var cloneValue = function (source, destinationObject) {
  1622. if (!source) {
  1623. return null;
  1624. }
  1625. if (source instanceof BABYLON.Mesh) {
  1626. return null;
  1627. }
  1628. if (source instanceof BABYLON.SubMesh) {
  1629. return source.clone(destinationObject);
  1630. }
  1631. else if (source.clone) {
  1632. return source.clone();
  1633. }
  1634. return null;
  1635. };
  1636. /**
  1637. * Class containing a set of static utilities functions
  1638. */
  1639. var Tools = /** @class */ (function () {
  1640. function Tools() {
  1641. }
  1642. /**
  1643. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1644. * @param u defines the coordinate on X axis
  1645. * @param v defines the coordinate on Y axis
  1646. * @param width defines the width of the source data
  1647. * @param height defines the height of the source data
  1648. * @param pixels defines the source byte array
  1649. * @param color defines the output color
  1650. */
  1651. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1652. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1653. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1654. var position = (wrappedU + wrappedV * width) * 4;
  1655. color.r = pixels[position] / 255;
  1656. color.g = pixels[position + 1] / 255;
  1657. color.b = pixels[position + 2] / 255;
  1658. color.a = pixels[position + 3] / 255;
  1659. };
  1660. /**
  1661. * Interpolates between a and b via alpha
  1662. * @param a The lower value (returned when alpha = 0)
  1663. * @param b The upper value (returned when alpha = 1)
  1664. * @param alpha The interpolation-factor
  1665. * @return The mixed value
  1666. */
  1667. Tools.Mix = function (a, b, alpha) {
  1668. return a * (1 - alpha) + b * alpha;
  1669. };
  1670. /**
  1671. * Tries to instantiate a new object from a given class name
  1672. * @param className defines the class name to instantiate
  1673. * @returns the new object or null if the system was not able to do the instantiation
  1674. */
  1675. Tools.Instantiate = function (className) {
  1676. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1677. return Tools.RegisteredExternalClasses[className];
  1678. }
  1679. var arr = className.split(".");
  1680. var fn = (window || this);
  1681. for (var i = 0, len = arr.length; i < len; i++) {
  1682. fn = fn[arr[i]];
  1683. }
  1684. if (typeof fn !== "function") {
  1685. return null;
  1686. }
  1687. return fn;
  1688. };
  1689. /**
  1690. * Provides a slice function that will work even on IE
  1691. * @param data defines the array to slice
  1692. * @param start defines the start of the data (optional)
  1693. * @param end defines the end of the data (optional)
  1694. * @returns the new sliced array
  1695. */
  1696. Tools.Slice = function (data, start, end) {
  1697. if (data.slice) {
  1698. return data.slice(start, end);
  1699. }
  1700. return Array.prototype.slice.call(data, start, end);
  1701. };
  1702. /**
  1703. * Polyfill for setImmediate
  1704. * @param action defines the action to execute after the current execution block
  1705. */
  1706. Tools.SetImmediate = function (action) {
  1707. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1708. window.setImmediate(action);
  1709. }
  1710. else {
  1711. setTimeout(action, 1);
  1712. }
  1713. };
  1714. /**
  1715. * Function indicating if a number is an exponent of 2
  1716. * @param value defines the value to test
  1717. * @returns true if the value is an exponent of 2
  1718. */
  1719. Tools.IsExponentOfTwo = function (value) {
  1720. var count = 1;
  1721. do {
  1722. count *= 2;
  1723. } while (count < value);
  1724. return count === value;
  1725. };
  1726. /**
  1727. * Returns the nearest 32-bit single precision float representation of a Number
  1728. * @param value A Number. If the parameter is of a different type, it will get converted
  1729. * to a number or to NaN if it cannot be converted
  1730. * @returns number
  1731. */
  1732. Tools.FloatRound = function (value) {
  1733. if (Math.fround) {
  1734. return Math.fround(value);
  1735. }
  1736. return (Tools._tmpFloatArray[0] = value);
  1737. };
  1738. /**
  1739. * Find the next highest power of two.
  1740. * @param x Number to start search from.
  1741. * @return Next highest power of two.
  1742. */
  1743. Tools.CeilingPOT = function (x) {
  1744. x--;
  1745. x |= x >> 1;
  1746. x |= x >> 2;
  1747. x |= x >> 4;
  1748. x |= x >> 8;
  1749. x |= x >> 16;
  1750. x++;
  1751. return x;
  1752. };
  1753. /**
  1754. * Find the next lowest power of two.
  1755. * @param x Number to start search from.
  1756. * @return Next lowest power of two.
  1757. */
  1758. Tools.FloorPOT = function (x) {
  1759. x = x | (x >> 1);
  1760. x = x | (x >> 2);
  1761. x = x | (x >> 4);
  1762. x = x | (x >> 8);
  1763. x = x | (x >> 16);
  1764. return x - (x >> 1);
  1765. };
  1766. /**
  1767. * Find the nearest power of two.
  1768. * @param x Number to start search from.
  1769. * @return Next nearest power of two.
  1770. */
  1771. Tools.NearestPOT = function (x) {
  1772. var c = Tools.CeilingPOT(x);
  1773. var f = Tools.FloorPOT(x);
  1774. return (c - x) > (x - f) ? f : c;
  1775. };
  1776. /**
  1777. * Get the closest exponent of two
  1778. * @param value defines the value to approximate
  1779. * @param max defines the maximum value to return
  1780. * @param mode defines how to define the closest value
  1781. * @returns closest exponent of two of the given value
  1782. */
  1783. Tools.GetExponentOfTwo = function (value, max, mode) {
  1784. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1785. var pot;
  1786. switch (mode) {
  1787. case BABYLON.Engine.SCALEMODE_FLOOR:
  1788. pot = Tools.FloorPOT(value);
  1789. break;
  1790. case BABYLON.Engine.SCALEMODE_NEAREST:
  1791. pot = Tools.NearestPOT(value);
  1792. break;
  1793. case BABYLON.Engine.SCALEMODE_CEILING:
  1794. default:
  1795. pot = Tools.CeilingPOT(value);
  1796. break;
  1797. }
  1798. return Math.min(pot, max);
  1799. };
  1800. /**
  1801. * Extracts the filename from a path
  1802. * @param path defines the path to use
  1803. * @returns the filename
  1804. */
  1805. Tools.GetFilename = function (path) {
  1806. var index = path.lastIndexOf("/");
  1807. if (index < 0) {
  1808. return path;
  1809. }
  1810. return path.substring(index + 1);
  1811. };
  1812. /**
  1813. * Extracts the "folder" part of a path (everything before the filename).
  1814. * @param uri The URI to extract the info from
  1815. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1816. * @returns The "folder" part of the path
  1817. */
  1818. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1819. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1820. var index = uri.lastIndexOf("/");
  1821. if (index < 0) {
  1822. if (returnUnchangedIfNoSlash) {
  1823. return uri;
  1824. }
  1825. return "";
  1826. }
  1827. return uri.substring(0, index + 1);
  1828. };
  1829. /**
  1830. * Extracts text content from a DOM element hierarchy
  1831. * @param element defines the root element
  1832. * @returns a string
  1833. */
  1834. Tools.GetDOMTextContent = function (element) {
  1835. var result = "";
  1836. var child = element.firstChild;
  1837. while (child) {
  1838. if (child.nodeType === 3) {
  1839. result += child.textContent;
  1840. }
  1841. child = (child.nextSibling);
  1842. }
  1843. return result;
  1844. };
  1845. /**
  1846. * Convert an angle in radians to degrees
  1847. * @param angle defines the angle to convert
  1848. * @returns the angle in degrees
  1849. */
  1850. Tools.ToDegrees = function (angle) {
  1851. return angle * 180 / Math.PI;
  1852. };
  1853. /**
  1854. * Convert an angle in degrees to radians
  1855. * @param angle defines the angle to convert
  1856. * @returns the angle in radians
  1857. */
  1858. Tools.ToRadians = function (angle) {
  1859. return angle * Math.PI / 180;
  1860. };
  1861. /**
  1862. * Encode a buffer to a base64 string
  1863. * @param buffer defines the buffer to encode
  1864. * @returns the encoded string
  1865. */
  1866. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1867. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1868. var output = "";
  1869. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1870. var i = 0;
  1871. var bytes = new Uint8Array(buffer);
  1872. while (i < bytes.length) {
  1873. chr1 = bytes[i++];
  1874. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1875. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1876. enc1 = chr1 >> 2;
  1877. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1878. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1879. enc4 = chr3 & 63;
  1880. if (isNaN(chr2)) {
  1881. enc3 = enc4 = 64;
  1882. }
  1883. else if (isNaN(chr3)) {
  1884. enc4 = 64;
  1885. }
  1886. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1887. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1888. }
  1889. return "data:image/png;base64," + output;
  1890. };
  1891. /**
  1892. * Extracts minimum and maximum values from a list of indexed positions
  1893. * @param positions defines the positions to use
  1894. * @param indices defines the indices to the positions
  1895. * @param indexStart defines the start index
  1896. * @param indexCount defines the end index
  1897. * @param bias defines bias value to add to the result
  1898. * @return minimum and maximum values
  1899. */
  1900. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1901. if (bias === void 0) { bias = null; }
  1902. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1903. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1904. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1905. var offset = indices[index] * 3;
  1906. var x = positions[offset];
  1907. var y = positions[offset + 1];
  1908. var z = positions[offset + 2];
  1909. minimum.minimizeInPlaceFromFloats(x, y, z);
  1910. maximum.maximizeInPlaceFromFloats(x, y, z);
  1911. }
  1912. if (bias) {
  1913. minimum.x -= minimum.x * bias.x + bias.y;
  1914. minimum.y -= minimum.y * bias.x + bias.y;
  1915. minimum.z -= minimum.z * bias.x + bias.y;
  1916. maximum.x += maximum.x * bias.x + bias.y;
  1917. maximum.y += maximum.y * bias.x + bias.y;
  1918. maximum.z += maximum.z * bias.x + bias.y;
  1919. }
  1920. return {
  1921. minimum: minimum,
  1922. maximum: maximum
  1923. };
  1924. };
  1925. /**
  1926. * Extracts minimum and maximum values from a list of positions
  1927. * @param positions defines the positions to use
  1928. * @param start defines the start index in the positions array
  1929. * @param count defines the number of positions to handle
  1930. * @param bias defines bias value to add to the result
  1931. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1932. * @return minimum and maximum values
  1933. */
  1934. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1935. if (bias === void 0) { bias = null; }
  1936. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1937. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1938. if (!stride) {
  1939. stride = 3;
  1940. }
  1941. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1942. var x = positions[offset];
  1943. var y = positions[offset + 1];
  1944. var z = positions[offset + 2];
  1945. minimum.minimizeInPlaceFromFloats(x, y, z);
  1946. maximum.maximizeInPlaceFromFloats(x, y, z);
  1947. }
  1948. if (bias) {
  1949. minimum.x -= minimum.x * bias.x + bias.y;
  1950. minimum.y -= minimum.y * bias.x + bias.y;
  1951. minimum.z -= minimum.z * bias.x + bias.y;
  1952. maximum.x += maximum.x * bias.x + bias.y;
  1953. maximum.y += maximum.y * bias.x + bias.y;
  1954. maximum.z += maximum.z * bias.x + bias.y;
  1955. }
  1956. return {
  1957. minimum: minimum,
  1958. maximum: maximum
  1959. };
  1960. };
  1961. /**
  1962. * Returns an array if obj is not an array
  1963. * @param obj defines the object to evaluate as an array
  1964. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1965. * @returns either obj directly if obj is an array or a new array containing obj
  1966. */
  1967. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1968. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1969. return null;
  1970. }
  1971. return Array.isArray(obj) ? obj : [obj];
  1972. };
  1973. /**
  1974. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1975. * @param size the number of element to construct and put in the array
  1976. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1977. * @returns a new array filled with new objects
  1978. */
  1979. Tools.BuildArray = function (size, itemBuilder) {
  1980. var a = [];
  1981. for (var i = 0; i < size; ++i) {
  1982. a.push(itemBuilder());
  1983. }
  1984. return a;
  1985. };
  1986. /**
  1987. * Gets the pointer prefix to use
  1988. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1989. */
  1990. Tools.GetPointerPrefix = function () {
  1991. var eventPrefix = "pointer";
  1992. // Check if pointer events are supported
  1993. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1994. eventPrefix = "mouse";
  1995. }
  1996. return eventPrefix;
  1997. };
  1998. /**
  1999. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2000. * @param func - the function to be called
  2001. * @param requester - the object that will request the next frame. Falls back to window.
  2002. * @returns frame number
  2003. */
  2004. Tools.QueueNewFrame = function (func, requester) {
  2005. if (!Tools.IsWindowObjectExist()) {
  2006. return setTimeout(func, 16);
  2007. }
  2008. if (!requester) {
  2009. requester = window;
  2010. }
  2011. if (requester.requestAnimationFrame) {
  2012. return requester.requestAnimationFrame(func);
  2013. }
  2014. else if (requester.msRequestAnimationFrame) {
  2015. return requester.msRequestAnimationFrame(func);
  2016. }
  2017. else if (requester.webkitRequestAnimationFrame) {
  2018. return requester.webkitRequestAnimationFrame(func);
  2019. }
  2020. else if (requester.mozRequestAnimationFrame) {
  2021. return requester.mozRequestAnimationFrame(func);
  2022. }
  2023. else if (requester.oRequestAnimationFrame) {
  2024. return requester.oRequestAnimationFrame(func);
  2025. }
  2026. else {
  2027. return window.setTimeout(func, 16);
  2028. }
  2029. };
  2030. /**
  2031. * Ask the browser to promote the current element to fullscreen rendering mode
  2032. * @param element defines the DOM element to promote
  2033. */
  2034. Tools.RequestFullscreen = function (element) {
  2035. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2036. if (!requestFunction) {
  2037. return;
  2038. }
  2039. requestFunction.call(element);
  2040. };
  2041. /**
  2042. * Asks the browser to exit fullscreen mode
  2043. */
  2044. Tools.ExitFullscreen = function () {
  2045. if (document.exitFullscreen) {
  2046. document.exitFullscreen();
  2047. }
  2048. else if (document.mozCancelFullScreen) {
  2049. document.mozCancelFullScreen();
  2050. }
  2051. else if (document.webkitCancelFullScreen) {
  2052. document.webkitCancelFullScreen();
  2053. }
  2054. else if (document.msCancelFullScreen) {
  2055. document.msCancelFullScreen();
  2056. }
  2057. };
  2058. /**
  2059. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2060. * @param url define the url we are trying
  2061. * @param element define the dom element where to configure the cors policy
  2062. */
  2063. Tools.SetCorsBehavior = function (url, element) {
  2064. if (url && url.indexOf("data:") === 0) {
  2065. return;
  2066. }
  2067. if (Tools.CorsBehavior) {
  2068. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2069. element.crossOrigin = Tools.CorsBehavior;
  2070. }
  2071. else {
  2072. var result = Tools.CorsBehavior(url);
  2073. if (result) {
  2074. element.crossOrigin = result;
  2075. }
  2076. }
  2077. }
  2078. };
  2079. // External files
  2080. /**
  2081. * Removes unwanted characters from an url
  2082. * @param url defines the url to clean
  2083. * @returns the cleaned url
  2084. */
  2085. Tools.CleanUrl = function (url) {
  2086. url = url.replace(/#/mg, "%23");
  2087. return url;
  2088. };
  2089. /**
  2090. * Loads an image as an HTMLImageElement.
  2091. * @param input url string, ArrayBuffer, or Blob to load
  2092. * @param onLoad callback called when the image successfully loads
  2093. * @param onError callback called when the image fails to load
  2094. * @param offlineProvider offline provider for caching
  2095. * @returns the HTMLImageElement of the loaded image
  2096. */
  2097. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2098. var url;
  2099. var usingObjectURL = false;
  2100. if (input instanceof ArrayBuffer) {
  2101. url = URL.createObjectURL(new Blob([input]));
  2102. usingObjectURL = true;
  2103. }
  2104. else if (input instanceof Blob) {
  2105. url = URL.createObjectURL(input);
  2106. usingObjectURL = true;
  2107. }
  2108. else {
  2109. url = Tools.CleanUrl(input);
  2110. url = Tools.PreprocessUrl(input);
  2111. }
  2112. var img = new Image();
  2113. Tools.SetCorsBehavior(url, img);
  2114. var loadHandler = function () {
  2115. if (usingObjectURL && img.src) {
  2116. URL.revokeObjectURL(img.src);
  2117. }
  2118. img.removeEventListener("load", loadHandler);
  2119. img.removeEventListener("error", errorHandler);
  2120. onLoad(img);
  2121. };
  2122. var errorHandler = function (err) {
  2123. if (usingObjectURL && img.src) {
  2124. URL.revokeObjectURL(img.src);
  2125. }
  2126. img.removeEventListener("load", loadHandler);
  2127. img.removeEventListener("error", errorHandler);
  2128. Tools.Error("Error while trying to load image: " + input);
  2129. if (onError) {
  2130. onError("Error while trying to load image: " + input, err);
  2131. }
  2132. };
  2133. img.addEventListener("load", loadHandler);
  2134. img.addEventListener("error", errorHandler);
  2135. var noOfflineSupport = function () {
  2136. img.src = url;
  2137. };
  2138. var loadFromOfflineSupport = function () {
  2139. if (offlineProvider) {
  2140. offlineProvider.loadImage(url, img);
  2141. }
  2142. };
  2143. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2144. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2145. }
  2146. else {
  2147. if (url.indexOf("file:") !== -1) {
  2148. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2149. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2150. try {
  2151. var blobURL;
  2152. try {
  2153. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2154. }
  2155. catch (ex) {
  2156. // Chrome doesn't support oneTimeOnly parameter
  2157. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2158. }
  2159. img.src = blobURL;
  2160. usingObjectURL = true;
  2161. }
  2162. catch (e) {
  2163. img.src = "";
  2164. }
  2165. return img;
  2166. }
  2167. }
  2168. noOfflineSupport();
  2169. }
  2170. return img;
  2171. };
  2172. /**
  2173. * Loads a file
  2174. * @param url url string, ArrayBuffer, or Blob to load
  2175. * @param onSuccess callback called when the file successfully loads
  2176. * @param onProgress callback called while file is loading (if the server supports this mode)
  2177. * @param offlineProvider defines the offline provider for caching
  2178. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2179. * @param onError callback called when the file fails to load
  2180. * @returns a file request object
  2181. */
  2182. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2183. url = Tools.CleanUrl(url);
  2184. url = Tools.PreprocessUrl(url);
  2185. // If file and file input are set
  2186. if (url.indexOf("file:") !== -1) {
  2187. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2188. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2189. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2190. }
  2191. }
  2192. var loadUrl = Tools.BaseUrl + url;
  2193. var aborted = false;
  2194. var fileRequest = {
  2195. onCompleteObservable: new BABYLON.Observable(),
  2196. abort: function () { return aborted = true; },
  2197. };
  2198. var requestFile = function () {
  2199. var request = new XMLHttpRequest();
  2200. var retryHandle = null;
  2201. fileRequest.abort = function () {
  2202. aborted = true;
  2203. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2204. request.abort();
  2205. }
  2206. if (retryHandle !== null) {
  2207. clearTimeout(retryHandle);
  2208. retryHandle = null;
  2209. }
  2210. };
  2211. var retryLoop = function (retryIndex) {
  2212. request.open('GET', loadUrl, true);
  2213. if (useArrayBuffer) {
  2214. request.responseType = "arraybuffer";
  2215. }
  2216. if (onProgress) {
  2217. request.addEventListener("progress", onProgress);
  2218. }
  2219. var onLoadEnd = function () {
  2220. request.removeEventListener("loadend", onLoadEnd);
  2221. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2222. fileRequest.onCompleteObservable.clear();
  2223. };
  2224. request.addEventListener("loadend", onLoadEnd);
  2225. var onReadyStateChange = function () {
  2226. if (aborted) {
  2227. return;
  2228. }
  2229. // In case of undefined state in some browsers.
  2230. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2231. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2232. request.removeEventListener("readystatechange", onReadyStateChange);
  2233. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2234. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2235. return;
  2236. }
  2237. var retryStrategy = Tools.DefaultRetryStrategy;
  2238. if (retryStrategy) {
  2239. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2240. if (waitTime !== -1) {
  2241. // Prevent the request from completing for retry.
  2242. request.removeEventListener("loadend", onLoadEnd);
  2243. request = new XMLHttpRequest();
  2244. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2245. return;
  2246. }
  2247. }
  2248. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2249. if (onError) {
  2250. onError(request, e);
  2251. }
  2252. else {
  2253. throw e;
  2254. }
  2255. }
  2256. };
  2257. request.addEventListener("readystatechange", onReadyStateChange);
  2258. if (Tools.UseCustomRequestHeaders) {
  2259. Tools.InjectCustomRequestHeaders(request);
  2260. }
  2261. request.send();
  2262. };
  2263. retryLoop(0);
  2264. };
  2265. // Caching all files
  2266. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2267. var noOfflineSupport_1 = function (request) {
  2268. if (request && request.status > 400) {
  2269. if (onError) {
  2270. onError(request);
  2271. }
  2272. }
  2273. else {
  2274. if (!aborted) {
  2275. requestFile();
  2276. }
  2277. }
  2278. };
  2279. var loadFromOfflineSupport = function () {
  2280. // TODO: database needs to support aborting and should return a IFileRequest
  2281. if (aborted) {
  2282. return;
  2283. }
  2284. if (offlineProvider) {
  2285. offlineProvider.loadFile(url, function (data) {
  2286. if (!aborted) {
  2287. onSuccess(data);
  2288. }
  2289. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2290. }, onProgress ? function (event) {
  2291. if (!aborted) {
  2292. onProgress(event);
  2293. }
  2294. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2295. }
  2296. };
  2297. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2298. }
  2299. else {
  2300. requestFile();
  2301. }
  2302. return fileRequest;
  2303. };
  2304. /**
  2305. * Load a script (identified by an url). When the url returns, the
  2306. * content of this file is added into a new script element, attached to the DOM (body element)
  2307. * @param scriptUrl defines the url of the script to laod
  2308. * @param onSuccess defines the callback called when the script is loaded
  2309. * @param onError defines the callback to call if an error occurs
  2310. */
  2311. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2312. if (!Tools.IsWindowObjectExist()) {
  2313. return;
  2314. }
  2315. var head = document.getElementsByTagName('head')[0];
  2316. var script = document.createElement('script');
  2317. script.type = 'text/javascript';
  2318. script.src = scriptUrl;
  2319. script.onload = function () {
  2320. if (onSuccess) {
  2321. onSuccess();
  2322. }
  2323. };
  2324. script.onerror = function (e) {
  2325. if (onError) {
  2326. onError("Unable to load script '" + scriptUrl + "'", e);
  2327. }
  2328. };
  2329. head.appendChild(script);
  2330. };
  2331. /**
  2332. * Loads a file from a blob
  2333. * @param fileToLoad defines the blob to use
  2334. * @param callback defines the callback to call when data is loaded
  2335. * @param progressCallback defines the callback to call during loading process
  2336. * @returns a file request object
  2337. */
  2338. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2339. var reader = new FileReader();
  2340. var request = {
  2341. onCompleteObservable: new BABYLON.Observable(),
  2342. abort: function () { return reader.abort(); },
  2343. };
  2344. reader.onloadend = function (e) {
  2345. request.onCompleteObservable.notifyObservers(request);
  2346. };
  2347. reader.onload = function (e) {
  2348. //target doesn't have result from ts 1.3
  2349. callback(e.target['result']);
  2350. };
  2351. reader.onprogress = progressCallback;
  2352. reader.readAsDataURL(fileToLoad);
  2353. return request;
  2354. };
  2355. /**
  2356. * Loads a file
  2357. * @param fileToLoad defines the file to load
  2358. * @param callback defines the callback to call when data is loaded
  2359. * @param progressCallBack defines the callback to call during loading process
  2360. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2361. * @returns a file request object
  2362. */
  2363. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2364. var reader = new FileReader();
  2365. var request = {
  2366. onCompleteObservable: new BABYLON.Observable(),
  2367. abort: function () { return reader.abort(); },
  2368. };
  2369. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2370. reader.onerror = function (e) {
  2371. Tools.Log("Error while reading file: " + fileToLoad.name);
  2372. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. if (progressCallBack) {
  2379. reader.onprogress = progressCallBack;
  2380. }
  2381. if (!useArrayBuffer) {
  2382. // Asynchronous read
  2383. reader.readAsText(fileToLoad);
  2384. }
  2385. else {
  2386. reader.readAsArrayBuffer(fileToLoad);
  2387. }
  2388. return request;
  2389. };
  2390. /**
  2391. * Creates a data url from a given string content
  2392. * @param content defines the content to convert
  2393. * @returns the new data url link
  2394. */
  2395. Tools.FileAsURL = function (content) {
  2396. var fileBlob = new Blob([content]);
  2397. var url = window.URL || window.webkitURL;
  2398. var link = url.createObjectURL(fileBlob);
  2399. return link;
  2400. };
  2401. /**
  2402. * Format the given number to a specific decimal format
  2403. * @param value defines the number to format
  2404. * @param decimals defines the number of decimals to use
  2405. * @returns the formatted string
  2406. */
  2407. Tools.Format = function (value, decimals) {
  2408. if (decimals === void 0) { decimals = 2; }
  2409. return value.toFixed(decimals);
  2410. };
  2411. /**
  2412. * Checks if a given vector is inside a specific range
  2413. * @param v defines the vector to test
  2414. * @param min defines the minimum range
  2415. * @param max defines the maximum range
  2416. */
  2417. Tools.CheckExtends = function (v, min, max) {
  2418. min.minimizeInPlace(v);
  2419. max.maximizeInPlace(v);
  2420. };
  2421. /**
  2422. * Tries to copy an object by duplicating every property
  2423. * @param source defines the source object
  2424. * @param destination defines the target object
  2425. * @param doNotCopyList defines a list of properties to avoid
  2426. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2427. */
  2428. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2429. for (var prop in source) {
  2430. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2431. continue;
  2432. }
  2433. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2434. continue;
  2435. }
  2436. var sourceValue = source[prop];
  2437. var typeOfSourceValue = typeof sourceValue;
  2438. if (typeOfSourceValue === "function") {
  2439. continue;
  2440. }
  2441. try {
  2442. if (typeOfSourceValue === "object") {
  2443. if (sourceValue instanceof Array) {
  2444. destination[prop] = [];
  2445. if (sourceValue.length > 0) {
  2446. if (typeof sourceValue[0] == "object") {
  2447. for (var index = 0; index < sourceValue.length; index++) {
  2448. var clonedValue = cloneValue(sourceValue[index], destination);
  2449. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2450. destination[prop].push(clonedValue);
  2451. }
  2452. }
  2453. }
  2454. else {
  2455. destination[prop] = sourceValue.slice(0);
  2456. }
  2457. }
  2458. }
  2459. else {
  2460. destination[prop] = cloneValue(sourceValue, destination);
  2461. }
  2462. }
  2463. else {
  2464. destination[prop] = sourceValue;
  2465. }
  2466. }
  2467. catch (e) {
  2468. // Just ignore error (it could be because of a read-only property)
  2469. }
  2470. }
  2471. };
  2472. /**
  2473. * Gets a boolean indicating if the given object has no own property
  2474. * @param obj defines the object to test
  2475. * @returns true if object has no own property
  2476. */
  2477. Tools.IsEmpty = function (obj) {
  2478. for (var i in obj) {
  2479. if (obj.hasOwnProperty(i)) {
  2480. return false;
  2481. }
  2482. }
  2483. return true;
  2484. };
  2485. /**
  2486. * Function used to register events at window level
  2487. * @param events defines the events to register
  2488. */
  2489. Tools.RegisterTopRootEvents = function (events) {
  2490. for (var index = 0; index < events.length; index++) {
  2491. var event = events[index];
  2492. window.addEventListener(event.name, event.handler, false);
  2493. try {
  2494. if (window.parent) {
  2495. window.parent.addEventListener(event.name, event.handler, false);
  2496. }
  2497. }
  2498. catch (e) {
  2499. // Silently fails...
  2500. }
  2501. }
  2502. };
  2503. /**
  2504. * Function used to unregister events from window level
  2505. * @param events defines the events to unregister
  2506. */
  2507. Tools.UnregisterTopRootEvents = function (events) {
  2508. for (var index = 0; index < events.length; index++) {
  2509. var event = events[index];
  2510. window.removeEventListener(event.name, event.handler);
  2511. try {
  2512. if (window.parent) {
  2513. window.parent.removeEventListener(event.name, event.handler);
  2514. }
  2515. }
  2516. catch (e) {
  2517. // Silently fails...
  2518. }
  2519. }
  2520. };
  2521. /**
  2522. * Dumps the current bound framebuffer
  2523. * @param width defines the rendering width
  2524. * @param height defines the rendering height
  2525. * @param engine defines the hosting engine
  2526. * @param successCallback defines the callback triggered once the data are available
  2527. * @param mimeType defines the mime type of the result
  2528. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  2529. */
  2530. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2531. if (mimeType === void 0) { mimeType = "image/png"; }
  2532. // Read the contents of the framebuffer
  2533. var numberOfChannelsByLine = width * 4;
  2534. var halfHeight = height / 2;
  2535. //Reading datas from WebGL
  2536. var data = engine.readPixels(0, 0, width, height);
  2537. //To flip image on Y axis.
  2538. for (var i = 0; i < halfHeight; i++) {
  2539. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2540. var currentCell = j + i * numberOfChannelsByLine;
  2541. var targetLine = height - i - 1;
  2542. var targetCell = j + targetLine * numberOfChannelsByLine;
  2543. var temp = data[currentCell];
  2544. data[currentCell] = data[targetCell];
  2545. data[targetCell] = temp;
  2546. }
  2547. }
  2548. // Create a 2D canvas to store the result
  2549. if (!screenshotCanvas) {
  2550. screenshotCanvas = document.createElement('canvas');
  2551. }
  2552. screenshotCanvas.width = width;
  2553. screenshotCanvas.height = height;
  2554. var context = screenshotCanvas.getContext('2d');
  2555. if (context) {
  2556. // Copy the pixels to a 2D canvas
  2557. var imageData = context.createImageData(width, height);
  2558. var castData = (imageData.data);
  2559. castData.set(data);
  2560. context.putImageData(imageData, 0, 0);
  2561. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2562. }
  2563. };
  2564. /**
  2565. * Converts the canvas data to blob.
  2566. * This acts as a polyfill for browsers not supporting the to blob function.
  2567. * @param canvas Defines the canvas to extract the data from
  2568. * @param successCallback Defines the callback triggered once the data are available
  2569. * @param mimeType Defines the mime type of the result
  2570. */
  2571. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2572. if (mimeType === void 0) { mimeType = "image/png"; }
  2573. // We need HTMLCanvasElement.toBlob for HD screenshots
  2574. if (!canvas.toBlob) {
  2575. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2576. canvas.toBlob = function (callback, type, quality) {
  2577. var _this = this;
  2578. setTimeout(function () {
  2579. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2580. for (var i = 0; i < len; i++) {
  2581. arr[i] = binStr.charCodeAt(i);
  2582. }
  2583. callback(new Blob([arr]));
  2584. });
  2585. };
  2586. }
  2587. canvas.toBlob(function (blob) {
  2588. successCallback(blob);
  2589. }, mimeType);
  2590. };
  2591. /**
  2592. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2593. * @param successCallback defines the callback triggered once the data are available
  2594. * @param mimeType defines the mime type of the result
  2595. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2596. */
  2597. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2598. if (mimeType === void 0) { mimeType = "image/png"; }
  2599. if (successCallback) {
  2600. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2601. successCallback(base64Image);
  2602. }
  2603. else {
  2604. this.ToBlob(screenshotCanvas, function (blob) {
  2605. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2606. if (("download" in document.createElement("a"))) {
  2607. if (!fileName) {
  2608. var date = new Date();
  2609. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2610. fileName = "screenshot_" + stringDate + ".png";
  2611. }
  2612. Tools.Download(blob, fileName);
  2613. }
  2614. else {
  2615. var url = URL.createObjectURL(blob);
  2616. var newWindow = window.open("");
  2617. if (!newWindow) {
  2618. return;
  2619. }
  2620. var img = newWindow.document.createElement("img");
  2621. img.onload = function () {
  2622. // no longer need to read the blob so it's revoked
  2623. URL.revokeObjectURL(url);
  2624. };
  2625. img.src = url;
  2626. newWindow.document.body.appendChild(img);
  2627. }
  2628. }, mimeType);
  2629. }
  2630. };
  2631. /**
  2632. * Downloads a blob in the browser
  2633. * @param blob defines the blob to download
  2634. * @param fileName defines the name of the downloaded file
  2635. */
  2636. Tools.Download = function (blob, fileName) {
  2637. if (navigator && navigator.msSaveBlob) {
  2638. navigator.msSaveBlob(blob, fileName);
  2639. return;
  2640. }
  2641. var url = window.URL.createObjectURL(blob);
  2642. var a = document.createElement("a");
  2643. document.body.appendChild(a);
  2644. a.style.display = "none";
  2645. a.href = url;
  2646. a.download = fileName;
  2647. a.addEventListener("click", function () {
  2648. if (a.parentElement) {
  2649. a.parentElement.removeChild(a);
  2650. }
  2651. });
  2652. a.click();
  2653. window.URL.revokeObjectURL(url);
  2654. };
  2655. /**
  2656. * Captures a screenshot of the current rendering
  2657. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2658. * @param engine defines the rendering engine
  2659. * @param camera defines the source camera
  2660. * @param size This parameter can be set to a single number or to an object with the
  2661. * following (optional) properties: precision, width, height. If a single number is passed,
  2662. * it will be used for both width and height. If an object is passed, the screenshot size
  2663. * will be derived from the parameters. The precision property is a multiplier allowing
  2664. * rendering at a higher or lower resolution
  2665. * @param successCallback defines the callback receives a single parameter which contains the
  2666. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2667. * src parameter of an <img> to display it
  2668. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2669. * Check your browser for supported MIME types
  2670. */
  2671. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2672. if (mimeType === void 0) { mimeType = "image/png"; }
  2673. var width;
  2674. var height;
  2675. // If a precision value is specified
  2676. if (size.precision) {
  2677. width = Math.round(engine.getRenderWidth() * size.precision);
  2678. height = Math.round(width / engine.getAspectRatio(camera));
  2679. }
  2680. else if (size.width && size.height) {
  2681. width = size.width;
  2682. height = size.height;
  2683. }
  2684. //If passing only width, computing height to keep display canvas ratio.
  2685. else if (size.width && !size.height) {
  2686. width = size.width;
  2687. height = Math.round(width / engine.getAspectRatio(camera));
  2688. }
  2689. //If passing only height, computing width to keep display canvas ratio.
  2690. else if (size.height && !size.width) {
  2691. height = size.height;
  2692. width = Math.round(height * engine.getAspectRatio(camera));
  2693. }
  2694. //Assuming here that "size" parameter is a number
  2695. else if (!isNaN(size)) {
  2696. height = size;
  2697. width = size;
  2698. }
  2699. else {
  2700. Tools.Error("Invalid 'size' parameter !");
  2701. return;
  2702. }
  2703. if (!screenshotCanvas) {
  2704. screenshotCanvas = document.createElement('canvas');
  2705. }
  2706. screenshotCanvas.width = width;
  2707. screenshotCanvas.height = height;
  2708. var renderContext = screenshotCanvas.getContext("2d");
  2709. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2710. var newWidth = width;
  2711. var newHeight = newWidth / ratio;
  2712. if (newHeight > height) {
  2713. newHeight = height;
  2714. newWidth = newHeight * ratio;
  2715. }
  2716. var offsetX = Math.max(0, width - newWidth) / 2;
  2717. var offsetY = Math.max(0, height - newHeight) / 2;
  2718. var renderingCanvas = engine.getRenderingCanvas();
  2719. if (renderContext && renderingCanvas) {
  2720. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2721. }
  2722. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2723. };
  2724. /**
  2725. * Generates an image screenshot from the specified camera.
  2726. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2727. * @param engine The engine to use for rendering
  2728. * @param camera The camera to use for rendering
  2729. * @param size This parameter can be set to a single number or to an object with the
  2730. * following (optional) properties: precision, width, height. If a single number is passed,
  2731. * it will be used for both width and height. If an object is passed, the screenshot size
  2732. * will be derived from the parameters. The precision property is a multiplier allowing
  2733. * rendering at a higher or lower resolution
  2734. * @param successCallback The callback receives a single parameter which contains the
  2735. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2736. * src parameter of an <img> to display it
  2737. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2738. * Check your browser for supported MIME types
  2739. * @param samples Texture samples (default: 1)
  2740. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2741. * @param fileName A name for for the downloaded file.
  2742. */
  2743. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2744. if (mimeType === void 0) { mimeType = "image/png"; }
  2745. if (samples === void 0) { samples = 1; }
  2746. if (antialiasing === void 0) { antialiasing = false; }
  2747. var width;
  2748. var height;
  2749. //If a precision value is specified
  2750. if (size.precision) {
  2751. width = Math.round(engine.getRenderWidth() * size.precision);
  2752. height = Math.round(width / engine.getAspectRatio(camera));
  2753. size = { width: width, height: height };
  2754. }
  2755. else if (size.width && size.height) {
  2756. width = size.width;
  2757. height = size.height;
  2758. }
  2759. //If passing only width, computing height to keep display canvas ratio.
  2760. else if (size.width && !size.height) {
  2761. width = size.width;
  2762. height = Math.round(width / engine.getAspectRatio(camera));
  2763. size = { width: width, height: height };
  2764. }
  2765. //If passing only height, computing width to keep display canvas ratio.
  2766. else if (size.height && !size.width) {
  2767. height = size.height;
  2768. width = Math.round(height * engine.getAspectRatio(camera));
  2769. size = { width: width, height: height };
  2770. }
  2771. //Assuming here that "size" parameter is a number
  2772. else if (!isNaN(size)) {
  2773. height = size;
  2774. width = size;
  2775. }
  2776. else {
  2777. Tools.Error("Invalid 'size' parameter !");
  2778. return;
  2779. }
  2780. var scene = camera.getScene();
  2781. var previousCamera = null;
  2782. if (scene.activeCamera !== camera) {
  2783. previousCamera = scene.activeCamera;
  2784. scene.activeCamera = camera;
  2785. }
  2786. var renderCanvas = engine.getRenderingCanvas();
  2787. if (!renderCanvas) {
  2788. Tools.Error("No rendering canvas found !");
  2789. return;
  2790. }
  2791. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2792. engine.setSize(width, height);
  2793. scene.render();
  2794. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2795. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2796. texture.renderList = null;
  2797. texture.samples = samples;
  2798. if (antialiasing) {
  2799. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2800. }
  2801. texture.onAfterRenderObservable.add(function () {
  2802. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2803. });
  2804. scene.incrementRenderId();
  2805. scene.resetCachedMaterial();
  2806. texture.render(true);
  2807. texture.dispose();
  2808. if (previousCamera) {
  2809. scene.activeCamera = previousCamera;
  2810. }
  2811. engine.setSize(originalSize.width, originalSize.height);
  2812. camera.getProjectionMatrix(true); // Force cache refresh;
  2813. };
  2814. /**
  2815. * Validates if xhr data is correct
  2816. * @param xhr defines the request to validate
  2817. * @param dataType defines the expected data type
  2818. * @returns true if data is correct
  2819. */
  2820. Tools.ValidateXHRData = function (xhr, dataType) {
  2821. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2822. if (dataType === void 0) { dataType = 7; }
  2823. try {
  2824. if (dataType & 1) {
  2825. if (xhr.responseText && xhr.responseText.length > 0) {
  2826. return true;
  2827. }
  2828. else if (dataType === 1) {
  2829. return false;
  2830. }
  2831. }
  2832. if (dataType & 2) {
  2833. // Check header width and height since there is no "TGA" magic number
  2834. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2835. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2836. return true;
  2837. }
  2838. else if (dataType === 2) {
  2839. return false;
  2840. }
  2841. }
  2842. if (dataType & 4) {
  2843. // Check for the "DDS" magic number
  2844. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2845. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2846. return true;
  2847. }
  2848. else {
  2849. return false;
  2850. }
  2851. }
  2852. }
  2853. catch (e) {
  2854. // Global protection
  2855. }
  2856. return false;
  2857. };
  2858. /**
  2859. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2860. * Be aware Math.random() could cause collisions, but:
  2861. * "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"
  2862. * @returns a pseudo random id
  2863. */
  2864. Tools.RandomId = function () {
  2865. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2866. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2867. return v.toString(16);
  2868. });
  2869. };
  2870. /**
  2871. * Test if the given uri is a base64 string
  2872. * @param uri The uri to test
  2873. * @return True if the uri is a base64 string or false otherwise
  2874. */
  2875. Tools.IsBase64 = function (uri) {
  2876. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2877. };
  2878. /**
  2879. * Decode the given base64 uri.
  2880. * @param uri The uri to decode
  2881. * @return The decoded base64 data.
  2882. */
  2883. Tools.DecodeBase64 = function (uri) {
  2884. var decodedString = atob(uri.split(",")[1]);
  2885. var bufferLength = decodedString.length;
  2886. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2887. for (var i = 0; i < bufferLength; i++) {
  2888. bufferView[i] = decodedString.charCodeAt(i);
  2889. }
  2890. return bufferView.buffer;
  2891. };
  2892. Tools._AddLogEntry = function (entry) {
  2893. Tools._LogCache = entry + Tools._LogCache;
  2894. if (Tools.OnNewCacheEntry) {
  2895. Tools.OnNewCacheEntry(entry);
  2896. }
  2897. };
  2898. Tools._FormatMessage = function (message) {
  2899. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2900. var date = new Date();
  2901. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2902. };
  2903. Tools._LogDisabled = function (message) {
  2904. // nothing to do
  2905. };
  2906. Tools._LogEnabled = function (message) {
  2907. var formattedMessage = Tools._FormatMessage(message);
  2908. console.log("BJS - " + formattedMessage);
  2909. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2910. Tools._AddLogEntry(entry);
  2911. };
  2912. Tools._WarnDisabled = function (message) {
  2913. // nothing to do
  2914. };
  2915. Tools._WarnEnabled = function (message) {
  2916. var formattedMessage = Tools._FormatMessage(message);
  2917. console.warn("BJS - " + formattedMessage);
  2918. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2919. Tools._AddLogEntry(entry);
  2920. };
  2921. Tools._ErrorDisabled = function (message) {
  2922. // nothing to do
  2923. };
  2924. Tools._ErrorEnabled = function (message) {
  2925. Tools.errorsCount++;
  2926. var formattedMessage = Tools._FormatMessage(message);
  2927. console.error("BJS - " + formattedMessage);
  2928. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2929. Tools._AddLogEntry(entry);
  2930. };
  2931. Object.defineProperty(Tools, "LogCache", {
  2932. /**
  2933. * Gets current log cache (list of logs)
  2934. */
  2935. get: function () {
  2936. return Tools._LogCache;
  2937. },
  2938. enumerable: true,
  2939. configurable: true
  2940. });
  2941. /**
  2942. * Clears the log cache
  2943. */
  2944. Tools.ClearLogCache = function () {
  2945. Tools._LogCache = "";
  2946. Tools.errorsCount = 0;
  2947. };
  2948. Object.defineProperty(Tools, "LogLevels", {
  2949. /**
  2950. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2951. */
  2952. set: function (level) {
  2953. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2954. Tools.Log = Tools._LogEnabled;
  2955. }
  2956. else {
  2957. Tools.Log = Tools._LogDisabled;
  2958. }
  2959. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2960. Tools.Warn = Tools._WarnEnabled;
  2961. }
  2962. else {
  2963. Tools.Warn = Tools._WarnDisabled;
  2964. }
  2965. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2966. Tools.Error = Tools._ErrorEnabled;
  2967. }
  2968. else {
  2969. Tools.Error = Tools._ErrorDisabled;
  2970. }
  2971. },
  2972. enumerable: true,
  2973. configurable: true
  2974. });
  2975. /**
  2976. * Checks if the loaded document was accessed via `file:`-Protocol.
  2977. * @returns boolean
  2978. */
  2979. Tools.IsFileURL = function () {
  2980. return location.protocol === "file:";
  2981. };
  2982. /**
  2983. * Checks if the window object exists
  2984. * @returns true if the window object exists
  2985. */
  2986. Tools.IsWindowObjectExist = function () {
  2987. return (typeof window) !== "undefined";
  2988. };
  2989. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2990. /**
  2991. * Sets the current performance log level
  2992. */
  2993. set: function (level) {
  2994. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2995. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2996. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2997. return;
  2998. }
  2999. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3000. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3001. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3002. return;
  3003. }
  3004. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3005. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3006. },
  3007. enumerable: true,
  3008. configurable: true
  3009. });
  3010. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3011. };
  3012. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3013. };
  3014. Tools._StartUserMark = function (counterName, condition) {
  3015. if (condition === void 0) { condition = true; }
  3016. if (!Tools._performance) {
  3017. if (!Tools.IsWindowObjectExist()) {
  3018. return;
  3019. }
  3020. Tools._performance = window.performance;
  3021. }
  3022. if (!condition || !Tools._performance.mark) {
  3023. return;
  3024. }
  3025. Tools._performance.mark(counterName + "-Begin");
  3026. };
  3027. Tools._EndUserMark = function (counterName, condition) {
  3028. if (condition === void 0) { condition = true; }
  3029. if (!condition || !Tools._performance.mark) {
  3030. return;
  3031. }
  3032. Tools._performance.mark(counterName + "-End");
  3033. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3034. };
  3035. Tools._StartPerformanceConsole = function (counterName, condition) {
  3036. if (condition === void 0) { condition = true; }
  3037. if (!condition) {
  3038. return;
  3039. }
  3040. Tools._StartUserMark(counterName, condition);
  3041. if (console.time) {
  3042. console.time(counterName);
  3043. }
  3044. };
  3045. Tools._EndPerformanceConsole = function (counterName, condition) {
  3046. if (condition === void 0) { condition = true; }
  3047. if (!condition) {
  3048. return;
  3049. }
  3050. Tools._EndUserMark(counterName, condition);
  3051. if (console.time) {
  3052. console.timeEnd(counterName);
  3053. }
  3054. };
  3055. /**
  3056. * Injects the @see CustomRequestHeaders into the given request
  3057. * @param request the request that should be used for injection
  3058. */
  3059. Tools.InjectCustomRequestHeaders = function (request) {
  3060. for (var key in Tools.CustomRequestHeaders) {
  3061. var val = Tools.CustomRequestHeaders[key];
  3062. if (val) {
  3063. request.setRequestHeader(key, val);
  3064. }
  3065. }
  3066. };
  3067. Object.defineProperty(Tools, "Now", {
  3068. /**
  3069. * Gets either window.performance.now() if supported or Date.now() else
  3070. */
  3071. get: function () {
  3072. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3073. return window.performance.now();
  3074. }
  3075. return Date.now();
  3076. },
  3077. enumerable: true,
  3078. configurable: true
  3079. });
  3080. /**
  3081. * This method will return the name of the class used to create the instance of the given object.
  3082. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3083. * @param object the object to get the class name from
  3084. * @param isType defines if the object is actually a type
  3085. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3086. */
  3087. Tools.GetClassName = function (object, isType) {
  3088. if (isType === void 0) { isType = false; }
  3089. var name = null;
  3090. if (!isType && object.getClassName) {
  3091. name = object.getClassName();
  3092. }
  3093. else {
  3094. if (object instanceof Object) {
  3095. var classObj = isType ? object : Object.getPrototypeOf(object);
  3096. name = classObj.constructor["__bjsclassName__"];
  3097. }
  3098. if (!name) {
  3099. name = typeof object;
  3100. }
  3101. }
  3102. return name;
  3103. };
  3104. /**
  3105. * Gets the first element of an array satisfying a given predicate
  3106. * @param array defines the array to browse
  3107. * @param predicate defines the predicate to use
  3108. * @returns null if not found or the element
  3109. */
  3110. Tools.First = function (array, predicate) {
  3111. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3112. var el = array_1[_i];
  3113. if (predicate(el)) {
  3114. return el;
  3115. }
  3116. }
  3117. return null;
  3118. };
  3119. /**
  3120. * This method will return the name of the full name of the class, including its owning module (if any).
  3121. * 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).
  3122. * @param object the object to get the class name from
  3123. * @param isType defines if the object is actually a type
  3124. * @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.
  3125. * @ignorenaming
  3126. */
  3127. Tools.getFullClassName = function (object, isType) {
  3128. if (isType === void 0) { isType = false; }
  3129. var className = null;
  3130. var moduleName = null;
  3131. if (!isType && object.getClassName) {
  3132. className = object.getClassName();
  3133. }
  3134. else {
  3135. if (object instanceof Object) {
  3136. var classObj = isType ? object : Object.getPrototypeOf(object);
  3137. className = classObj.constructor["__bjsclassName__"];
  3138. moduleName = classObj.constructor["__bjsmoduleName__"];
  3139. }
  3140. if (!className) {
  3141. className = typeof object;
  3142. }
  3143. }
  3144. if (!className) {
  3145. return null;
  3146. }
  3147. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3148. };
  3149. /**
  3150. * Returns a promise that resolves after the given amount of time.
  3151. * @param delay Number of milliseconds to delay
  3152. * @returns Promise that resolves after the given amount of time
  3153. */
  3154. Tools.DelayAsync = function (delay) {
  3155. return new Promise(function (resolve) {
  3156. setTimeout(function () {
  3157. resolve();
  3158. }, delay);
  3159. });
  3160. };
  3161. /**
  3162. * Gets the current gradient from an array of IValueGradient
  3163. * @param ratio defines the current ratio to get
  3164. * @param gradients defines the array of IValueGradient
  3165. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3166. */
  3167. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3168. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3169. var currentGradient = gradients[gradientIndex];
  3170. var nextGradient = gradients[gradientIndex + 1];
  3171. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3172. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3173. updateFunc(currentGradient, nextGradient, scale);
  3174. return;
  3175. }
  3176. }
  3177. // Use last index if over
  3178. var lastIndex = gradients.length - 1;
  3179. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3180. };
  3181. /**
  3182. * Gets or sets the base URL to use to load assets
  3183. */
  3184. Tools.BaseUrl = "";
  3185. /**
  3186. * Enable/Disable Custom HTTP Request Headers globally.
  3187. * default = false
  3188. * @see CustomRequestHeaders
  3189. */
  3190. Tools.UseCustomRequestHeaders = false;
  3191. /**
  3192. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3193. * i.e. when loading files, where the server/service expects an Authorization header.
  3194. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3195. */
  3196. Tools.CustomRequestHeaders = {};
  3197. /**
  3198. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3199. */
  3200. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3201. /**
  3202. * Default behaviour for cors in the application.
  3203. * It can be a string if the expected behavior is identical in the entire app.
  3204. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3205. */
  3206. Tools.CorsBehavior = "anonymous";
  3207. /**
  3208. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3209. * @ignorenaming
  3210. */
  3211. Tools.UseFallbackTexture = true;
  3212. /**
  3213. * Use this object to register external classes like custom textures or material
  3214. * to allow the laoders to instantiate them
  3215. */
  3216. Tools.RegisteredExternalClasses = {};
  3217. /**
  3218. * Texture content used if a texture cannot loaded
  3219. * @ignorenaming
  3220. */
  3221. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3222. Tools._tmpFloatArray = new Float32Array(1);
  3223. /**
  3224. * Gets or sets a function used to pre-process url before using them to load assets
  3225. */
  3226. Tools.PreprocessUrl = function (url) {
  3227. return url;
  3228. };
  3229. // Logs
  3230. /**
  3231. * No log
  3232. */
  3233. Tools.NoneLogLevel = 0;
  3234. /**
  3235. * Only message logs
  3236. */
  3237. Tools.MessageLogLevel = 1;
  3238. /**
  3239. * Only warning logs
  3240. */
  3241. Tools.WarningLogLevel = 2;
  3242. /**
  3243. * Only error logs
  3244. */
  3245. Tools.ErrorLogLevel = 4;
  3246. /**
  3247. * All logs
  3248. */
  3249. Tools.AllLogLevel = 7;
  3250. Tools._LogCache = "";
  3251. /**
  3252. * Gets a value indicating the number of loading errors
  3253. * @ignorenaming
  3254. */
  3255. Tools.errorsCount = 0;
  3256. /**
  3257. * Log a message to the console
  3258. */
  3259. Tools.Log = Tools._LogEnabled;
  3260. /**
  3261. * Write a warning message to the console
  3262. */
  3263. Tools.Warn = Tools._WarnEnabled;
  3264. /**
  3265. * Write an error message to the console
  3266. */
  3267. Tools.Error = Tools._ErrorEnabled;
  3268. // Performances
  3269. /**
  3270. * No performance log
  3271. */
  3272. Tools.PerformanceNoneLogLevel = 0;
  3273. /**
  3274. * Use user marks to log performance
  3275. */
  3276. Tools.PerformanceUserMarkLogLevel = 1;
  3277. /**
  3278. * Log performance to the console
  3279. */
  3280. Tools.PerformanceConsoleLogLevel = 2;
  3281. /**
  3282. * Starts a performance counter
  3283. */
  3284. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3285. /**
  3286. * Ends a specific performance coutner
  3287. */
  3288. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3289. return Tools;
  3290. }());
  3291. BABYLON.Tools = Tools;
  3292. /**
  3293. * This class is used to track a performance counter which is number based.
  3294. * The user has access to many properties which give statistics of different nature.
  3295. *
  3296. * The implementer can track two kinds of Performance Counter: time and count.
  3297. * 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.
  3298. * 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.
  3299. */
  3300. var PerfCounter = /** @class */ (function () {
  3301. /**
  3302. * Creates a new counter
  3303. */
  3304. function PerfCounter() {
  3305. this._startMonitoringTime = 0;
  3306. this._min = 0;
  3307. this._max = 0;
  3308. this._average = 0;
  3309. this._lastSecAverage = 0;
  3310. this._current = 0;
  3311. this._totalValueCount = 0;
  3312. this._totalAccumulated = 0;
  3313. this._lastSecAccumulated = 0;
  3314. this._lastSecTime = 0;
  3315. this._lastSecValueCount = 0;
  3316. }
  3317. Object.defineProperty(PerfCounter.prototype, "min", {
  3318. /**
  3319. * Returns the smallest value ever
  3320. */
  3321. get: function () {
  3322. return this._min;
  3323. },
  3324. enumerable: true,
  3325. configurable: true
  3326. });
  3327. Object.defineProperty(PerfCounter.prototype, "max", {
  3328. /**
  3329. * Returns the biggest value ever
  3330. */
  3331. get: function () {
  3332. return this._max;
  3333. },
  3334. enumerable: true,
  3335. configurable: true
  3336. });
  3337. Object.defineProperty(PerfCounter.prototype, "average", {
  3338. /**
  3339. * Returns the average value since the performance counter is running
  3340. */
  3341. get: function () {
  3342. return this._average;
  3343. },
  3344. enumerable: true,
  3345. configurable: true
  3346. });
  3347. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3348. /**
  3349. * Returns the average value of the last second the counter was monitored
  3350. */
  3351. get: function () {
  3352. return this._lastSecAverage;
  3353. },
  3354. enumerable: true,
  3355. configurable: true
  3356. });
  3357. Object.defineProperty(PerfCounter.prototype, "current", {
  3358. /**
  3359. * Returns the current value
  3360. */
  3361. get: function () {
  3362. return this._current;
  3363. },
  3364. enumerable: true,
  3365. configurable: true
  3366. });
  3367. Object.defineProperty(PerfCounter.prototype, "total", {
  3368. /**
  3369. * Gets the accumulated total
  3370. */
  3371. get: function () {
  3372. return this._totalAccumulated;
  3373. },
  3374. enumerable: true,
  3375. configurable: true
  3376. });
  3377. Object.defineProperty(PerfCounter.prototype, "count", {
  3378. /**
  3379. * Gets the total value count
  3380. */
  3381. get: function () {
  3382. return this._totalValueCount;
  3383. },
  3384. enumerable: true,
  3385. configurable: true
  3386. });
  3387. /**
  3388. * Call this method to start monitoring a new frame.
  3389. * 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.
  3390. */
  3391. PerfCounter.prototype.fetchNewFrame = function () {
  3392. this._totalValueCount++;
  3393. this._current = 0;
  3394. this._lastSecValueCount++;
  3395. };
  3396. /**
  3397. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3398. * @param newCount the count value to add to the monitored count
  3399. * @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.
  3400. */
  3401. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3402. if (!PerfCounter.Enabled) {
  3403. return;
  3404. }
  3405. this._current += newCount;
  3406. if (fetchResult) {
  3407. this._fetchResult();
  3408. }
  3409. };
  3410. /**
  3411. * Start monitoring this performance counter
  3412. */
  3413. PerfCounter.prototype.beginMonitoring = function () {
  3414. if (!PerfCounter.Enabled) {
  3415. return;
  3416. }
  3417. this._startMonitoringTime = Tools.Now;
  3418. };
  3419. /**
  3420. * Compute the time lapsed since the previous beginMonitoring() call.
  3421. * @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
  3422. */
  3423. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3424. if (newFrame === void 0) { newFrame = true; }
  3425. if (!PerfCounter.Enabled) {
  3426. return;
  3427. }
  3428. if (newFrame) {
  3429. this.fetchNewFrame();
  3430. }
  3431. var currentTime = Tools.Now;
  3432. this._current = currentTime - this._startMonitoringTime;
  3433. if (newFrame) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. PerfCounter.prototype._fetchResult = function () {
  3438. this._totalAccumulated += this._current;
  3439. this._lastSecAccumulated += this._current;
  3440. // Min/Max update
  3441. this._min = Math.min(this._min, this._current);
  3442. this._max = Math.max(this._max, this._current);
  3443. this._average = this._totalAccumulated / this._totalValueCount;
  3444. // Reset last sec?
  3445. var now = Tools.Now;
  3446. if ((now - this._lastSecTime) > 1000) {
  3447. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3448. this._lastSecTime = now;
  3449. this._lastSecAccumulated = 0;
  3450. this._lastSecValueCount = 0;
  3451. }
  3452. };
  3453. /**
  3454. * Gets or sets a global boolean to turn on and off all the counters
  3455. */
  3456. PerfCounter.Enabled = true;
  3457. return PerfCounter;
  3458. }());
  3459. BABYLON.PerfCounter = PerfCounter;
  3460. /**
  3461. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3462. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3463. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3464. * @param name The name of the class, case should be preserved
  3465. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3466. */
  3467. function className(name, module) {
  3468. return function (target) {
  3469. target["__bjsclassName__"] = name;
  3470. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3471. };
  3472. }
  3473. BABYLON.className = className;
  3474. /**
  3475. * An implementation of a loop for asynchronous functions.
  3476. */
  3477. var AsyncLoop = /** @class */ (function () {
  3478. /**
  3479. * Constructor.
  3480. * @param iterations the number of iterations.
  3481. * @param func the function to run each iteration
  3482. * @param successCallback the callback that will be called upon succesful execution
  3483. * @param offset starting offset.
  3484. */
  3485. function AsyncLoop(
  3486. /**
  3487. * Defines the number of iterations for the loop
  3488. */
  3489. iterations, func, successCallback, offset) {
  3490. if (offset === void 0) { offset = 0; }
  3491. this.iterations = iterations;
  3492. this.index = offset - 1;
  3493. this._done = false;
  3494. this._fn = func;
  3495. this._successCallback = successCallback;
  3496. }
  3497. /**
  3498. * Execute the next iteration. Must be called after the last iteration was finished.
  3499. */
  3500. AsyncLoop.prototype.executeNext = function () {
  3501. if (!this._done) {
  3502. if (this.index + 1 < this.iterations) {
  3503. ++this.index;
  3504. this._fn(this);
  3505. }
  3506. else {
  3507. this.breakLoop();
  3508. }
  3509. }
  3510. };
  3511. /**
  3512. * Break the loop and run the success callback.
  3513. */
  3514. AsyncLoop.prototype.breakLoop = function () {
  3515. this._done = true;
  3516. this._successCallback();
  3517. };
  3518. /**
  3519. * Create and run an async loop.
  3520. * @param iterations the number of iterations.
  3521. * @param fn the function to run each iteration
  3522. * @param successCallback the callback that will be called upon succesful execution
  3523. * @param offset starting offset.
  3524. * @returns the created async loop object
  3525. */
  3526. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3527. if (offset === void 0) { offset = 0; }
  3528. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3529. loop.executeNext();
  3530. return loop;
  3531. };
  3532. /**
  3533. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3534. * @param iterations total number of iterations
  3535. * @param syncedIterations number of synchronous iterations in each async iteration.
  3536. * @param fn the function to call each iteration.
  3537. * @param callback a success call back that will be called when iterating stops.
  3538. * @param breakFunction a break condition (optional)
  3539. * @param timeout timeout settings for the setTimeout function. default - 0.
  3540. * @returns the created async loop object
  3541. */
  3542. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3543. if (timeout === void 0) { timeout = 0; }
  3544. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3545. if (breakFunction && breakFunction()) {
  3546. loop.breakLoop();
  3547. }
  3548. else {
  3549. setTimeout(function () {
  3550. for (var i = 0; i < syncedIterations; ++i) {
  3551. var iteration = (loop.index * syncedIterations) + i;
  3552. if (iteration >= iterations) {
  3553. break;
  3554. }
  3555. fn(iteration);
  3556. if (breakFunction && breakFunction()) {
  3557. loop.breakLoop();
  3558. break;
  3559. }
  3560. }
  3561. loop.executeNext();
  3562. }, timeout);
  3563. }
  3564. }, callback);
  3565. };
  3566. return AsyncLoop;
  3567. }());
  3568. BABYLON.AsyncLoop = AsyncLoop;
  3569. })(BABYLON || (BABYLON = {}));
  3570. //# sourceMappingURL=babylon.tools.js.map
  3571. var BABYLON;
  3572. (function (BABYLON) {
  3573. /**
  3574. * Constant used to convert a value to gamma space
  3575. * @ignorenaming
  3576. */
  3577. BABYLON.ToGammaSpace = 1 / 2.2;
  3578. /**
  3579. * Constant used to convert a value to linear space
  3580. * @ignorenaming
  3581. */
  3582. BABYLON.ToLinearSpace = 2.2;
  3583. /**
  3584. * Constant used to define the minimal number value in Babylon.js
  3585. * @ignorenaming
  3586. */
  3587. BABYLON.Epsilon = 0.001;
  3588. /**
  3589. * Class used to hold a RBG color
  3590. */
  3591. var Color3 = /** @class */ (function () {
  3592. /**
  3593. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3594. * @param r defines the red component (between 0 and 1, default is 0)
  3595. * @param g defines the green component (between 0 and 1, default is 0)
  3596. * @param b defines the blue component (between 0 and 1, default is 0)
  3597. */
  3598. function Color3(
  3599. /**
  3600. * Defines the red component (between 0 and 1, default is 0)
  3601. */
  3602. r,
  3603. /**
  3604. * Defines the green component (between 0 and 1, default is 0)
  3605. */
  3606. g,
  3607. /**
  3608. * Defines the blue component (between 0 and 1, default is 0)
  3609. */
  3610. b) {
  3611. if (r === void 0) { r = 0; }
  3612. if (g === void 0) { g = 0; }
  3613. if (b === void 0) { b = 0; }
  3614. this.r = r;
  3615. this.g = g;
  3616. this.b = b;
  3617. }
  3618. /**
  3619. * Creates a string with the Color3 current values
  3620. * @returns the string representation of the Color3 object
  3621. */
  3622. Color3.prototype.toString = function () {
  3623. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3624. };
  3625. /**
  3626. * Returns the string "Color3"
  3627. * @returns "Color3"
  3628. */
  3629. Color3.prototype.getClassName = function () {
  3630. return "Color3";
  3631. };
  3632. /**
  3633. * Compute the Color3 hash code
  3634. * @returns an unique number that can be used to hash Color3 objects
  3635. */
  3636. Color3.prototype.getHashCode = function () {
  3637. var hash = this.r || 0;
  3638. hash = (hash * 397) ^ (this.g || 0);
  3639. hash = (hash * 397) ^ (this.b || 0);
  3640. return hash;
  3641. };
  3642. // Operators
  3643. /**
  3644. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3645. * @param array defines the array where to store the r,g,b components
  3646. * @param index defines an optional index in the target array to define where to start storing values
  3647. * @returns the current Color3 object
  3648. */
  3649. Color3.prototype.toArray = function (array, index) {
  3650. if (index === void 0) { index = 0; }
  3651. array[index] = this.r;
  3652. array[index + 1] = this.g;
  3653. array[index + 2] = this.b;
  3654. return this;
  3655. };
  3656. /**
  3657. * Returns a new Color4 object from the current Color3 and the given alpha
  3658. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3659. * @returns a new Color4 object
  3660. */
  3661. Color3.prototype.toColor4 = function (alpha) {
  3662. if (alpha === void 0) { alpha = 1; }
  3663. return new Color4(this.r, this.g, this.b, alpha);
  3664. };
  3665. /**
  3666. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3667. * @returns the new array
  3668. */
  3669. Color3.prototype.asArray = function () {
  3670. var result = new Array();
  3671. this.toArray(result, 0);
  3672. return result;
  3673. };
  3674. /**
  3675. * Returns the luminance value
  3676. * @returns a float value
  3677. */
  3678. Color3.prototype.toLuminance = function () {
  3679. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3680. };
  3681. /**
  3682. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3683. * @param otherColor defines the second operand
  3684. * @returns the new Color3 object
  3685. */
  3686. Color3.prototype.multiply = function (otherColor) {
  3687. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3688. };
  3689. /**
  3690. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3691. * @param otherColor defines the second operand
  3692. * @param result defines the Color3 object where to store the result
  3693. * @returns the current Color3
  3694. */
  3695. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3696. result.r = this.r * otherColor.r;
  3697. result.g = this.g * otherColor.g;
  3698. result.b = this.b * otherColor.b;
  3699. return this;
  3700. };
  3701. /**
  3702. * Determines equality between Color3 objects
  3703. * @param otherColor defines the second operand
  3704. * @returns true if the rgb values are equal to the given ones
  3705. */
  3706. Color3.prototype.equals = function (otherColor) {
  3707. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3708. };
  3709. /**
  3710. * Determines equality between the current Color3 object and a set of r,b,g values
  3711. * @param r defines the red component to check
  3712. * @param g defines the green component to check
  3713. * @param b defines the blue component to check
  3714. * @returns true if the rgb values are equal to the given ones
  3715. */
  3716. Color3.prototype.equalsFloats = function (r, g, b) {
  3717. return this.r === r && this.g === g && this.b === b;
  3718. };
  3719. /**
  3720. * Multiplies in place each rgb value by scale
  3721. * @param scale defines the scaling factor
  3722. * @returns the updated Color3
  3723. */
  3724. Color3.prototype.scale = function (scale) {
  3725. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3726. };
  3727. /**
  3728. * Multiplies the rgb values by scale and stores the result into "result"
  3729. * @param scale defines the scaling factor
  3730. * @param result defines the Color3 object where to store the result
  3731. * @returns the unmodified current Color3
  3732. */
  3733. Color3.prototype.scaleToRef = function (scale, result) {
  3734. result.r = this.r * scale;
  3735. result.g = this.g * scale;
  3736. result.b = this.b * scale;
  3737. return this;
  3738. };
  3739. /**
  3740. * Scale the current Color3 values by a factor and add the result to a given Color3
  3741. * @param scale defines the scale factor
  3742. * @param result defines color to store the result into
  3743. * @returns the unmodified current Color3
  3744. */
  3745. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3746. result.r += this.r * scale;
  3747. result.g += this.g * scale;
  3748. result.b += this.b * scale;
  3749. return this;
  3750. };
  3751. /**
  3752. * Clamps the rgb values by the min and max values and stores the result into "result"
  3753. * @param min defines minimum clamping value (default is 0)
  3754. * @param max defines maximum clamping value (default is 1)
  3755. * @param result defines color to store the result into
  3756. * @returns the original Color3
  3757. */
  3758. Color3.prototype.clampToRef = function (min, max, result) {
  3759. if (min === void 0) { min = 0; }
  3760. if (max === void 0) { max = 1; }
  3761. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3762. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3763. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3764. return this;
  3765. };
  3766. /**
  3767. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3768. * @param otherColor defines the second operand
  3769. * @returns the new Color3
  3770. */
  3771. Color3.prototype.add = function (otherColor) {
  3772. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3773. };
  3774. /**
  3775. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3776. * @param otherColor defines the second operand
  3777. * @param result defines Color3 object to store the result into
  3778. * @returns the unmodified current Color3
  3779. */
  3780. Color3.prototype.addToRef = function (otherColor, result) {
  3781. result.r = this.r + otherColor.r;
  3782. result.g = this.g + otherColor.g;
  3783. result.b = this.b + otherColor.b;
  3784. return this;
  3785. };
  3786. /**
  3787. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3788. * @param otherColor defines the second operand
  3789. * @returns the new Color3
  3790. */
  3791. Color3.prototype.subtract = function (otherColor) {
  3792. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3793. };
  3794. /**
  3795. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3796. * @param otherColor defines the second operand
  3797. * @param result defines Color3 object to store the result into
  3798. * @returns the unmodified current Color3
  3799. */
  3800. Color3.prototype.subtractToRef = function (otherColor, result) {
  3801. result.r = this.r - otherColor.r;
  3802. result.g = this.g - otherColor.g;
  3803. result.b = this.b - otherColor.b;
  3804. return this;
  3805. };
  3806. /**
  3807. * Copy the current object
  3808. * @returns a new Color3 copied the current one
  3809. */
  3810. Color3.prototype.clone = function () {
  3811. return new Color3(this.r, this.g, this.b);
  3812. };
  3813. /**
  3814. * Copies the rgb values from the source in the current Color3
  3815. * @param source defines the source Color3 object
  3816. * @returns the updated Color3 object
  3817. */
  3818. Color3.prototype.copyFrom = function (source) {
  3819. this.r = source.r;
  3820. this.g = source.g;
  3821. this.b = source.b;
  3822. return this;
  3823. };
  3824. /**
  3825. * Updates the Color3 rgb values from the given floats
  3826. * @param r defines the red component to read from
  3827. * @param g defines the green component to read from
  3828. * @param b defines the blue component to read from
  3829. * @returns the current Color3 object
  3830. */
  3831. Color3.prototype.copyFromFloats = function (r, g, b) {
  3832. this.r = r;
  3833. this.g = g;
  3834. this.b = b;
  3835. return this;
  3836. };
  3837. /**
  3838. * Updates the Color3 rgb values from the given floats
  3839. * @param r defines the red component to read from
  3840. * @param g defines the green component to read from
  3841. * @param b defines the blue component to read from
  3842. * @returns the current Color3 object
  3843. */
  3844. Color3.prototype.set = function (r, g, b) {
  3845. return this.copyFromFloats(r, g, b);
  3846. };
  3847. /**
  3848. * Compute the Color3 hexadecimal code as a string
  3849. * @returns a string containing the hexadecimal representation of the Color3 object
  3850. */
  3851. Color3.prototype.toHexString = function () {
  3852. var intR = (this.r * 255) | 0;
  3853. var intG = (this.g * 255) | 0;
  3854. var intB = (this.b * 255) | 0;
  3855. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3856. };
  3857. /**
  3858. * Computes a new Color3 converted from the current one to linear space
  3859. * @returns a new Color3 object
  3860. */
  3861. Color3.prototype.toLinearSpace = function () {
  3862. var convertedColor = new Color3();
  3863. this.toLinearSpaceToRef(convertedColor);
  3864. return convertedColor;
  3865. };
  3866. /**
  3867. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3868. * @param convertedColor defines the Color3 object where to store the linear space version
  3869. * @returns the unmodified Color3
  3870. */
  3871. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3872. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3873. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3874. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3875. return this;
  3876. };
  3877. /**
  3878. * Computes a new Color3 converted from the current one to gamma space
  3879. * @returns a new Color3 object
  3880. */
  3881. Color3.prototype.toGammaSpace = function () {
  3882. var convertedColor = new Color3();
  3883. this.toGammaSpaceToRef(convertedColor);
  3884. return convertedColor;
  3885. };
  3886. /**
  3887. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3888. * @param convertedColor defines the Color3 object where to store the gamma space version
  3889. * @returns the unmodified Color3
  3890. */
  3891. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3892. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3893. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3894. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3895. return this;
  3896. };
  3897. // Statics
  3898. /**
  3899. * Creates a new Color3 from the string containing valid hexadecimal values
  3900. * @param hex defines a string containing valid hexadecimal values
  3901. * @returns a new Color3 object
  3902. */
  3903. Color3.FromHexString = function (hex) {
  3904. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3905. return new Color3(0, 0, 0);
  3906. }
  3907. var r = parseInt(hex.substring(1, 3), 16);
  3908. var g = parseInt(hex.substring(3, 5), 16);
  3909. var b = parseInt(hex.substring(5, 7), 16);
  3910. return Color3.FromInts(r, g, b);
  3911. };
  3912. /**
  3913. * Creates a new Vector3 from the starting index of the given array
  3914. * @param array defines the source array
  3915. * @param offset defines an offset in the source array
  3916. * @returns a new Color3 object
  3917. */
  3918. Color3.FromArray = function (array, offset) {
  3919. if (offset === void 0) { offset = 0; }
  3920. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3921. };
  3922. /**
  3923. * Creates a new Color3 from integer values (< 256)
  3924. * @param r defines the red component to read from (value between 0 and 255)
  3925. * @param g defines the green component to read from (value between 0 and 255)
  3926. * @param b defines the blue component to read from (value between 0 and 255)
  3927. * @returns a new Color3 object
  3928. */
  3929. Color3.FromInts = function (r, g, b) {
  3930. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3931. };
  3932. /**
  3933. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3934. * @param start defines the start Color3 value
  3935. * @param end defines the end Color3 value
  3936. * @param amount defines the gradient value between start and end
  3937. * @returns a new Color3 object
  3938. */
  3939. Color3.Lerp = function (start, end, amount) {
  3940. var result = new Color3(0.0, 0.0, 0.0);
  3941. Color3.LerpToRef(start, end, amount, result);
  3942. return result;
  3943. };
  3944. /**
  3945. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3946. * @param left defines the start value
  3947. * @param right defines the end value
  3948. * @param amount defines the gradient factor
  3949. * @param result defines the Color3 object where to store the result
  3950. */
  3951. Color3.LerpToRef = function (left, right, amount, result) {
  3952. result.r = left.r + ((right.r - left.r) * amount);
  3953. result.g = left.g + ((right.g - left.g) * amount);
  3954. result.b = left.b + ((right.b - left.b) * amount);
  3955. };
  3956. /**
  3957. * Returns a Color3 value containing a red color
  3958. * @returns a new Color3 object
  3959. */
  3960. Color3.Red = function () { return new Color3(1, 0, 0); };
  3961. /**
  3962. * Returns a Color3 value containing a green color
  3963. * @returns a new Color3 object
  3964. */
  3965. Color3.Green = function () { return new Color3(0, 1, 0); };
  3966. /**
  3967. * Returns a Color3 value containing a blue color
  3968. * @returns a new Color3 object
  3969. */
  3970. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3971. /**
  3972. * Returns a Color3 value containing a black color
  3973. * @returns a new Color3 object
  3974. */
  3975. Color3.Black = function () { return new Color3(0, 0, 0); };
  3976. /**
  3977. * Returns a Color3 value containing a white color
  3978. * @returns a new Color3 object
  3979. */
  3980. Color3.White = function () { return new Color3(1, 1, 1); };
  3981. /**
  3982. * Returns a Color3 value containing a purple color
  3983. * @returns a new Color3 object
  3984. */
  3985. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3986. /**
  3987. * Returns a Color3 value containing a magenta color
  3988. * @returns a new Color3 object
  3989. */
  3990. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3991. /**
  3992. * Returns a Color3 value containing a yellow color
  3993. * @returns a new Color3 object
  3994. */
  3995. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3996. /**
  3997. * Returns a Color3 value containing a gray color
  3998. * @returns a new Color3 object
  3999. */
  4000. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4001. /**
  4002. * Returns a Color3 value containing a teal color
  4003. * @returns a new Color3 object
  4004. */
  4005. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4006. /**
  4007. * Returns a Color3 value containing a random color
  4008. * @returns a new Color3 object
  4009. */
  4010. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4011. return Color3;
  4012. }());
  4013. BABYLON.Color3 = Color3;
  4014. /**
  4015. * Class used to hold a RBGA color
  4016. */
  4017. var Color4 = /** @class */ (function () {
  4018. /**
  4019. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4020. * @param r defines the red component (between 0 and 1, default is 0)
  4021. * @param g defines the green component (between 0 and 1, default is 0)
  4022. * @param b defines the blue component (between 0 and 1, default is 0)
  4023. * @param a defines the alpha component (between 0 and 1, default is 1)
  4024. */
  4025. function Color4(
  4026. /**
  4027. * Defines the red component (between 0 and 1, default is 0)
  4028. */
  4029. r,
  4030. /**
  4031. * Defines the green component (between 0 and 1, default is 0)
  4032. */
  4033. g,
  4034. /**
  4035. * Defines the blue component (between 0 and 1, default is 0)
  4036. */
  4037. b,
  4038. /**
  4039. * Defines the alpha component (between 0 and 1, default is 1)
  4040. */
  4041. a) {
  4042. if (r === void 0) { r = 0; }
  4043. if (g === void 0) { g = 0; }
  4044. if (b === void 0) { b = 0; }
  4045. if (a === void 0) { a = 1; }
  4046. this.r = r;
  4047. this.g = g;
  4048. this.b = b;
  4049. this.a = a;
  4050. }
  4051. // Operators
  4052. /**
  4053. * Adds in place the given Color4 values to the current Color4 object
  4054. * @param right defines the second operand
  4055. * @returns the current updated Color4 object
  4056. */
  4057. Color4.prototype.addInPlace = function (right) {
  4058. this.r += right.r;
  4059. this.g += right.g;
  4060. this.b += right.b;
  4061. this.a += right.a;
  4062. return this;
  4063. };
  4064. /**
  4065. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4066. * @returns the new array
  4067. */
  4068. Color4.prototype.asArray = function () {
  4069. var result = new Array();
  4070. this.toArray(result, 0);
  4071. return result;
  4072. };
  4073. /**
  4074. * Stores from the starting index in the given array the Color4 successive values
  4075. * @param array defines the array where to store the r,g,b components
  4076. * @param index defines an optional index in the target array to define where to start storing values
  4077. * @returns the current Color4 object
  4078. */
  4079. Color4.prototype.toArray = function (array, index) {
  4080. if (index === void 0) { index = 0; }
  4081. array[index] = this.r;
  4082. array[index + 1] = this.g;
  4083. array[index + 2] = this.b;
  4084. array[index + 3] = this.a;
  4085. return this;
  4086. };
  4087. /**
  4088. * Determines equality between Color4 objects
  4089. * @param otherColor defines the second operand
  4090. * @returns true if the rgba values are equal to the given ones
  4091. */
  4092. Color4.prototype.equals = function (otherColor) {
  4093. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;
  4094. };
  4095. /**
  4096. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4097. * @param right defines the second operand
  4098. * @returns a new Color4 object
  4099. */
  4100. Color4.prototype.add = function (right) {
  4101. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4102. };
  4103. /**
  4104. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4105. * @param right defines the second operand
  4106. * @returns a new Color4 object
  4107. */
  4108. Color4.prototype.subtract = function (right) {
  4109. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4110. };
  4111. /**
  4112. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4113. * @param right defines the second operand
  4114. * @param result defines the Color4 object where to store the result
  4115. * @returns the current Color4 object
  4116. */
  4117. Color4.prototype.subtractToRef = function (right, result) {
  4118. result.r = this.r - right.r;
  4119. result.g = this.g - right.g;
  4120. result.b = this.b - right.b;
  4121. result.a = this.a - right.a;
  4122. return this;
  4123. };
  4124. /**
  4125. * Creates a new Color4 with the current Color4 values multiplied by scale
  4126. * @param scale defines the scaling factor to apply
  4127. * @returns a new Color4 object
  4128. */
  4129. Color4.prototype.scale = function (scale) {
  4130. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4131. };
  4132. /**
  4133. * Multiplies the current Color4 values by scale and stores the result in "result"
  4134. * @param scale defines the scaling factor to apply
  4135. * @param result defines the Color4 object where to store the result
  4136. * @returns the current unmodified Color4
  4137. */
  4138. Color4.prototype.scaleToRef = function (scale, result) {
  4139. result.r = this.r * scale;
  4140. result.g = this.g * scale;
  4141. result.b = this.b * scale;
  4142. result.a = this.a * scale;
  4143. return this;
  4144. };
  4145. /**
  4146. * Scale the current Color4 values by a factor and add the result to a given Color4
  4147. * @param scale defines the scale factor
  4148. * @param result defines the Color4 object where to store the result
  4149. * @returns the unmodified current Color4
  4150. */
  4151. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4152. result.r += this.r * scale;
  4153. result.g += this.g * scale;
  4154. result.b += this.b * scale;
  4155. result.a += this.a * scale;
  4156. return this;
  4157. };
  4158. /**
  4159. * Clamps the rgb values by the min and max values and stores the result into "result"
  4160. * @param min defines minimum clamping value (default is 0)
  4161. * @param max defines maximum clamping value (default is 1)
  4162. * @param result defines color to store the result into.
  4163. * @returns the cuurent Color4
  4164. */
  4165. Color4.prototype.clampToRef = function (min, max, result) {
  4166. if (min === void 0) { min = 0; }
  4167. if (max === void 0) { max = 1; }
  4168. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4169. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4170. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4171. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4172. return this;
  4173. };
  4174. /**
  4175. * Multipy an Color4 value by another and return a new Color4 object
  4176. * @param color defines the Color4 value to multiply by
  4177. * @returns a new Color4 object
  4178. */
  4179. Color4.prototype.multiply = function (color) {
  4180. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4181. };
  4182. /**
  4183. * Multipy a Color4 value by another and push the result in a reference value
  4184. * @param color defines the Color4 value to multiply by
  4185. * @param result defines the Color4 to fill the result in
  4186. * @returns the result Color4
  4187. */
  4188. Color4.prototype.multiplyToRef = function (color, result) {
  4189. result.r = this.r * color.r;
  4190. result.g = this.g * color.g;
  4191. result.b = this.b * color.b;
  4192. result.a = this.a * color.a;
  4193. return result;
  4194. };
  4195. /**
  4196. * Creates a string with the Color4 current values
  4197. * @returns the string representation of the Color4 object
  4198. */
  4199. Color4.prototype.toString = function () {
  4200. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4201. };
  4202. /**
  4203. * Returns the string "Color4"
  4204. * @returns "Color4"
  4205. */
  4206. Color4.prototype.getClassName = function () {
  4207. return "Color4";
  4208. };
  4209. /**
  4210. * Compute the Color4 hash code
  4211. * @returns an unique number that can be used to hash Color4 objects
  4212. */
  4213. Color4.prototype.getHashCode = function () {
  4214. var hash = this.r || 0;
  4215. hash = (hash * 397) ^ (this.g || 0);
  4216. hash = (hash * 397) ^ (this.b || 0);
  4217. hash = (hash * 397) ^ (this.a || 0);
  4218. return hash;
  4219. };
  4220. /**
  4221. * Creates a new Color4 copied from the current one
  4222. * @returns a new Color4 object
  4223. */
  4224. Color4.prototype.clone = function () {
  4225. return new Color4(this.r, this.g, this.b, this.a);
  4226. };
  4227. /**
  4228. * Copies the given Color4 values into the current one
  4229. * @param source defines the source Color4 object
  4230. * @returns the current updated Color4 object
  4231. */
  4232. Color4.prototype.copyFrom = function (source) {
  4233. this.r = source.r;
  4234. this.g = source.g;
  4235. this.b = source.b;
  4236. this.a = source.a;
  4237. return this;
  4238. };
  4239. /**
  4240. * Copies the given float values into the current one
  4241. * @param r defines the red component to read from
  4242. * @param g defines the green component to read from
  4243. * @param b defines the blue component to read from
  4244. * @param a defines the alpha component to read from
  4245. * @returns the current updated Color4 object
  4246. */
  4247. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4248. this.r = r;
  4249. this.g = g;
  4250. this.b = b;
  4251. this.a = a;
  4252. return this;
  4253. };
  4254. /**
  4255. * Copies the given float values into the current one
  4256. * @param r defines the red component to read from
  4257. * @param g defines the green component to read from
  4258. * @param b defines the blue component to read from
  4259. * @param a defines the alpha component to read from
  4260. * @returns the current updated Color4 object
  4261. */
  4262. Color4.prototype.set = function (r, g, b, a) {
  4263. return this.copyFromFloats(r, g, b, a);
  4264. };
  4265. /**
  4266. * Compute the Color4 hexadecimal code as a string
  4267. * @returns a string containing the hexadecimal representation of the Color4 object
  4268. */
  4269. Color4.prototype.toHexString = function () {
  4270. var intR = (this.r * 255) | 0;
  4271. var intG = (this.g * 255) | 0;
  4272. var intB = (this.b * 255) | 0;
  4273. var intA = (this.a * 255) | 0;
  4274. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4275. };
  4276. /**
  4277. * Computes a new Color4 converted from the current one to linear space
  4278. * @returns a new Color4 object
  4279. */
  4280. Color4.prototype.toLinearSpace = function () {
  4281. var convertedColor = new Color4();
  4282. this.toLinearSpaceToRef(convertedColor);
  4283. return convertedColor;
  4284. };
  4285. /**
  4286. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4287. * @param convertedColor defines the Color4 object where to store the linear space version
  4288. * @returns the unmodified Color4
  4289. */
  4290. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4291. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4292. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4293. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4294. convertedColor.a = this.a;
  4295. return this;
  4296. };
  4297. /**
  4298. * Computes a new Color4 converted from the current one to gamma space
  4299. * @returns a new Color4 object
  4300. */
  4301. Color4.prototype.toGammaSpace = function () {
  4302. var convertedColor = new Color4();
  4303. this.toGammaSpaceToRef(convertedColor);
  4304. return convertedColor;
  4305. };
  4306. /**
  4307. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4308. * @param convertedColor defines the Color4 object where to store the gamma space version
  4309. * @returns the unmodified Color4
  4310. */
  4311. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4312. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4313. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4314. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4315. convertedColor.a = this.a;
  4316. return this;
  4317. };
  4318. // Statics
  4319. /**
  4320. * Creates a new Color4 from the string containing valid hexadecimal values
  4321. * @param hex defines a string containing valid hexadecimal values
  4322. * @returns a new Color4 object
  4323. */
  4324. Color4.FromHexString = function (hex) {
  4325. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4326. return new Color4(0.0, 0.0, 0.0, 0.0);
  4327. }
  4328. var r = parseInt(hex.substring(1, 3), 16);
  4329. var g = parseInt(hex.substring(3, 5), 16);
  4330. var b = parseInt(hex.substring(5, 7), 16);
  4331. var a = parseInt(hex.substring(7, 9), 16);
  4332. return Color4.FromInts(r, g, b, a);
  4333. };
  4334. /**
  4335. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4336. * @param left defines the start value
  4337. * @param right defines the end value
  4338. * @param amount defines the gradient factor
  4339. * @returns a new Color4 object
  4340. */
  4341. Color4.Lerp = function (left, right, amount) {
  4342. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4343. Color4.LerpToRef(left, right, amount, result);
  4344. return result;
  4345. };
  4346. /**
  4347. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4348. * @param left defines the start value
  4349. * @param right defines the end value
  4350. * @param amount defines the gradient factor
  4351. * @param result defines the Color4 object where to store data
  4352. */
  4353. Color4.LerpToRef = function (left, right, amount, result) {
  4354. result.r = left.r + (right.r - left.r) * amount;
  4355. result.g = left.g + (right.g - left.g) * amount;
  4356. result.b = left.b + (right.b - left.b) * amount;
  4357. result.a = left.a + (right.a - left.a) * amount;
  4358. };
  4359. /**
  4360. * Creates a new Color4 from a Color3 and an alpha value
  4361. * @param color3 defines the source Color3 to read from
  4362. * @param alpha defines the alpha component (1.0 by default)
  4363. * @returns a new Color4 object
  4364. */
  4365. Color4.FromColor3 = function (color3, alpha) {
  4366. if (alpha === void 0) { alpha = 1.0; }
  4367. return new Color4(color3.r, color3.g, color3.b, alpha);
  4368. };
  4369. /**
  4370. * Creates a new Color4 from the starting index element of the given array
  4371. * @param array defines the source array to read from
  4372. * @param offset defines the offset in the source array
  4373. * @returns a new Color4 object
  4374. */
  4375. Color4.FromArray = function (array, offset) {
  4376. if (offset === void 0) { offset = 0; }
  4377. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4378. };
  4379. /**
  4380. * Creates a new Color3 from integer values (< 256)
  4381. * @param r defines the red component to read from (value between 0 and 255)
  4382. * @param g defines the green component to read from (value between 0 and 255)
  4383. * @param b defines the blue component to read from (value between 0 and 255)
  4384. * @param a defines the alpha component to read from (value between 0 and 255)
  4385. * @returns a new Color3 object
  4386. */
  4387. Color4.FromInts = function (r, g, b, a) {
  4388. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4389. };
  4390. /**
  4391. * Check the content of a given array and convert it to an array containing RGBA data
  4392. * If the original array was already containing count * 4 values then it is returned directly
  4393. * @param colors defines the array to check
  4394. * @param count defines the number of RGBA data to expect
  4395. * @returns an array containing count * 4 values (RGBA)
  4396. */
  4397. Color4.CheckColors4 = function (colors, count) {
  4398. // Check if color3 was used
  4399. if (colors.length === count * 3) {
  4400. var colors4 = [];
  4401. for (var index = 0; index < colors.length; index += 3) {
  4402. var newIndex = (index / 3) * 4;
  4403. colors4[newIndex] = colors[index];
  4404. colors4[newIndex + 1] = colors[index + 1];
  4405. colors4[newIndex + 2] = colors[index + 2];
  4406. colors4[newIndex + 3] = 1.0;
  4407. }
  4408. return colors4;
  4409. }
  4410. return colors;
  4411. };
  4412. return Color4;
  4413. }());
  4414. BABYLON.Color4 = Color4;
  4415. /**
  4416. * Class representing a vector containing 2 coordinates
  4417. */
  4418. var Vector2 = /** @class */ (function () {
  4419. /**
  4420. * Creates a new Vector2 from the given x and y coordinates
  4421. * @param x defines the first coordinate
  4422. * @param y defines the second coordinate
  4423. */
  4424. function Vector2(
  4425. /** defines the first coordinate */
  4426. x,
  4427. /** defines the second coordinate */
  4428. y) {
  4429. if (x === void 0) { x = 0; }
  4430. if (y === void 0) { y = 0; }
  4431. this.x = x;
  4432. this.y = y;
  4433. }
  4434. /**
  4435. * Gets a string with the Vector2 coordinates
  4436. * @returns a string with the Vector2 coordinates
  4437. */
  4438. Vector2.prototype.toString = function () {
  4439. return "{X: " + this.x + " Y:" + this.y + "}";
  4440. };
  4441. /**
  4442. * Gets class name
  4443. * @returns the string "Vector2"
  4444. */
  4445. Vector2.prototype.getClassName = function () {
  4446. return "Vector2";
  4447. };
  4448. /**
  4449. * Gets current vector hash code
  4450. * @returns the Vector2 hash code as a number
  4451. */
  4452. Vector2.prototype.getHashCode = function () {
  4453. var hash = this.x || 0;
  4454. hash = (hash * 397) ^ (this.y || 0);
  4455. return hash;
  4456. };
  4457. // Operators
  4458. /**
  4459. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4460. * @param array defines the source array
  4461. * @param index defines the offset in source array
  4462. * @returns the current Vector2
  4463. */
  4464. Vector2.prototype.toArray = function (array, index) {
  4465. if (index === void 0) { index = 0; }
  4466. array[index] = this.x;
  4467. array[index + 1] = this.y;
  4468. return this;
  4469. };
  4470. /**
  4471. * Copy the current vector to an array
  4472. * @returns a new array with 2 elements: the Vector2 coordinates.
  4473. */
  4474. Vector2.prototype.asArray = function () {
  4475. var result = new Array();
  4476. this.toArray(result, 0);
  4477. return result;
  4478. };
  4479. /**
  4480. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4481. * @param source defines the source Vector2
  4482. * @returns the current updated Vector2
  4483. */
  4484. Vector2.prototype.copyFrom = function (source) {
  4485. this.x = source.x;
  4486. this.y = source.y;
  4487. return this;
  4488. };
  4489. /**
  4490. * Sets the Vector2 coordinates with the given floats
  4491. * @param x defines the first coordinate
  4492. * @param y defines the second coordinate
  4493. * @returns the current updated Vector2
  4494. */
  4495. Vector2.prototype.copyFromFloats = function (x, y) {
  4496. this.x = x;
  4497. this.y = y;
  4498. return this;
  4499. };
  4500. /**
  4501. * Sets the Vector2 coordinates with the given floats
  4502. * @param x defines the first coordinate
  4503. * @param y defines the second coordinate
  4504. * @returns the current updated Vector2
  4505. */
  4506. Vector2.prototype.set = function (x, y) {
  4507. return this.copyFromFloats(x, y);
  4508. };
  4509. /**
  4510. * Add another vector with the current one
  4511. * @param otherVector defines the other vector
  4512. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4513. */
  4514. Vector2.prototype.add = function (otherVector) {
  4515. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4516. };
  4517. /**
  4518. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4519. * @param otherVector defines the other vector
  4520. * @param result defines the target vector
  4521. * @returns the unmodified current Vector2
  4522. */
  4523. Vector2.prototype.addToRef = function (otherVector, result) {
  4524. result.x = this.x + otherVector.x;
  4525. result.y = this.y + otherVector.y;
  4526. return this;
  4527. };
  4528. /**
  4529. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4530. * @param otherVector defines the other vector
  4531. * @returns the current updated Vector2
  4532. */
  4533. Vector2.prototype.addInPlace = function (otherVector) {
  4534. this.x += otherVector.x;
  4535. this.y += otherVector.y;
  4536. return this;
  4537. };
  4538. /**
  4539. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4540. * @param otherVector defines the other vector
  4541. * @returns a new Vector2
  4542. */
  4543. Vector2.prototype.addVector3 = function (otherVector) {
  4544. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4545. };
  4546. /**
  4547. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4548. * @param otherVector defines the other vector
  4549. * @returns a new Vector2
  4550. */
  4551. Vector2.prototype.subtract = function (otherVector) {
  4552. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4553. };
  4554. /**
  4555. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4556. * @param otherVector defines the other vector
  4557. * @param result defines the target vector
  4558. * @returns the unmodified current Vector2
  4559. */
  4560. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4561. result.x = this.x - otherVector.x;
  4562. result.y = this.y - otherVector.y;
  4563. return this;
  4564. };
  4565. /**
  4566. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4567. * @param otherVector defines the other vector
  4568. * @returns the current updated Vector2
  4569. */
  4570. Vector2.prototype.subtractInPlace = function (otherVector) {
  4571. this.x -= otherVector.x;
  4572. this.y -= otherVector.y;
  4573. return this;
  4574. };
  4575. /**
  4576. * Multiplies in place the current Vector2 coordinates by the given ones
  4577. * @param otherVector defines the other vector
  4578. * @returns the current updated Vector2
  4579. */
  4580. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4581. this.x *= otherVector.x;
  4582. this.y *= otherVector.y;
  4583. return this;
  4584. };
  4585. /**
  4586. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4587. * @param otherVector defines the other vector
  4588. * @returns a new Vector2
  4589. */
  4590. Vector2.prototype.multiply = function (otherVector) {
  4591. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4592. };
  4593. /**
  4594. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4595. * @param otherVector defines the other vector
  4596. * @param result defines the target vector
  4597. * @returns the unmodified current Vector2
  4598. */
  4599. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4600. result.x = this.x * otherVector.x;
  4601. result.y = this.y * otherVector.y;
  4602. return this;
  4603. };
  4604. /**
  4605. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4606. * @param x defines the first coordinate
  4607. * @param y defines the second coordinate
  4608. * @returns a new Vector2
  4609. */
  4610. Vector2.prototype.multiplyByFloats = function (x, y) {
  4611. return new Vector2(this.x * x, this.y * y);
  4612. };
  4613. /**
  4614. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4615. * @param otherVector defines the other vector
  4616. * @returns a new Vector2
  4617. */
  4618. Vector2.prototype.divide = function (otherVector) {
  4619. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4620. };
  4621. /**
  4622. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4623. * @param otherVector defines the other vector
  4624. * @param result defines the target vector
  4625. * @returns the unmodified current Vector2
  4626. */
  4627. Vector2.prototype.divideToRef = function (otherVector, result) {
  4628. result.x = this.x / otherVector.x;
  4629. result.y = this.y / otherVector.y;
  4630. return this;
  4631. };
  4632. /**
  4633. * Divides the current Vector2 coordinates by the given ones
  4634. * @param otherVector defines the other vector
  4635. * @returns the current updated Vector2
  4636. */
  4637. Vector2.prototype.divideInPlace = function (otherVector) {
  4638. return this.divideToRef(otherVector, this);
  4639. };
  4640. /**
  4641. * Gets a new Vector2 with current Vector2 negated coordinates
  4642. * @returns a new Vector2
  4643. */
  4644. Vector2.prototype.negate = function () {
  4645. return new Vector2(-this.x, -this.y);
  4646. };
  4647. /**
  4648. * Multiply the Vector2 coordinates by scale
  4649. * @param scale defines the scaling factor
  4650. * @returns the current updated Vector2
  4651. */
  4652. Vector2.prototype.scaleInPlace = function (scale) {
  4653. this.x *= scale;
  4654. this.y *= scale;
  4655. return this;
  4656. };
  4657. /**
  4658. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4659. * @param scale defines the scaling factor
  4660. * @returns a new Vector2
  4661. */
  4662. Vector2.prototype.scale = function (scale) {
  4663. var result = new Vector2(0, 0);
  4664. this.scaleToRef(scale, result);
  4665. return result;
  4666. };
  4667. /**
  4668. * Scale the current Vector2 values by a factor to a given Vector2
  4669. * @param scale defines the scale factor
  4670. * @param result defines the Vector2 object where to store the result
  4671. * @returns the unmodified current Vector2
  4672. */
  4673. Vector2.prototype.scaleToRef = function (scale, result) {
  4674. result.x = this.x * scale;
  4675. result.y = this.y * scale;
  4676. return this;
  4677. };
  4678. /**
  4679. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4680. * @param scale defines the scale factor
  4681. * @param result defines the Vector2 object where to store the result
  4682. * @returns the unmodified current Vector2
  4683. */
  4684. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4685. result.x += this.x * scale;
  4686. result.y += this.y * scale;
  4687. return this;
  4688. };
  4689. /**
  4690. * Gets a boolean if two vectors are equals
  4691. * @param otherVector defines the other vector
  4692. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4693. */
  4694. Vector2.prototype.equals = function (otherVector) {
  4695. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4696. };
  4697. /**
  4698. * Gets a boolean if two vectors are equals (using an epsilon value)
  4699. * @param otherVector defines the other vector
  4700. * @param epsilon defines the minimal distance to consider equality
  4701. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4702. */
  4703. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4704. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4705. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4706. };
  4707. /**
  4708. * Gets a new Vector2 from current Vector2 floored values
  4709. * @returns a new Vector2
  4710. */
  4711. Vector2.prototype.floor = function () {
  4712. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4713. };
  4714. /**
  4715. * Gets a new Vector2 from current Vector2 floored values
  4716. * @returns a new Vector2
  4717. */
  4718. Vector2.prototype.fract = function () {
  4719. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4720. };
  4721. // Properties
  4722. /**
  4723. * Gets the length of the vector
  4724. * @returns the vector length (float)
  4725. */
  4726. Vector2.prototype.length = function () {
  4727. return Math.sqrt(this.x * this.x + this.y * this.y);
  4728. };
  4729. /**
  4730. * Gets the vector squared length
  4731. * @returns the vector squared length (float)
  4732. */
  4733. Vector2.prototype.lengthSquared = function () {
  4734. return (this.x * this.x + this.y * this.y);
  4735. };
  4736. // Methods
  4737. /**
  4738. * Normalize the vector
  4739. * @returns the current updated Vector2
  4740. */
  4741. Vector2.prototype.normalize = function () {
  4742. var len = this.length();
  4743. if (len === 0) {
  4744. return this;
  4745. }
  4746. var num = 1.0 / len;
  4747. this.x *= num;
  4748. this.y *= num;
  4749. return this;
  4750. };
  4751. /**
  4752. * Gets a new Vector2 copied from the Vector2
  4753. * @returns a new Vector2
  4754. */
  4755. Vector2.prototype.clone = function () {
  4756. return new Vector2(this.x, this.y);
  4757. };
  4758. // Statics
  4759. /**
  4760. * Gets a new Vector2(0, 0)
  4761. * @returns a new Vector2
  4762. */
  4763. Vector2.Zero = function () {
  4764. return new Vector2(0, 0);
  4765. };
  4766. /**
  4767. * Gets a new Vector2(1, 1)
  4768. * @returns a new Vector2
  4769. */
  4770. Vector2.One = function () {
  4771. return new Vector2(1, 1);
  4772. };
  4773. /**
  4774. * Gets a new Vector2 set from the given index element of the given array
  4775. * @param array defines the data source
  4776. * @param offset defines the offset in the data source
  4777. * @returns a new Vector2
  4778. */
  4779. Vector2.FromArray = function (array, offset) {
  4780. if (offset === void 0) { offset = 0; }
  4781. return new Vector2(array[offset], array[offset + 1]);
  4782. };
  4783. /**
  4784. * Sets "result" from the given index element of the given array
  4785. * @param array defines the data source
  4786. * @param offset defines the offset in the data source
  4787. * @param result defines the target vector
  4788. */
  4789. Vector2.FromArrayToRef = function (array, offset, result) {
  4790. result.x = array[offset];
  4791. result.y = array[offset + 1];
  4792. };
  4793. /**
  4794. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4795. * @param value1 defines 1st point of control
  4796. * @param value2 defines 2nd point of control
  4797. * @param value3 defines 3rd point of control
  4798. * @param value4 defines 4th point of control
  4799. * @param amount defines the interpolation factor
  4800. * @returns a new Vector2
  4801. */
  4802. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4803. var squared = amount * amount;
  4804. var cubed = amount * squared;
  4805. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4806. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4807. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4808. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4809. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4810. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4811. return new Vector2(x, y);
  4812. };
  4813. /**
  4814. * 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".
  4815. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4816. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4817. * @param value defines the value to clamp
  4818. * @param min defines the lower limit
  4819. * @param max defines the upper limit
  4820. * @returns a new Vector2
  4821. */
  4822. Vector2.Clamp = function (value, min, max) {
  4823. var x = value.x;
  4824. x = (x > max.x) ? max.x : x;
  4825. x = (x < min.x) ? min.x : x;
  4826. var y = value.y;
  4827. y = (y > max.y) ? max.y : y;
  4828. y = (y < min.y) ? min.y : y;
  4829. return new Vector2(x, y);
  4830. };
  4831. /**
  4832. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4833. * @param value1 defines the 1st control point
  4834. * @param tangent1 defines the outgoing tangent
  4835. * @param value2 defines the 2nd control point
  4836. * @param tangent2 defines the incoming tangent
  4837. * @param amount defines the interpolation factor
  4838. * @returns a new Vector2
  4839. */
  4840. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4841. var squared = amount * amount;
  4842. var cubed = amount * squared;
  4843. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4844. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4845. var part3 = (cubed - (2.0 * squared)) + amount;
  4846. var part4 = cubed - squared;
  4847. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4848. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4849. return new Vector2(x, y);
  4850. };
  4851. /**
  4852. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4853. * @param start defines the start vector
  4854. * @param end defines the end vector
  4855. * @param amount defines the interpolation factor
  4856. * @returns a new Vector2
  4857. */
  4858. Vector2.Lerp = function (start, end, amount) {
  4859. var x = start.x + ((end.x - start.x) * amount);
  4860. var y = start.y + ((end.y - start.y) * amount);
  4861. return new Vector2(x, y);
  4862. };
  4863. /**
  4864. * Gets the dot product of the vector "left" and the vector "right"
  4865. * @param left defines first vector
  4866. * @param right defines second vector
  4867. * @returns the dot product (float)
  4868. */
  4869. Vector2.Dot = function (left, right) {
  4870. return left.x * right.x + left.y * right.y;
  4871. };
  4872. /**
  4873. * Returns a new Vector2 equal to the normalized given vector
  4874. * @param vector defines the vector to normalize
  4875. * @returns a new Vector2
  4876. */
  4877. Vector2.Normalize = function (vector) {
  4878. var newVector = vector.clone();
  4879. newVector.normalize();
  4880. return newVector;
  4881. };
  4882. /**
  4883. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4884. * @param left defines 1st vector
  4885. * @param right defines 2nd vector
  4886. * @returns a new Vector2
  4887. */
  4888. Vector2.Minimize = function (left, right) {
  4889. var x = (left.x < right.x) ? left.x : right.x;
  4890. var y = (left.y < right.y) ? left.y : right.y;
  4891. return new Vector2(x, y);
  4892. };
  4893. /**
  4894. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4895. * @param left defines 1st vector
  4896. * @param right defines 2nd vector
  4897. * @returns a new Vector2
  4898. */
  4899. Vector2.Maximize = function (left, right) {
  4900. var x = (left.x > right.x) ? left.x : right.x;
  4901. var y = (left.y > right.y) ? left.y : right.y;
  4902. return new Vector2(x, y);
  4903. };
  4904. /**
  4905. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4906. * @param vector defines the vector to transform
  4907. * @param transformation defines the matrix to apply
  4908. * @returns a new Vector2
  4909. */
  4910. Vector2.Transform = function (vector, transformation) {
  4911. var r = Vector2.Zero();
  4912. Vector2.TransformToRef(vector, transformation, r);
  4913. return r;
  4914. };
  4915. /**
  4916. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4917. * @param vector defines the vector to transform
  4918. * @param transformation defines the matrix to apply
  4919. * @param result defines the target vector
  4920. */
  4921. Vector2.TransformToRef = function (vector, transformation, result) {
  4922. var m = transformation.m;
  4923. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4924. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4925. result.x = x;
  4926. result.y = y;
  4927. };
  4928. /**
  4929. * Determines if a given vector is included in a triangle
  4930. * @param p defines the vector to test
  4931. * @param p0 defines 1st triangle point
  4932. * @param p1 defines 2nd triangle point
  4933. * @param p2 defines 3rd triangle point
  4934. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4935. */
  4936. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4937. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4938. var sign = a < 0 ? -1 : 1;
  4939. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4940. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4941. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4942. };
  4943. /**
  4944. * Gets the distance between the vectors "value1" and "value2"
  4945. * @param value1 defines first vector
  4946. * @param value2 defines second vector
  4947. * @returns the distance between vectors
  4948. */
  4949. Vector2.Distance = function (value1, value2) {
  4950. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4951. };
  4952. /**
  4953. * Returns the squared distance between the vectors "value1" and "value2"
  4954. * @param value1 defines first vector
  4955. * @param value2 defines second vector
  4956. * @returns the squared distance between vectors
  4957. */
  4958. Vector2.DistanceSquared = function (value1, value2) {
  4959. var x = value1.x - value2.x;
  4960. var y = value1.y - value2.y;
  4961. return (x * x) + (y * y);
  4962. };
  4963. /**
  4964. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4965. * @param value1 defines first vector
  4966. * @param value2 defines second vector
  4967. * @returns a new Vector2
  4968. */
  4969. Vector2.Center = function (value1, value2) {
  4970. var center = value1.add(value2);
  4971. center.scaleInPlace(0.5);
  4972. return center;
  4973. };
  4974. /**
  4975. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4976. * @param p defines the middle point
  4977. * @param segA defines one point of the segment
  4978. * @param segB defines the other point of the segment
  4979. * @returns the shortest distance
  4980. */
  4981. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4982. var l2 = Vector2.DistanceSquared(segA, segB);
  4983. if (l2 === 0.0) {
  4984. return Vector2.Distance(p, segA);
  4985. }
  4986. var v = segB.subtract(segA);
  4987. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4988. var proj = segA.add(v.multiplyByFloats(t, t));
  4989. return Vector2.Distance(p, proj);
  4990. };
  4991. return Vector2;
  4992. }());
  4993. BABYLON.Vector2 = Vector2;
  4994. /**
  4995. * Classed used to store (x,y,z) vector representation
  4996. * A Vector3 is the main object used in 3D geometry
  4997. * It can represent etiher the coordinates of a point the space, either a direction
  4998. * Reminder: Babylon.js uses a left handed forward facing system
  4999. */
  5000. var Vector3 = /** @class */ (function () {
  5001. /**
  5002. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5003. * @param x defines the first coordinates (on X axis)
  5004. * @param y defines the second coordinates (on Y axis)
  5005. * @param z defines the third coordinates (on Z axis)
  5006. */
  5007. function Vector3(
  5008. /**
  5009. * Defines the first coordinates (on X axis)
  5010. */
  5011. x,
  5012. /**
  5013. * Defines the second coordinates (on Y axis)
  5014. */
  5015. y,
  5016. /**
  5017. * Defines the third coordinates (on Z axis)
  5018. */
  5019. z) {
  5020. if (x === void 0) { x = 0; }
  5021. if (y === void 0) { y = 0; }
  5022. if (z === void 0) { z = 0; }
  5023. this.x = x;
  5024. this.y = y;
  5025. this.z = z;
  5026. }
  5027. /**
  5028. * Creates a string representation of the Vector3
  5029. * @returns a string with the Vector3 coordinates.
  5030. */
  5031. Vector3.prototype.toString = function () {
  5032. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5033. };
  5034. /**
  5035. * Gets the class name
  5036. * @returns the string "Vector3"
  5037. */
  5038. Vector3.prototype.getClassName = function () {
  5039. return "Vector3";
  5040. };
  5041. /**
  5042. * Creates the Vector3 hash code
  5043. * @returns a number which tends to be unique between Vector3 instances
  5044. */
  5045. Vector3.prototype.getHashCode = function () {
  5046. var hash = this.x || 0;
  5047. hash = (hash * 397) ^ (this.y || 0);
  5048. hash = (hash * 397) ^ (this.z || 0);
  5049. return hash;
  5050. };
  5051. // Operators
  5052. /**
  5053. * Creates an array containing three elements : the coordinates of the Vector3
  5054. * @returns a new array of numbers
  5055. */
  5056. Vector3.prototype.asArray = function () {
  5057. var result = [];
  5058. this.toArray(result, 0);
  5059. return result;
  5060. };
  5061. /**
  5062. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5063. * @param array defines the destination array
  5064. * @param index defines the offset in the destination array
  5065. * @returns the current Vector3
  5066. */
  5067. Vector3.prototype.toArray = function (array, index) {
  5068. if (index === void 0) { index = 0; }
  5069. array[index] = this.x;
  5070. array[index + 1] = this.y;
  5071. array[index + 2] = this.z;
  5072. return this;
  5073. };
  5074. /**
  5075. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5076. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5077. */
  5078. Vector3.prototype.toQuaternion = function () {
  5079. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5080. };
  5081. /**
  5082. * Adds the given vector to the current Vector3
  5083. * @param otherVector defines the second operand
  5084. * @returns the current updated Vector3
  5085. */
  5086. Vector3.prototype.addInPlace = function (otherVector) {
  5087. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5088. };
  5089. /**
  5090. * Adds the given coordinates to the current Vector3
  5091. * @param x defines the x coordinate of the operand
  5092. * @param y defines the y coordinate of the operand
  5093. * @param z defines the z coordinate of the operand
  5094. * @returns the current updated Vector3
  5095. */
  5096. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5097. this.x += x;
  5098. this.y += y;
  5099. this.z += z;
  5100. return this;
  5101. };
  5102. /**
  5103. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5104. * @param otherVector defines the second operand
  5105. * @returns the resulting Vector3
  5106. */
  5107. Vector3.prototype.add = function (otherVector) {
  5108. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5109. };
  5110. /**
  5111. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5112. * @param otherVector defines the second operand
  5113. * @param result defines the Vector3 object where to store the result
  5114. * @returns the current Vector3
  5115. */
  5116. Vector3.prototype.addToRef = function (otherVector, result) {
  5117. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5118. };
  5119. /**
  5120. * Subtract the given vector from the current Vector3
  5121. * @param otherVector defines the second operand
  5122. * @returns the current updated Vector3
  5123. */
  5124. Vector3.prototype.subtractInPlace = function (otherVector) {
  5125. this.x -= otherVector.x;
  5126. this.y -= otherVector.y;
  5127. this.z -= otherVector.z;
  5128. return this;
  5129. };
  5130. /**
  5131. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5132. * @param otherVector defines the second operand
  5133. * @returns the resulting Vector3
  5134. */
  5135. Vector3.prototype.subtract = function (otherVector) {
  5136. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5137. };
  5138. /**
  5139. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5140. * @param otherVector defines the second operand
  5141. * @param result defines the Vector3 object where to store the result
  5142. * @returns the current Vector3
  5143. */
  5144. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5145. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5146. };
  5147. /**
  5148. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5149. * @param x defines the x coordinate of the operand
  5150. * @param y defines the y coordinate of the operand
  5151. * @param z defines the z coordinate of the operand
  5152. * @returns the resulting Vector3
  5153. */
  5154. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5155. return new Vector3(this.x - x, this.y - y, this.z - z);
  5156. };
  5157. /**
  5158. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5159. * @param x defines the x coordinate of the operand
  5160. * @param y defines the y coordinate of the operand
  5161. * @param z defines the z coordinate of the operand
  5162. * @param result defines the Vector3 object where to store the result
  5163. * @returns the current Vector3
  5164. */
  5165. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5166. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5167. };
  5168. /**
  5169. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5170. * @returns a new Vector3
  5171. */
  5172. Vector3.prototype.negate = function () {
  5173. return new Vector3(-this.x, -this.y, -this.z);
  5174. };
  5175. /**
  5176. * Multiplies the Vector3 coordinates by the float "scale"
  5177. * @param scale defines the multiplier factor
  5178. * @returns the current updated Vector3
  5179. */
  5180. Vector3.prototype.scaleInPlace = function (scale) {
  5181. this.x *= scale;
  5182. this.y *= scale;
  5183. this.z *= scale;
  5184. return this;
  5185. };
  5186. /**
  5187. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5188. * @param scale defines the multiplier factor
  5189. * @returns a new Vector3
  5190. */
  5191. Vector3.prototype.scale = function (scale) {
  5192. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5193. };
  5194. /**
  5195. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5196. * @param scale defines the multiplier factor
  5197. * @param result defines the Vector3 object where to store the result
  5198. * @returns the current Vector3
  5199. */
  5200. Vector3.prototype.scaleToRef = function (scale, result) {
  5201. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5202. };
  5203. /**
  5204. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5205. * @param scale defines the scale factor
  5206. * @param result defines the Vector3 object where to store the result
  5207. * @returns the unmodified current Vector3
  5208. */
  5209. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5210. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5211. };
  5212. /**
  5213. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5214. * @param otherVector defines the second operand
  5215. * @returns true if both vectors are equals
  5216. */
  5217. Vector3.prototype.equals = function (otherVector) {
  5218. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5219. };
  5220. /**
  5221. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5222. * @param otherVector defines the second operand
  5223. * @param epsilon defines the minimal distance to define values as equals
  5224. * @returns true if both vectors are distant less than epsilon
  5225. */
  5226. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5227. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5228. 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);
  5229. };
  5230. /**
  5231. * Returns true if the current Vector3 coordinates equals the given floats
  5232. * @param x defines the x coordinate of the operand
  5233. * @param y defines the y coordinate of the operand
  5234. * @param z defines the z coordinate of the operand
  5235. * @returns true if both vectors are equals
  5236. */
  5237. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5238. return this.x === x && this.y === y && this.z === z;
  5239. };
  5240. /**
  5241. * Multiplies the current Vector3 coordinates by the given ones
  5242. * @param otherVector defines the second operand
  5243. * @returns the current updated Vector3
  5244. */
  5245. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5246. this.x *= otherVector.x;
  5247. this.y *= otherVector.y;
  5248. this.z *= otherVector.z;
  5249. return this;
  5250. };
  5251. /**
  5252. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5253. * @param otherVector defines the second operand
  5254. * @returns the new Vector3
  5255. */
  5256. Vector3.prototype.multiply = function (otherVector) {
  5257. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5258. };
  5259. /**
  5260. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5261. * @param otherVector defines the second operand
  5262. * @param result defines the Vector3 object where to store the result
  5263. * @returns the current Vector3
  5264. */
  5265. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5266. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5267. };
  5268. /**
  5269. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5270. * @param x defines the x coordinate of the operand
  5271. * @param y defines the y coordinate of the operand
  5272. * @param z defines the z coordinate of the operand
  5273. * @returns the new Vector3
  5274. */
  5275. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5276. return new Vector3(this.x * x, this.y * y, this.z * z);
  5277. };
  5278. /**
  5279. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5280. * @param otherVector defines the second operand
  5281. * @returns the new Vector3
  5282. */
  5283. Vector3.prototype.divide = function (otherVector) {
  5284. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5285. };
  5286. /**
  5287. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5288. * @param otherVector defines the second operand
  5289. * @param result defines the Vector3 object where to store the result
  5290. * @returns the current Vector3
  5291. */
  5292. Vector3.prototype.divideToRef = function (otherVector, result) {
  5293. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5294. };
  5295. /**
  5296. * Divides the current Vector3 coordinates by the given ones.
  5297. * @param otherVector defines the second operand
  5298. * @returns the current updated Vector3
  5299. */
  5300. Vector3.prototype.divideInPlace = function (otherVector) {
  5301. return this.divideToRef(otherVector, this);
  5302. };
  5303. /**
  5304. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5305. * @param other defines the second operand
  5306. * @returns the current updated Vector3
  5307. */
  5308. Vector3.prototype.minimizeInPlace = function (other) {
  5309. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5310. };
  5311. /**
  5312. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5313. * @param other defines the second operand
  5314. * @returns the current updated Vector3
  5315. */
  5316. Vector3.prototype.maximizeInPlace = function (other) {
  5317. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5318. };
  5319. /**
  5320. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5321. * @param x defines the x coordinate of the operand
  5322. * @param y defines the y coordinate of the operand
  5323. * @param z defines the z coordinate of the operand
  5324. * @returns the current updated Vector3
  5325. */
  5326. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5327. if (x < this.x) {
  5328. this.x = x;
  5329. }
  5330. if (y < this.y) {
  5331. this.y = y;
  5332. }
  5333. if (z < this.z) {
  5334. this.z = z;
  5335. }
  5336. return this;
  5337. };
  5338. /**
  5339. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5340. * @param x defines the x coordinate of the operand
  5341. * @param y defines the y coordinate of the operand
  5342. * @param z defines the z coordinate of the operand
  5343. * @returns the current updated Vector3
  5344. */
  5345. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5346. if (x > this.x) {
  5347. this.x = x;
  5348. }
  5349. if (y > this.y) {
  5350. this.y = y;
  5351. }
  5352. if (z > this.z) {
  5353. this.z = z;
  5354. }
  5355. return this;
  5356. };
  5357. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5358. /**
  5359. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5360. */
  5361. get: function () {
  5362. var absX = Math.abs(this.x);
  5363. var absY = Math.abs(this.y);
  5364. if (absX !== absY) {
  5365. return true;
  5366. }
  5367. var absZ = Math.abs(this.z);
  5368. if (absX !== absZ) {
  5369. return true;
  5370. }
  5371. if (absY !== absZ) {
  5372. return true;
  5373. }
  5374. return false;
  5375. },
  5376. enumerable: true,
  5377. configurable: true
  5378. });
  5379. /**
  5380. * Gets a new Vector3 from current Vector3 floored values
  5381. * @returns a new Vector3
  5382. */
  5383. Vector3.prototype.floor = function () {
  5384. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5385. };
  5386. /**
  5387. * Gets a new Vector3 from current Vector3 floored values
  5388. * @returns a new Vector3
  5389. */
  5390. Vector3.prototype.fract = function () {
  5391. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5392. };
  5393. // Properties
  5394. /**
  5395. * Gets the length of the Vector3
  5396. * @returns the length of the Vecto3
  5397. */
  5398. Vector3.prototype.length = function () {
  5399. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5400. };
  5401. /**
  5402. * Gets the squared length of the Vector3
  5403. * @returns squared length of the Vector3
  5404. */
  5405. Vector3.prototype.lengthSquared = function () {
  5406. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5407. };
  5408. /**
  5409. * Normalize the current Vector3.
  5410. * Please note that this is an in place operation.
  5411. * @returns the current updated Vector3
  5412. */
  5413. Vector3.prototype.normalize = function () {
  5414. return this.normalizeFromLength(this.length());
  5415. };
  5416. /**
  5417. * Reorders the x y z properties of the vector in place
  5418. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5419. * @returns the current updated vector
  5420. */
  5421. Vector3.prototype.reorderInPlace = function (order) {
  5422. var _this = this;
  5423. order = order.toLowerCase();
  5424. if (order === "xyz") {
  5425. return this;
  5426. }
  5427. MathTmp.Vector3[0].copyFrom(this);
  5428. ["x", "y", "z"].forEach(function (val, i) {
  5429. _this[val] = MathTmp.Vector3[0][order[i]];
  5430. });
  5431. return this;
  5432. };
  5433. /**
  5434. * Rotates the vector around 0,0,0 by a quaternion
  5435. * @param quaternion the rotation quaternion
  5436. * @param result vector to store the result
  5437. * @returns the resulting vector
  5438. */
  5439. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5440. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5441. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5442. return result;
  5443. };
  5444. /**
  5445. * Rotates a vector around a given point
  5446. * @param quaternion the rotation quaternion
  5447. * @param point the point to rotate around
  5448. * @param result vector to store the result
  5449. * @returns the resulting vector
  5450. */
  5451. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5452. this.subtractToRef(point, MathTmp.Vector3[0]);
  5453. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5454. point.addToRef(MathTmp.Vector3[0], result);
  5455. return result;
  5456. };
  5457. /**
  5458. * Normalize the current Vector3 with the given input length.
  5459. * Please note that this is an in place operation.
  5460. * @param len the length of the vector
  5461. * @returns the current updated Vector3
  5462. */
  5463. Vector3.prototype.normalizeFromLength = function (len) {
  5464. if (len === 0 || len === 1.0) {
  5465. return this;
  5466. }
  5467. return this.scaleInPlace(1.0 / len);
  5468. };
  5469. /**
  5470. * Normalize the current Vector3 to a new vector
  5471. * @returns the new Vector3
  5472. */
  5473. Vector3.prototype.normalizeToNew = function () {
  5474. var normalized = new Vector3(0, 0, 0);
  5475. this.normalizeToRef(normalized);
  5476. return normalized;
  5477. };
  5478. /**
  5479. * Normalize the current Vector3 to the reference
  5480. * @param reference define the Vector3 to update
  5481. * @returns the updated Vector3
  5482. */
  5483. Vector3.prototype.normalizeToRef = function (reference) {
  5484. var len = this.length();
  5485. if (len === 0 || len === 1.0) {
  5486. return reference.copyFromFloats(this.x, this.y, this.z);
  5487. }
  5488. return this.scaleToRef(1.0 / len, reference);
  5489. };
  5490. /**
  5491. * Creates a new Vector3 copied from the current Vector3
  5492. * @returns the new Vector3
  5493. */
  5494. Vector3.prototype.clone = function () {
  5495. return new Vector3(this.x, this.y, this.z);
  5496. };
  5497. /**
  5498. * Copies the given vector coordinates to the current Vector3 ones
  5499. * @param source defines the source Vector3
  5500. * @returns the current updated Vector3
  5501. */
  5502. Vector3.prototype.copyFrom = function (source) {
  5503. return this.copyFromFloats(source.x, source.y, source.z);
  5504. };
  5505. /**
  5506. * Copies the given floats to the current Vector3 coordinates
  5507. * @param x defines the x coordinate of the operand
  5508. * @param y defines the y coordinate of the operand
  5509. * @param z defines the z coordinate of the operand
  5510. * @returns the current updated Vector3
  5511. */
  5512. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5513. this.x = x;
  5514. this.y = y;
  5515. this.z = z;
  5516. return this;
  5517. };
  5518. /**
  5519. * Copies the given floats to the current Vector3 coordinates
  5520. * @param x defines the x coordinate of the operand
  5521. * @param y defines the y coordinate of the operand
  5522. * @param z defines the z coordinate of the operand
  5523. * @returns the current updated Vector3
  5524. */
  5525. Vector3.prototype.set = function (x, y, z) {
  5526. return this.copyFromFloats(x, y, z);
  5527. };
  5528. /**
  5529. * Copies the given float to the current Vector3 coordinates
  5530. * @param v defines the x, y and z coordinates of the operand
  5531. * @returns the current updated Vector3
  5532. */
  5533. Vector3.prototype.setAll = function (v) {
  5534. this.x = this.y = this.z = v;
  5535. return this;
  5536. };
  5537. // Statics
  5538. /**
  5539. * Get the clip factor between two vectors
  5540. * @param vector0 defines the first operand
  5541. * @param vector1 defines the second operand
  5542. * @param axis defines the axis to use
  5543. * @param size defines the size along the axis
  5544. * @returns the clip factor
  5545. */
  5546. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5547. var d0 = Vector3.Dot(vector0, axis) - size;
  5548. var d1 = Vector3.Dot(vector1, axis) - size;
  5549. var s = d0 / (d0 - d1);
  5550. return s;
  5551. };
  5552. /**
  5553. * Get angle between two vectors
  5554. * @param vector0 angle between vector0 and vector1
  5555. * @param vector1 angle between vector0 and vector1
  5556. * @param normal direction of the normal
  5557. * @return the angle between vector0 and vector1
  5558. */
  5559. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5560. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5561. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5562. var dot = Vector3.Dot(v0, v1);
  5563. var n = MathTmp.Vector3[3];
  5564. Vector3.CrossToRef(v0, v1, n);
  5565. if (Vector3.Dot(n, normal) > 0) {
  5566. return Math.acos(dot);
  5567. }
  5568. return -Math.acos(dot);
  5569. };
  5570. /**
  5571. * Returns a new Vector3 set from the index "offset" of the given array
  5572. * @param array defines the source array
  5573. * @param offset defines the offset in the source array
  5574. * @returns the new Vector3
  5575. */
  5576. Vector3.FromArray = function (array, offset) {
  5577. if (offset === void 0) { offset = 0; }
  5578. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5579. };
  5580. /**
  5581. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5582. * This function is deprecated. Use FromArray instead
  5583. * @param array defines the source array
  5584. * @param offset defines the offset in the source array
  5585. * @returns the new Vector3
  5586. */
  5587. Vector3.FromFloatArray = function (array, offset) {
  5588. return Vector3.FromArray(array, offset);
  5589. };
  5590. /**
  5591. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5592. * @param array defines the source array
  5593. * @param offset defines the offset in the source array
  5594. * @param result defines the Vector3 where to store the result
  5595. */
  5596. Vector3.FromArrayToRef = function (array, offset, result) {
  5597. result.x = array[offset];
  5598. result.y = array[offset + 1];
  5599. result.z = array[offset + 2];
  5600. };
  5601. /**
  5602. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5603. * This function is deprecated. Use FromArrayToRef instead.
  5604. * @param array defines the source array
  5605. * @param offset defines the offset in the source array
  5606. * @param result defines the Vector3 where to store the result
  5607. */
  5608. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5609. return Vector3.FromArrayToRef(array, offset, result);
  5610. };
  5611. /**
  5612. * Sets the given vector "result" with the given floats.
  5613. * @param x defines the x coordinate of the source
  5614. * @param y defines the y coordinate of the source
  5615. * @param z defines the z coordinate of the source
  5616. * @param result defines the Vector3 where to store the result
  5617. */
  5618. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5619. result.copyFromFloats(x, y, z);
  5620. };
  5621. /**
  5622. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5623. * @returns a new empty Vector3
  5624. */
  5625. Vector3.Zero = function () {
  5626. return new Vector3(0.0, 0.0, 0.0);
  5627. };
  5628. /**
  5629. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5630. * @returns a new unit Vector3
  5631. */
  5632. Vector3.One = function () {
  5633. return new Vector3(1.0, 1.0, 1.0);
  5634. };
  5635. /**
  5636. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5637. * @returns a new up Vector3
  5638. */
  5639. Vector3.Up = function () {
  5640. return new Vector3(0.0, 1.0, 0.0);
  5641. };
  5642. Object.defineProperty(Vector3, "UpReadOnly", {
  5643. /**
  5644. * Gets a up Vector3 that must not be updated
  5645. */
  5646. get: function () {
  5647. return Vector3._UpReadOnly;
  5648. },
  5649. enumerable: true,
  5650. configurable: true
  5651. });
  5652. /**
  5653. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5654. * @returns a new down Vector3
  5655. */
  5656. Vector3.Down = function () {
  5657. return new Vector3(0.0, -1.0, 0.0);
  5658. };
  5659. /**
  5660. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5661. * @returns a new forward Vector3
  5662. */
  5663. Vector3.Forward = function () {
  5664. return new Vector3(0.0, 0.0, 1.0);
  5665. };
  5666. /**
  5667. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5668. * @returns a new forward Vector3
  5669. */
  5670. Vector3.Backward = function () {
  5671. return new Vector3(0.0, 0.0, -1.0);
  5672. };
  5673. /**
  5674. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5675. * @returns a new right Vector3
  5676. */
  5677. Vector3.Right = function () {
  5678. return new Vector3(1.0, 0.0, 0.0);
  5679. };
  5680. /**
  5681. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5682. * @returns a new left Vector3
  5683. */
  5684. Vector3.Left = function () {
  5685. return new Vector3(-1.0, 0.0, 0.0);
  5686. };
  5687. /**
  5688. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5689. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5690. * @param vector defines the Vector3 to transform
  5691. * @param transformation defines the transformation matrix
  5692. * @returns the transformed Vector3
  5693. */
  5694. Vector3.TransformCoordinates = function (vector, transformation) {
  5695. var result = Vector3.Zero();
  5696. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5697. return result;
  5698. };
  5699. /**
  5700. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5701. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5702. * @param vector defines the Vector3 to transform
  5703. * @param transformation defines the transformation matrix
  5704. * @param result defines the Vector3 where to store the result
  5705. */
  5706. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5707. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5708. };
  5709. /**
  5710. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5711. * This method computes tranformed coordinates only, not transformed direction vectors
  5712. * @param x define the x coordinate of the source vector
  5713. * @param y define the y coordinate of the source vector
  5714. * @param z define the z coordinate of the source vector
  5715. * @param transformation defines the transformation matrix
  5716. * @param result defines the Vector3 where to store the result
  5717. */
  5718. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5719. var m = transformation.m;
  5720. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5721. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5722. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5723. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5724. result.x = rx * rw;
  5725. result.y = ry * rw;
  5726. result.z = rz * rw;
  5727. };
  5728. /**
  5729. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5730. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5731. * @param vector defines the Vector3 to transform
  5732. * @param transformation defines the transformation matrix
  5733. * @returns the new Vector3
  5734. */
  5735. Vector3.TransformNormal = function (vector, transformation) {
  5736. var result = Vector3.Zero();
  5737. Vector3.TransformNormalToRef(vector, transformation, result);
  5738. return result;
  5739. };
  5740. /**
  5741. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5742. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5743. * @param vector defines the Vector3 to transform
  5744. * @param transformation defines the transformation matrix
  5745. * @param result defines the Vector3 where to store the result
  5746. */
  5747. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5748. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5749. };
  5750. /**
  5751. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5752. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5753. * @param x define the x coordinate of the source vector
  5754. * @param y define the y coordinate of the source vector
  5755. * @param z define the z coordinate of the source vector
  5756. * @param transformation defines the transformation matrix
  5757. * @param result defines the Vector3 where to store the result
  5758. */
  5759. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5760. var m = transformation.m;
  5761. result.x = x * m[0] + y * m[4] + z * m[8];
  5762. result.y = x * m[1] + y * m[5] + z * m[9];
  5763. result.z = x * m[2] + y * m[6] + z * m[10];
  5764. };
  5765. /**
  5766. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5767. * @param value1 defines the first control point
  5768. * @param value2 defines the second control point
  5769. * @param value3 defines the third control point
  5770. * @param value4 defines the fourth control point
  5771. * @param amount defines the amount on the spline to use
  5772. * @returns the new Vector3
  5773. */
  5774. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5775. var squared = amount * amount;
  5776. var cubed = amount * squared;
  5777. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5778. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5779. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5780. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5781. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5782. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5783. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5784. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5785. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5786. return new Vector3(x, y, z);
  5787. };
  5788. /**
  5789. * 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"
  5790. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5791. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5792. * @param value defines the current value
  5793. * @param min defines the lower range value
  5794. * @param max defines the upper range value
  5795. * @returns the new Vector3
  5796. */
  5797. Vector3.Clamp = function (value, min, max) {
  5798. var v = new Vector3();
  5799. Vector3.ClampToRef(value, min, max, v);
  5800. return v;
  5801. };
  5802. /**
  5803. * Sets the given vector "result" with the coordinates of "value", if the vector "value" is in the cube defined by the vectors "min" and "max"
  5804. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5805. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5806. * @param value defines the current value
  5807. * @param min defines the lower range value
  5808. * @param max defines the upper range value
  5809. * @param result defines the Vector3 where to store the result
  5810. */
  5811. Vector3.ClampToRef = function (value, min, max, result) {
  5812. var x = value.x;
  5813. x = (x > max.x) ? max.x : x;
  5814. x = (x < min.x) ? min.x : x;
  5815. var y = value.y;
  5816. y = (y > max.y) ? max.y : y;
  5817. y = (y < min.y) ? min.y : y;
  5818. var z = value.z;
  5819. z = (z > max.z) ? max.z : z;
  5820. z = (z < min.z) ? min.z : z;
  5821. result.copyFromFloats(x, y, z);
  5822. };
  5823. /**
  5824. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5825. * @param value1 defines the first control point
  5826. * @param tangent1 defines the first tangent vector
  5827. * @param value2 defines the second control point
  5828. * @param tangent2 defines the second tangent vector
  5829. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5830. * @returns the new Vector3
  5831. */
  5832. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5833. var squared = amount * amount;
  5834. var cubed = amount * squared;
  5835. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5836. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5837. var part3 = (cubed - (2.0 * squared)) + amount;
  5838. var part4 = cubed - squared;
  5839. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5840. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5841. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5842. return new Vector3(x, y, z);
  5843. };
  5844. /**
  5845. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5846. * @param start defines the start value
  5847. * @param end defines the end value
  5848. * @param amount max defines amount between both (between 0 and 1)
  5849. * @returns the new Vector3
  5850. */
  5851. Vector3.Lerp = function (start, end, amount) {
  5852. var result = new Vector3(0, 0, 0);
  5853. Vector3.LerpToRef(start, end, amount, result);
  5854. return result;
  5855. };
  5856. /**
  5857. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5858. * @param start defines the start value
  5859. * @param end defines the end value
  5860. * @param amount max defines amount between both (between 0 and 1)
  5861. * @param result defines the Vector3 where to store the result
  5862. */
  5863. Vector3.LerpToRef = function (start, end, amount, result) {
  5864. result.x = start.x + ((end.x - start.x) * amount);
  5865. result.y = start.y + ((end.y - start.y) * amount);
  5866. result.z = start.z + ((end.z - start.z) * amount);
  5867. };
  5868. /**
  5869. * Returns the dot product (float) between the vectors "left" and "right"
  5870. * @param left defines the left operand
  5871. * @param right defines the right operand
  5872. * @returns the dot product
  5873. */
  5874. Vector3.Dot = function (left, right) {
  5875. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5876. };
  5877. /**
  5878. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5879. * The cross product is then orthogonal to both "left" and "right"
  5880. * @param left defines the left operand
  5881. * @param right defines the right operand
  5882. * @returns the cross product
  5883. */
  5884. Vector3.Cross = function (left, right) {
  5885. var result = Vector3.Zero();
  5886. Vector3.CrossToRef(left, right, result);
  5887. return result;
  5888. };
  5889. /**
  5890. * Sets the given vector "result" with the cross product of "left" and "right"
  5891. * The cross product is then orthogonal to both "left" and "right"
  5892. * @param left defines the left operand
  5893. * @param right defines the right operand
  5894. * @param result defines the Vector3 where to store the result
  5895. */
  5896. Vector3.CrossToRef = function (left, right, result) {
  5897. var x = left.y * right.z - left.z * right.y;
  5898. var y = left.z * right.x - left.x * right.z;
  5899. var z = left.x * right.y - left.y * right.x;
  5900. result.copyFromFloats(x, y, z);
  5901. };
  5902. /**
  5903. * Returns a new Vector3 as the normalization of the given vector
  5904. * @param vector defines the Vector3 to normalize
  5905. * @returns the new Vector3
  5906. */
  5907. Vector3.Normalize = function (vector) {
  5908. var result = Vector3.Zero();
  5909. Vector3.NormalizeToRef(vector, result);
  5910. return result;
  5911. };
  5912. /**
  5913. * Sets the given vector "result" with the normalization of the given first vector
  5914. * @param vector defines the Vector3 to normalize
  5915. * @param result defines the Vector3 where to store the result
  5916. */
  5917. Vector3.NormalizeToRef = function (vector, result) {
  5918. vector.normalizeToRef(result);
  5919. };
  5920. /**
  5921. * Project a Vector3 onto screen space
  5922. * @param vector defines the Vector3 to project
  5923. * @param world defines the world matrix to use
  5924. * @param transform defines the transform (view x projection) matrix to use
  5925. * @param viewport defines the screen viewport to use
  5926. * @returns the new Vector3
  5927. */
  5928. Vector3.Project = function (vector, world, transform, viewport) {
  5929. var cw = viewport.width;
  5930. var ch = viewport.height;
  5931. var cx = viewport.x;
  5932. var cy = viewport.y;
  5933. var viewportMatrix = MathTmp.Matrix[1];
  5934. 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);
  5935. var matrix = MathTmp.Matrix[0];
  5936. world.multiplyToRef(transform, matrix);
  5937. matrix.multiplyToRef(viewportMatrix, matrix);
  5938. return Vector3.TransformCoordinates(vector, matrix);
  5939. };
  5940. /** @hidden */
  5941. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5942. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5943. var m = matrix.m;
  5944. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5945. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5946. result.scaleInPlace(1.0 / num);
  5947. }
  5948. };
  5949. /**
  5950. * Unproject from screen space to object space
  5951. * @param source defines the screen space Vector3 to use
  5952. * @param viewportWidth defines the current width of the viewport
  5953. * @param viewportHeight defines the current height of the viewport
  5954. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5955. * @param transform defines the transform (view x projection) matrix to use
  5956. * @returns the new Vector3
  5957. */
  5958. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5959. var matrix = MathTmp.Matrix[0];
  5960. world.multiplyToRef(transform, matrix);
  5961. matrix.invert();
  5962. source.x = source.x / viewportWidth * 2 - 1;
  5963. source.y = -(source.y / viewportHeight * 2 - 1);
  5964. var vector = new Vector3();
  5965. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5966. return vector;
  5967. };
  5968. /**
  5969. * Unproject from screen space to object space
  5970. * @param source defines the screen space Vector3 to use
  5971. * @param viewportWidth defines the current width of the viewport
  5972. * @param viewportHeight defines the current height of the viewport
  5973. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5974. * @param view defines the view matrix to use
  5975. * @param projection defines the projection matrix to use
  5976. * @returns the new Vector3
  5977. */
  5978. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5979. var result = Vector3.Zero();
  5980. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5981. return result;
  5982. };
  5983. /**
  5984. * Unproject from screen space to object space
  5985. * @param source defines the screen space Vector3 to use
  5986. * @param viewportWidth defines the current width of the viewport
  5987. * @param viewportHeight defines the current height of the viewport
  5988. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5989. * @param view defines the view matrix to use
  5990. * @param projection defines the projection matrix to use
  5991. * @param result defines the Vector3 where to store the result
  5992. */
  5993. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5994. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5995. };
  5996. /**
  5997. * Unproject from screen space to object space
  5998. * @param sourceX defines the screen space x coordinate to use
  5999. * @param sourceY defines the screen space y coordinate to use
  6000. * @param sourceZ defines the screen space z coordinate to use
  6001. * @param viewportWidth defines the current width of the viewport
  6002. * @param viewportHeight defines the current height of the viewport
  6003. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6004. * @param view defines the view matrix to use
  6005. * @param projection defines the projection matrix to use
  6006. * @param result defines the Vector3 where to store the result
  6007. */
  6008. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6009. var matrix = MathTmp.Matrix[0];
  6010. world.multiplyToRef(view, matrix);
  6011. matrix.multiplyToRef(projection, matrix);
  6012. matrix.invert();
  6013. var screenSource = MathTmp.Vector3[0];
  6014. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6015. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6016. screenSource.z = 2 * sourceZ - 1.0;
  6017. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6018. };
  6019. /**
  6020. * Unproject a ray from screen space to object space
  6021. * @param sourceX defines the screen space x coordinate to use
  6022. * @param sourceY defines the screen space y coordinate to use
  6023. * @param viewportWidth defines the current width of the viewport
  6024. * @param viewportHeight defines the current height of the viewport
  6025. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6026. * @param view defines the view matrix to use
  6027. * @param projection defines the projection matrix to use
  6028. * @param ray defines the Ray where to store the result
  6029. */
  6030. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6031. var matrix = MathTmp.Matrix[0];
  6032. world.multiplyToRef(view, matrix);
  6033. matrix.multiplyToRef(projection, matrix);
  6034. matrix.invert();
  6035. var nearScreenSource = MathTmp.Vector3[0];
  6036. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6037. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6038. nearScreenSource.z = -1.0;
  6039. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6040. var nearVec3 = MathTmp.Vector3[2];
  6041. var farVec3 = MathTmp.Vector3[3];
  6042. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6043. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6044. ray.origin.copyFrom(nearVec3);
  6045. farVec3.subtractToRef(nearVec3, ray.direction);
  6046. ray.direction.normalize();
  6047. };
  6048. /**
  6049. * Gets the minimal coordinate values between two Vector3
  6050. * @param left defines the first operand
  6051. * @param right defines the second operand
  6052. * @returns the new Vector3
  6053. */
  6054. Vector3.Minimize = function (left, right) {
  6055. var min = left.clone();
  6056. min.minimizeInPlace(right);
  6057. return min;
  6058. };
  6059. /**
  6060. * Gets the maximal coordinate values between two Vector3
  6061. * @param left defines the first operand
  6062. * @param right defines the second operand
  6063. * @returns the new Vector3
  6064. */
  6065. Vector3.Maximize = function (left, right) {
  6066. var max = left.clone();
  6067. max.maximizeInPlace(right);
  6068. return max;
  6069. };
  6070. /**
  6071. * Returns the distance between the vectors "value1" and "value2"
  6072. * @param value1 defines the first operand
  6073. * @param value2 defines the second operand
  6074. * @returns the distance
  6075. */
  6076. Vector3.Distance = function (value1, value2) {
  6077. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6078. };
  6079. /**
  6080. * Returns the squared distance between the vectors "value1" and "value2"
  6081. * @param value1 defines the first operand
  6082. * @param value2 defines the second operand
  6083. * @returns the squared distance
  6084. */
  6085. Vector3.DistanceSquared = function (value1, value2) {
  6086. var x = value1.x - value2.x;
  6087. var y = value1.y - value2.y;
  6088. var z = value1.z - value2.z;
  6089. return (x * x) + (y * y) + (z * z);
  6090. };
  6091. /**
  6092. * Returns a new Vector3 located at the center between "value1" and "value2"
  6093. * @param value1 defines the first operand
  6094. * @param value2 defines the second operand
  6095. * @returns the new Vector3
  6096. */
  6097. Vector3.Center = function (value1, value2) {
  6098. var center = value1.add(value2);
  6099. center.scaleInPlace(0.5);
  6100. return center;
  6101. };
  6102. /**
  6103. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6104. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6105. * to something in order to rotate it from its local system to the given target system
  6106. * Note: axis1, axis2 and axis3 are normalized during this operation
  6107. * @param axis1 defines the first axis
  6108. * @param axis2 defines the second axis
  6109. * @param axis3 defines the third axis
  6110. * @returns a new Vector3
  6111. */
  6112. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6113. var rotation = Vector3.Zero();
  6114. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6115. return rotation;
  6116. };
  6117. /**
  6118. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6119. * @param axis1 defines the first axis
  6120. * @param axis2 defines the second axis
  6121. * @param axis3 defines the third axis
  6122. * @param ref defines the Vector3 where to store the result
  6123. */
  6124. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6125. var quat = MathTmp.Quaternion[0];
  6126. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6127. quat.toEulerAnglesToRef(ref);
  6128. };
  6129. Vector3._UpReadOnly = Vector3.Up();
  6130. return Vector3;
  6131. }());
  6132. BABYLON.Vector3 = Vector3;
  6133. /**
  6134. * Vector4 class created for EulerAngle class conversion to Quaternion
  6135. */
  6136. var Vector4 = /** @class */ (function () {
  6137. /**
  6138. * Creates a Vector4 object from the given floats.
  6139. * @param x x value of the vector
  6140. * @param y y value of the vector
  6141. * @param z z value of the vector
  6142. * @param w w value of the vector
  6143. */
  6144. function Vector4(
  6145. /** x value of the vector */
  6146. x,
  6147. /** y value of the vector */
  6148. y,
  6149. /** z value of the vector */
  6150. z,
  6151. /** w value of the vector */
  6152. w) {
  6153. this.x = x;
  6154. this.y = y;
  6155. this.z = z;
  6156. this.w = w;
  6157. }
  6158. /**
  6159. * Returns the string with the Vector4 coordinates.
  6160. * @returns a string containing all the vector values
  6161. */
  6162. Vector4.prototype.toString = function () {
  6163. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6164. };
  6165. /**
  6166. * Returns the string "Vector4".
  6167. * @returns "Vector4"
  6168. */
  6169. Vector4.prototype.getClassName = function () {
  6170. return "Vector4";
  6171. };
  6172. /**
  6173. * Returns the Vector4 hash code.
  6174. * @returns a unique hash code
  6175. */
  6176. Vector4.prototype.getHashCode = function () {
  6177. var hash = this.x || 0;
  6178. hash = (hash * 397) ^ (this.y || 0);
  6179. hash = (hash * 397) ^ (this.z || 0);
  6180. hash = (hash * 397) ^ (this.w || 0);
  6181. return hash;
  6182. };
  6183. // Operators
  6184. /**
  6185. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6186. * @returns the resulting array
  6187. */
  6188. Vector4.prototype.asArray = function () {
  6189. var result = new Array();
  6190. this.toArray(result, 0);
  6191. return result;
  6192. };
  6193. /**
  6194. * Populates the given array from the given index with the Vector4 coordinates.
  6195. * @param array array to populate
  6196. * @param index index of the array to start at (default: 0)
  6197. * @returns the Vector4.
  6198. */
  6199. Vector4.prototype.toArray = function (array, index) {
  6200. if (index === undefined) {
  6201. index = 0;
  6202. }
  6203. array[index] = this.x;
  6204. array[index + 1] = this.y;
  6205. array[index + 2] = this.z;
  6206. array[index + 3] = this.w;
  6207. return this;
  6208. };
  6209. /**
  6210. * Adds the given vector to the current Vector4.
  6211. * @param otherVector the vector to add
  6212. * @returns the updated Vector4.
  6213. */
  6214. Vector4.prototype.addInPlace = function (otherVector) {
  6215. this.x += otherVector.x;
  6216. this.y += otherVector.y;
  6217. this.z += otherVector.z;
  6218. this.w += otherVector.w;
  6219. return this;
  6220. };
  6221. /**
  6222. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6223. * @param otherVector the vector to add
  6224. * @returns the resulting vector
  6225. */
  6226. Vector4.prototype.add = function (otherVector) {
  6227. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6228. };
  6229. /**
  6230. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6231. * @param otherVector the vector to add
  6232. * @param result the vector to store the result
  6233. * @returns the current Vector4.
  6234. */
  6235. Vector4.prototype.addToRef = function (otherVector, result) {
  6236. result.x = this.x + otherVector.x;
  6237. result.y = this.y + otherVector.y;
  6238. result.z = this.z + otherVector.z;
  6239. result.w = this.w + otherVector.w;
  6240. return this;
  6241. };
  6242. /**
  6243. * Subtract in place the given vector from the current Vector4.
  6244. * @param otherVector the vector to subtract
  6245. * @returns the updated Vector4.
  6246. */
  6247. Vector4.prototype.subtractInPlace = function (otherVector) {
  6248. this.x -= otherVector.x;
  6249. this.y -= otherVector.y;
  6250. this.z -= otherVector.z;
  6251. this.w -= otherVector.w;
  6252. return this;
  6253. };
  6254. /**
  6255. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6256. * @param otherVector the vector to add
  6257. * @returns the new vector with the result
  6258. */
  6259. Vector4.prototype.subtract = function (otherVector) {
  6260. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6261. };
  6262. /**
  6263. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6264. * @param otherVector the vector to subtract
  6265. * @param result the vector to store the result
  6266. * @returns the current Vector4.
  6267. */
  6268. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6269. result.x = this.x - otherVector.x;
  6270. result.y = this.y - otherVector.y;
  6271. result.z = this.z - otherVector.z;
  6272. result.w = this.w - otherVector.w;
  6273. return this;
  6274. };
  6275. /**
  6276. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6277. */
  6278. /**
  6279. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6280. * @param x value to subtract
  6281. * @param y value to subtract
  6282. * @param z value to subtract
  6283. * @param w value to subtract
  6284. * @returns new vector containing the result
  6285. */
  6286. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6287. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6288. };
  6289. /**
  6290. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6291. * @param x value to subtract
  6292. * @param y value to subtract
  6293. * @param z value to subtract
  6294. * @param w value to subtract
  6295. * @param result the vector to store the result in
  6296. * @returns the current Vector4.
  6297. */
  6298. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6299. result.x = this.x - x;
  6300. result.y = this.y - y;
  6301. result.z = this.z - z;
  6302. result.w = this.w - w;
  6303. return this;
  6304. };
  6305. /**
  6306. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6307. * @returns a new vector with the negated values
  6308. */
  6309. Vector4.prototype.negate = function () {
  6310. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6311. };
  6312. /**
  6313. * Multiplies the current Vector4 coordinates by scale (float).
  6314. * @param scale the number to scale with
  6315. * @returns the updated Vector4.
  6316. */
  6317. Vector4.prototype.scaleInPlace = function (scale) {
  6318. this.x *= scale;
  6319. this.y *= scale;
  6320. this.z *= scale;
  6321. this.w *= scale;
  6322. return this;
  6323. };
  6324. /**
  6325. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6326. * @param scale the number to scale with
  6327. * @returns a new vector with the result
  6328. */
  6329. Vector4.prototype.scale = function (scale) {
  6330. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6331. };
  6332. /**
  6333. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6334. * @param scale the number to scale with
  6335. * @param result a vector to store the result in
  6336. * @returns the current Vector4.
  6337. */
  6338. Vector4.prototype.scaleToRef = function (scale, result) {
  6339. result.x = this.x * scale;
  6340. result.y = this.y * scale;
  6341. result.z = this.z * scale;
  6342. result.w = this.w * scale;
  6343. return this;
  6344. };
  6345. /**
  6346. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6347. * @param scale defines the scale factor
  6348. * @param result defines the Vector4 object where to store the result
  6349. * @returns the unmodified current Vector4
  6350. */
  6351. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6352. result.x += this.x * scale;
  6353. result.y += this.y * scale;
  6354. result.z += this.z * scale;
  6355. result.w += this.w * scale;
  6356. return this;
  6357. };
  6358. /**
  6359. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6360. * @param otherVector the vector to compare against
  6361. * @returns true if they are equal
  6362. */
  6363. Vector4.prototype.equals = function (otherVector) {
  6364. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6365. };
  6366. /**
  6367. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6368. * @param otherVector vector to compare against
  6369. * @param epsilon (Default: very small number)
  6370. * @returns true if they are equal
  6371. */
  6372. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6373. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6374. return otherVector
  6375. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6376. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6377. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6378. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6379. };
  6380. /**
  6381. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6382. * @param x x value to compare against
  6383. * @param y y value to compare against
  6384. * @param z z value to compare against
  6385. * @param w w value to compare against
  6386. * @returns true if equal
  6387. */
  6388. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6389. return this.x === x && this.y === y && this.z === z && this.w === w;
  6390. };
  6391. /**
  6392. * Multiplies in place the current Vector4 by the given one.
  6393. * @param otherVector vector to multiple with
  6394. * @returns the updated Vector4.
  6395. */
  6396. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6397. this.x *= otherVector.x;
  6398. this.y *= otherVector.y;
  6399. this.z *= otherVector.z;
  6400. this.w *= otherVector.w;
  6401. return this;
  6402. };
  6403. /**
  6404. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6405. * @param otherVector vector to multiple with
  6406. * @returns resulting new vector
  6407. */
  6408. Vector4.prototype.multiply = function (otherVector) {
  6409. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6410. };
  6411. /**
  6412. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6413. * @param otherVector vector to multiple with
  6414. * @param result vector to store the result
  6415. * @returns the current Vector4.
  6416. */
  6417. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6418. result.x = this.x * otherVector.x;
  6419. result.y = this.y * otherVector.y;
  6420. result.z = this.z * otherVector.z;
  6421. result.w = this.w * otherVector.w;
  6422. return this;
  6423. };
  6424. /**
  6425. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6426. * @param x x value multiply with
  6427. * @param y y value multiply with
  6428. * @param z z value multiply with
  6429. * @param w w value multiply with
  6430. * @returns resulting new vector
  6431. */
  6432. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6433. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6434. };
  6435. /**
  6436. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6437. * @param otherVector vector to devide with
  6438. * @returns resulting new vector
  6439. */
  6440. Vector4.prototype.divide = function (otherVector) {
  6441. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6442. };
  6443. /**
  6444. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6445. * @param otherVector vector to devide with
  6446. * @param result vector to store the result
  6447. * @returns the current Vector4.
  6448. */
  6449. Vector4.prototype.divideToRef = function (otherVector, result) {
  6450. result.x = this.x / otherVector.x;
  6451. result.y = this.y / otherVector.y;
  6452. result.z = this.z / otherVector.z;
  6453. result.w = this.w / otherVector.w;
  6454. return this;
  6455. };
  6456. /**
  6457. * Divides the current Vector3 coordinates by the given ones.
  6458. * @param otherVector vector to devide with
  6459. * @returns the updated Vector3.
  6460. */
  6461. Vector4.prototype.divideInPlace = function (otherVector) {
  6462. return this.divideToRef(otherVector, this);
  6463. };
  6464. /**
  6465. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6466. * @param other defines the second operand
  6467. * @returns the current updated Vector4
  6468. */
  6469. Vector4.prototype.minimizeInPlace = function (other) {
  6470. if (other.x < this.x) {
  6471. this.x = other.x;
  6472. }
  6473. if (other.y < this.y) {
  6474. this.y = other.y;
  6475. }
  6476. if (other.z < this.z) {
  6477. this.z = other.z;
  6478. }
  6479. if (other.w < this.w) {
  6480. this.w = other.w;
  6481. }
  6482. return this;
  6483. };
  6484. /**
  6485. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6486. * @param other defines the second operand
  6487. * @returns the current updated Vector4
  6488. */
  6489. Vector4.prototype.maximizeInPlace = function (other) {
  6490. if (other.x > this.x) {
  6491. this.x = other.x;
  6492. }
  6493. if (other.y > this.y) {
  6494. this.y = other.y;
  6495. }
  6496. if (other.z > this.z) {
  6497. this.z = other.z;
  6498. }
  6499. if (other.w > this.w) {
  6500. this.w = other.w;
  6501. }
  6502. return this;
  6503. };
  6504. /**
  6505. * Gets a new Vector4 from current Vector4 floored values
  6506. * @returns a new Vector4
  6507. */
  6508. Vector4.prototype.floor = function () {
  6509. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6510. };
  6511. /**
  6512. * Gets a new Vector4 from current Vector3 floored values
  6513. * @returns a new Vector4
  6514. */
  6515. Vector4.prototype.fract = function () {
  6516. return new Vector4(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z), this.w - Math.floor(this.w));
  6517. };
  6518. // Properties
  6519. /**
  6520. * Returns the Vector4 length (float).
  6521. * @returns the length
  6522. */
  6523. Vector4.prototype.length = function () {
  6524. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6525. };
  6526. /**
  6527. * Returns the Vector4 squared length (float).
  6528. * @returns the length squared
  6529. */
  6530. Vector4.prototype.lengthSquared = function () {
  6531. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6532. };
  6533. // Methods
  6534. /**
  6535. * Normalizes in place the Vector4.
  6536. * @returns the updated Vector4.
  6537. */
  6538. Vector4.prototype.normalize = function () {
  6539. var len = this.length();
  6540. if (len === 0) {
  6541. return this;
  6542. }
  6543. return this.scaleInPlace(1.0 / len);
  6544. };
  6545. /**
  6546. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6547. * @returns this converted to a new vector3
  6548. */
  6549. Vector4.prototype.toVector3 = function () {
  6550. return new Vector3(this.x, this.y, this.z);
  6551. };
  6552. /**
  6553. * Returns a new Vector4 copied from the current one.
  6554. * @returns the new cloned vector
  6555. */
  6556. Vector4.prototype.clone = function () {
  6557. return new Vector4(this.x, this.y, this.z, this.w);
  6558. };
  6559. /**
  6560. * Updates the current Vector4 with the given one coordinates.
  6561. * @param source the source vector to copy from
  6562. * @returns the updated Vector4.
  6563. */
  6564. Vector4.prototype.copyFrom = function (source) {
  6565. this.x = source.x;
  6566. this.y = source.y;
  6567. this.z = source.z;
  6568. this.w = source.w;
  6569. return this;
  6570. };
  6571. /**
  6572. * Updates the current Vector4 coordinates with the given floats.
  6573. * @param x float to copy from
  6574. * @param y float to copy from
  6575. * @param z float to copy from
  6576. * @param w float to copy from
  6577. * @returns the updated Vector4.
  6578. */
  6579. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6580. this.x = x;
  6581. this.y = y;
  6582. this.z = z;
  6583. this.w = w;
  6584. return this;
  6585. };
  6586. /**
  6587. * Updates the current Vector4 coordinates with the given floats.
  6588. * @param x float to set from
  6589. * @param y float to set from
  6590. * @param z float to set from
  6591. * @param w float to set from
  6592. * @returns the updated Vector4.
  6593. */
  6594. Vector4.prototype.set = function (x, y, z, w) {
  6595. return this.copyFromFloats(x, y, z, w);
  6596. };
  6597. /**
  6598. * Copies the given float to the current Vector3 coordinates
  6599. * @param v defines the x, y, z and w coordinates of the operand
  6600. * @returns the current updated Vector3
  6601. */
  6602. Vector4.prototype.setAll = function (v) {
  6603. this.x = this.y = this.z = this.w = v;
  6604. return this;
  6605. };
  6606. // Statics
  6607. /**
  6608. * Returns a new Vector4 set from the starting index of the given array.
  6609. * @param array the array to pull values from
  6610. * @param offset the offset into the array to start at
  6611. * @returns the new vector
  6612. */
  6613. Vector4.FromArray = function (array, offset) {
  6614. if (!offset) {
  6615. offset = 0;
  6616. }
  6617. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6618. };
  6619. /**
  6620. * Updates the given vector "result" from the starting index of the given array.
  6621. * @param array the array to pull values from
  6622. * @param offset the offset into the array to start at
  6623. * @param result the vector to store the result in
  6624. */
  6625. Vector4.FromArrayToRef = function (array, offset, result) {
  6626. result.x = array[offset];
  6627. result.y = array[offset + 1];
  6628. result.z = array[offset + 2];
  6629. result.w = array[offset + 3];
  6630. };
  6631. /**
  6632. * Updates the given vector "result" from the starting index of the given Float32Array.
  6633. * @param array the array to pull values from
  6634. * @param offset the offset into the array to start at
  6635. * @param result the vector to store the result in
  6636. */
  6637. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6638. Vector4.FromArrayToRef(array, offset, result);
  6639. };
  6640. /**
  6641. * Updates the given vector "result" coordinates from the given floats.
  6642. * @param x float to set from
  6643. * @param y float to set from
  6644. * @param z float to set from
  6645. * @param w float to set from
  6646. * @param result the vector to the floats in
  6647. */
  6648. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6649. result.x = x;
  6650. result.y = y;
  6651. result.z = z;
  6652. result.w = w;
  6653. };
  6654. /**
  6655. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6656. * @returns the new vector
  6657. */
  6658. Vector4.Zero = function () {
  6659. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6660. };
  6661. /**
  6662. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6663. * @returns the new vector
  6664. */
  6665. Vector4.One = function () {
  6666. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6667. };
  6668. /**
  6669. * Returns a new normalized Vector4 from the given one.
  6670. * @param vector the vector to normalize
  6671. * @returns the vector
  6672. */
  6673. Vector4.Normalize = function (vector) {
  6674. var result = Vector4.Zero();
  6675. Vector4.NormalizeToRef(vector, result);
  6676. return result;
  6677. };
  6678. /**
  6679. * Updates the given vector "result" from the normalization of the given one.
  6680. * @param vector the vector to normalize
  6681. * @param result the vector to store the result in
  6682. */
  6683. Vector4.NormalizeToRef = function (vector, result) {
  6684. result.copyFrom(vector);
  6685. result.normalize();
  6686. };
  6687. /**
  6688. * Returns a vector with the minimum values from the left and right vectors
  6689. * @param left left vector to minimize
  6690. * @param right right vector to minimize
  6691. * @returns a new vector with the minimum of the left and right vector values
  6692. */
  6693. Vector4.Minimize = function (left, right) {
  6694. var min = left.clone();
  6695. min.minimizeInPlace(right);
  6696. return min;
  6697. };
  6698. /**
  6699. * Returns a vector with the maximum values from the left and right vectors
  6700. * @param left left vector to maximize
  6701. * @param right right vector to maximize
  6702. * @returns a new vector with the maximum of the left and right vector values
  6703. */
  6704. Vector4.Maximize = function (left, right) {
  6705. var max = left.clone();
  6706. max.maximizeInPlace(right);
  6707. return max;
  6708. };
  6709. /**
  6710. * Returns the distance (float) between the vectors "value1" and "value2".
  6711. * @param value1 value to calulate the distance between
  6712. * @param value2 value to calulate the distance between
  6713. * @return the distance between the two vectors
  6714. */
  6715. Vector4.Distance = function (value1, value2) {
  6716. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6717. };
  6718. /**
  6719. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6720. * @param value1 value to calulate the distance between
  6721. * @param value2 value to calulate the distance between
  6722. * @return the distance between the two vectors squared
  6723. */
  6724. Vector4.DistanceSquared = function (value1, value2) {
  6725. var x = value1.x - value2.x;
  6726. var y = value1.y - value2.y;
  6727. var z = value1.z - value2.z;
  6728. var w = value1.w - value2.w;
  6729. return (x * x) + (y * y) + (z * z) + (w * w);
  6730. };
  6731. /**
  6732. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6733. * @param value1 value to calulate the center between
  6734. * @param value2 value to calulate the center between
  6735. * @return the center between the two vectors
  6736. */
  6737. Vector4.Center = function (value1, value2) {
  6738. var center = value1.add(value2);
  6739. center.scaleInPlace(0.5);
  6740. return center;
  6741. };
  6742. /**
  6743. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6744. * This methods computes transformed normalized direction vectors only.
  6745. * @param vector the vector to transform
  6746. * @param transformation the transformation matrix to apply
  6747. * @returns the new vector
  6748. */
  6749. Vector4.TransformNormal = function (vector, transformation) {
  6750. var result = Vector4.Zero();
  6751. Vector4.TransformNormalToRef(vector, transformation, result);
  6752. return result;
  6753. };
  6754. /**
  6755. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6756. * This methods computes transformed normalized direction vectors only.
  6757. * @param vector the vector to transform
  6758. * @param transformation the transformation matrix to apply
  6759. * @param result the vector to store the result in
  6760. */
  6761. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6762. var m = transformation.m;
  6763. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6764. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6765. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6766. result.x = x;
  6767. result.y = y;
  6768. result.z = z;
  6769. result.w = vector.w;
  6770. };
  6771. /**
  6772. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6773. * This methods computes transformed normalized direction vectors only.
  6774. * @param x value to transform
  6775. * @param y value to transform
  6776. * @param z value to transform
  6777. * @param w value to transform
  6778. * @param transformation the transformation matrix to apply
  6779. * @param result the vector to store the results in
  6780. */
  6781. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6782. var m = transformation.m;
  6783. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6784. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6785. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6786. result.w = w;
  6787. };
  6788. /**
  6789. * Creates a new Vector4 from a Vector3
  6790. * @param source defines the source data
  6791. * @param w defines the 4th component (default is 0)
  6792. * @returns a new Vector4
  6793. */
  6794. Vector4.FromVector3 = function (source, w) {
  6795. if (w === void 0) { w = 0; }
  6796. return new Vector4(source.x, source.y, source.z, w);
  6797. };
  6798. return Vector4;
  6799. }());
  6800. BABYLON.Vector4 = Vector4;
  6801. /**
  6802. * Size containing widht and height
  6803. */
  6804. var Size = /** @class */ (function () {
  6805. /**
  6806. * Creates a Size object from the given width and height (floats).
  6807. * @param width width of the new size
  6808. * @param height height of the new size
  6809. */
  6810. function Size(width, height) {
  6811. this.width = width;
  6812. this.height = height;
  6813. }
  6814. /**
  6815. * Returns a string with the Size width and height
  6816. * @returns a string with the Size width and height
  6817. */
  6818. Size.prototype.toString = function () {
  6819. return "{W: " + this.width + ", H: " + this.height + "}";
  6820. };
  6821. /**
  6822. * "Size"
  6823. * @returns the string "Size"
  6824. */
  6825. Size.prototype.getClassName = function () {
  6826. return "Size";
  6827. };
  6828. /**
  6829. * Returns the Size hash code.
  6830. * @returns a hash code for a unique width and height
  6831. */
  6832. Size.prototype.getHashCode = function () {
  6833. var hash = this.width || 0;
  6834. hash = (hash * 397) ^ (this.height || 0);
  6835. return hash;
  6836. };
  6837. /**
  6838. * Updates the current size from the given one.
  6839. * @param src the given size
  6840. */
  6841. Size.prototype.copyFrom = function (src) {
  6842. this.width = src.width;
  6843. this.height = src.height;
  6844. };
  6845. /**
  6846. * Updates in place the current Size from the given floats.
  6847. * @param width width of the new size
  6848. * @param height height of the new size
  6849. * @returns the updated Size.
  6850. */
  6851. Size.prototype.copyFromFloats = function (width, height) {
  6852. this.width = width;
  6853. this.height = height;
  6854. return this;
  6855. };
  6856. /**
  6857. * Updates in place the current Size from the given floats.
  6858. * @param width width to set
  6859. * @param height height to set
  6860. * @returns the updated Size.
  6861. */
  6862. Size.prototype.set = function (width, height) {
  6863. return this.copyFromFloats(width, height);
  6864. };
  6865. /**
  6866. * Multiplies the width and height by numbers
  6867. * @param w factor to multiple the width by
  6868. * @param h factor to multiple the height by
  6869. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6870. */
  6871. Size.prototype.multiplyByFloats = function (w, h) {
  6872. return new Size(this.width * w, this.height * h);
  6873. };
  6874. /**
  6875. * Clones the size
  6876. * @returns a new Size copied from the given one.
  6877. */
  6878. Size.prototype.clone = function () {
  6879. return new Size(this.width, this.height);
  6880. };
  6881. /**
  6882. * True if the current Size and the given one width and height are strictly equal.
  6883. * @param other the other size to compare against
  6884. * @returns True if the current Size and the given one width and height are strictly equal.
  6885. */
  6886. Size.prototype.equals = function (other) {
  6887. if (!other) {
  6888. return false;
  6889. }
  6890. return (this.width === other.width) && (this.height === other.height);
  6891. };
  6892. Object.defineProperty(Size.prototype, "surface", {
  6893. /**
  6894. * The surface of the Size : width * height (float).
  6895. */
  6896. get: function () {
  6897. return this.width * this.height;
  6898. },
  6899. enumerable: true,
  6900. configurable: true
  6901. });
  6902. /**
  6903. * Create a new size of zero
  6904. * @returns a new Size set to (0.0, 0.0)
  6905. */
  6906. Size.Zero = function () {
  6907. return new Size(0.0, 0.0);
  6908. };
  6909. /**
  6910. * Sums the width and height of two sizes
  6911. * @param otherSize size to add to this size
  6912. * @returns a new Size set as the addition result of the current Size and the given one.
  6913. */
  6914. Size.prototype.add = function (otherSize) {
  6915. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6916. return r;
  6917. };
  6918. /**
  6919. * Subtracts the width and height of two
  6920. * @param otherSize size to subtract to this size
  6921. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6922. */
  6923. Size.prototype.subtract = function (otherSize) {
  6924. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6925. return r;
  6926. };
  6927. /**
  6928. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6929. * @param start starting size to lerp between
  6930. * @param end end size to lerp between
  6931. * @param amount amount to lerp between the start and end values
  6932. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6933. */
  6934. Size.Lerp = function (start, end, amount) {
  6935. var w = start.width + ((end.width - start.width) * amount);
  6936. var h = start.height + ((end.height - start.height) * amount);
  6937. return new Size(w, h);
  6938. };
  6939. return Size;
  6940. }());
  6941. BABYLON.Size = Size;
  6942. /**
  6943. * Class used to store quaternion data
  6944. * @see https://en.wikipedia.org/wiki/Quaternion
  6945. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6946. */
  6947. var Quaternion = /** @class */ (function () {
  6948. /**
  6949. * Creates a new Quaternion from the given floats
  6950. * @param x defines the first component (0 by default)
  6951. * @param y defines the second component (0 by default)
  6952. * @param z defines the third component (0 by default)
  6953. * @param w defines the fourth component (1.0 by default)
  6954. */
  6955. function Quaternion(
  6956. /** defines the first component (0 by default) */
  6957. x,
  6958. /** defines the second component (0 by default) */
  6959. y,
  6960. /** defines the third component (0 by default) */
  6961. z,
  6962. /** defines the fourth component (1.0 by default) */
  6963. w) {
  6964. if (x === void 0) { x = 0.0; }
  6965. if (y === void 0) { y = 0.0; }
  6966. if (z === void 0) { z = 0.0; }
  6967. if (w === void 0) { w = 1.0; }
  6968. this.x = x;
  6969. this.y = y;
  6970. this.z = z;
  6971. this.w = w;
  6972. }
  6973. /**
  6974. * Gets a string representation for the current quaternion
  6975. * @returns a string with the Quaternion coordinates
  6976. */
  6977. Quaternion.prototype.toString = function () {
  6978. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6979. };
  6980. /**
  6981. * Gets the class name of the quaternion
  6982. * @returns the string "Quaternion"
  6983. */
  6984. Quaternion.prototype.getClassName = function () {
  6985. return "Quaternion";
  6986. };
  6987. /**
  6988. * Gets a hash code for this quaternion
  6989. * @returns the quaternion hash code
  6990. */
  6991. Quaternion.prototype.getHashCode = function () {
  6992. var hash = this.x || 0;
  6993. hash = (hash * 397) ^ (this.y || 0);
  6994. hash = (hash * 397) ^ (this.z || 0);
  6995. hash = (hash * 397) ^ (this.w || 0);
  6996. return hash;
  6997. };
  6998. /**
  6999. * Copy the quaternion to an array
  7000. * @returns a new array populated with 4 elements from the quaternion coordinates
  7001. */
  7002. Quaternion.prototype.asArray = function () {
  7003. return [this.x, this.y, this.z, this.w];
  7004. };
  7005. /**
  7006. * Check if two quaternions are equals
  7007. * @param otherQuaternion defines the second operand
  7008. * @return true if the current quaternion and the given one coordinates are strictly equals
  7009. */
  7010. Quaternion.prototype.equals = function (otherQuaternion) {
  7011. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7012. };
  7013. /**
  7014. * Clone the current quaternion
  7015. * @returns a new quaternion copied from the current one
  7016. */
  7017. Quaternion.prototype.clone = function () {
  7018. return new Quaternion(this.x, this.y, this.z, this.w);
  7019. };
  7020. /**
  7021. * Copy a quaternion to the current one
  7022. * @param other defines the other quaternion
  7023. * @returns the updated current quaternion
  7024. */
  7025. Quaternion.prototype.copyFrom = function (other) {
  7026. this.x = other.x;
  7027. this.y = other.y;
  7028. this.z = other.z;
  7029. this.w = other.w;
  7030. return this;
  7031. };
  7032. /**
  7033. * Updates the current quaternion with the given float coordinates
  7034. * @param x defines the x coordinate
  7035. * @param y defines the y coordinate
  7036. * @param z defines the z coordinate
  7037. * @param w defines the w coordinate
  7038. * @returns the updated current quaternion
  7039. */
  7040. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7041. this.x = x;
  7042. this.y = y;
  7043. this.z = z;
  7044. this.w = w;
  7045. return this;
  7046. };
  7047. /**
  7048. * Updates the current quaternion from the given float coordinates
  7049. * @param x defines the x coordinate
  7050. * @param y defines the y coordinate
  7051. * @param z defines the z coordinate
  7052. * @param w defines the w coordinate
  7053. * @returns the updated current quaternion
  7054. */
  7055. Quaternion.prototype.set = function (x, y, z, w) {
  7056. return this.copyFromFloats(x, y, z, w);
  7057. };
  7058. /**
  7059. * Adds two quaternions
  7060. * @param other defines the second operand
  7061. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7062. */
  7063. Quaternion.prototype.add = function (other) {
  7064. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7065. };
  7066. /**
  7067. * Add a quaternion to the current one
  7068. * @param other defines the quaternion to add
  7069. * @returns the current quaternion
  7070. */
  7071. Quaternion.prototype.addInPlace = function (other) {
  7072. this.x += other.x;
  7073. this.y += other.y;
  7074. this.z += other.z;
  7075. this.w += other.w;
  7076. return this;
  7077. };
  7078. /**
  7079. * Subtract two quaternions
  7080. * @param other defines the second operand
  7081. * @returns a new quaternion as the subtraction result of the given one from the current one
  7082. */
  7083. Quaternion.prototype.subtract = function (other) {
  7084. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7085. };
  7086. /**
  7087. * Multiplies the current quaternion by a scale factor
  7088. * @param value defines the scale factor
  7089. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7090. */
  7091. Quaternion.prototype.scale = function (value) {
  7092. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7093. };
  7094. /**
  7095. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7096. * @param scale defines the scale factor
  7097. * @param result defines the Quaternion object where to store the result
  7098. * @returns the unmodified current quaternion
  7099. */
  7100. Quaternion.prototype.scaleToRef = function (scale, result) {
  7101. result.x = this.x * scale;
  7102. result.y = this.y * scale;
  7103. result.z = this.z * scale;
  7104. result.w = this.w * scale;
  7105. return this;
  7106. };
  7107. /**
  7108. * Multiplies in place the current quaternion by a scale factor
  7109. * @param value defines the scale factor
  7110. * @returns the current modified quaternion
  7111. */
  7112. Quaternion.prototype.scaleInPlace = function (value) {
  7113. this.x *= value;
  7114. this.y *= value;
  7115. this.z *= value;
  7116. this.w *= value;
  7117. return this;
  7118. };
  7119. /**
  7120. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7121. * @param scale defines the scale factor
  7122. * @param result defines the Quaternion object where to store the result
  7123. * @returns the unmodified current quaternion
  7124. */
  7125. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7126. result.x += this.x * scale;
  7127. result.y += this.y * scale;
  7128. result.z += this.z * scale;
  7129. result.w += this.w * scale;
  7130. return this;
  7131. };
  7132. /**
  7133. * Multiplies two quaternions
  7134. * @param q1 defines the second operand
  7135. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7136. */
  7137. Quaternion.prototype.multiply = function (q1) {
  7138. var result = new Quaternion(0, 0, 0, 1.0);
  7139. this.multiplyToRef(q1, result);
  7140. return result;
  7141. };
  7142. /**
  7143. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7144. * @param q1 defines the second operand
  7145. * @param result defines the target quaternion
  7146. * @returns the current quaternion
  7147. */
  7148. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7149. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7150. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7151. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7152. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7153. result.copyFromFloats(x, y, z, w);
  7154. return this;
  7155. };
  7156. /**
  7157. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7158. * @param q1 defines the second operand
  7159. * @returns the currentupdated quaternion
  7160. */
  7161. Quaternion.prototype.multiplyInPlace = function (q1) {
  7162. this.multiplyToRef(q1, this);
  7163. return this;
  7164. };
  7165. /**
  7166. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7167. * @param ref defines the target quaternion
  7168. * @returns the current quaternion
  7169. */
  7170. Quaternion.prototype.conjugateToRef = function (ref) {
  7171. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7172. return this;
  7173. };
  7174. /**
  7175. * Conjugates in place (1-q) the current quaternion
  7176. * @returns the current updated quaternion
  7177. */
  7178. Quaternion.prototype.conjugateInPlace = function () {
  7179. this.x *= -1;
  7180. this.y *= -1;
  7181. this.z *= -1;
  7182. return this;
  7183. };
  7184. /**
  7185. * Conjugates in place (1-q) the current quaternion
  7186. * @returns a new quaternion
  7187. */
  7188. Quaternion.prototype.conjugate = function () {
  7189. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7190. return result;
  7191. };
  7192. /**
  7193. * Gets length of current quaternion
  7194. * @returns the quaternion length (float)
  7195. */
  7196. Quaternion.prototype.length = function () {
  7197. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7198. };
  7199. /**
  7200. * Normalize in place the current quaternion
  7201. * @returns the current updated quaternion
  7202. */
  7203. Quaternion.prototype.normalize = function () {
  7204. var length = 1.0 / this.length();
  7205. this.x *= length;
  7206. this.y *= length;
  7207. this.z *= length;
  7208. this.w *= length;
  7209. return this;
  7210. };
  7211. /**
  7212. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7213. * @param order is a reserved parameter and is ignore for now
  7214. * @returns a new Vector3 containing the Euler angles
  7215. */
  7216. Quaternion.prototype.toEulerAngles = function (order) {
  7217. if (order === void 0) { order = "YZX"; }
  7218. var result = Vector3.Zero();
  7219. this.toEulerAnglesToRef(result, order);
  7220. return result;
  7221. };
  7222. /**
  7223. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7224. * @param result defines the vector which will be filled with the Euler angles
  7225. * @param order is a reserved parameter and is ignore for now
  7226. * @returns the current unchanged quaternion
  7227. */
  7228. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7229. if (order === void 0) { order = "YZX"; }
  7230. var qz = this.z;
  7231. var qx = this.x;
  7232. var qy = this.y;
  7233. var qw = this.w;
  7234. var sqw = qw * qw;
  7235. var sqz = qz * qz;
  7236. var sqx = qx * qx;
  7237. var sqy = qy * qy;
  7238. var zAxisY = qy * qz - qx * qw;
  7239. var limit = .4999999;
  7240. if (zAxisY < -limit) {
  7241. result.y = 2 * Math.atan2(qy, qw);
  7242. result.x = Math.PI / 2;
  7243. result.z = 0;
  7244. }
  7245. else if (zAxisY > limit) {
  7246. result.y = 2 * Math.atan2(qy, qw);
  7247. result.x = -Math.PI / 2;
  7248. result.z = 0;
  7249. }
  7250. else {
  7251. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7252. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7253. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7254. }
  7255. return this;
  7256. };
  7257. /**
  7258. * Updates the given rotation matrix with the current quaternion values
  7259. * @param result defines the target matrix
  7260. * @returns the current unchanged quaternion
  7261. */
  7262. Quaternion.prototype.toRotationMatrix = function (result) {
  7263. Matrix.FromQuaternionToRef(this, result);
  7264. return this;
  7265. };
  7266. /**
  7267. * Updates the current quaternion from the given rotation matrix values
  7268. * @param matrix defines the source matrix
  7269. * @returns the current updated quaternion
  7270. */
  7271. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7272. Quaternion.FromRotationMatrixToRef(matrix, this);
  7273. return this;
  7274. };
  7275. // Statics
  7276. /**
  7277. * Creates a new quaternion from a rotation matrix
  7278. * @param matrix defines the source matrix
  7279. * @returns a new quaternion created from the given rotation matrix values
  7280. */
  7281. Quaternion.FromRotationMatrix = function (matrix) {
  7282. var result = new Quaternion();
  7283. Quaternion.FromRotationMatrixToRef(matrix, result);
  7284. return result;
  7285. };
  7286. /**
  7287. * Updates the given quaternion with the given rotation matrix values
  7288. * @param matrix defines the source matrix
  7289. * @param result defines the target quaternion
  7290. */
  7291. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7292. var data = matrix.m;
  7293. var m11 = data[0], m12 = data[4], m13 = data[8];
  7294. var m21 = data[1], m22 = data[5], m23 = data[9];
  7295. var m31 = data[2], m32 = data[6], m33 = data[10];
  7296. var trace = m11 + m22 + m33;
  7297. var s;
  7298. if (trace > 0) {
  7299. s = 0.5 / Math.sqrt(trace + 1.0);
  7300. result.w = 0.25 / s;
  7301. result.x = (m32 - m23) * s;
  7302. result.y = (m13 - m31) * s;
  7303. result.z = (m21 - m12) * s;
  7304. }
  7305. else if (m11 > m22 && m11 > m33) {
  7306. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7307. result.w = (m32 - m23) / s;
  7308. result.x = 0.25 * s;
  7309. result.y = (m12 + m21) / s;
  7310. result.z = (m13 + m31) / s;
  7311. }
  7312. else if (m22 > m33) {
  7313. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7314. result.w = (m13 - m31) / s;
  7315. result.x = (m12 + m21) / s;
  7316. result.y = 0.25 * s;
  7317. result.z = (m23 + m32) / s;
  7318. }
  7319. else {
  7320. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7321. result.w = (m21 - m12) / s;
  7322. result.x = (m13 + m31) / s;
  7323. result.y = (m23 + m32) / s;
  7324. result.z = 0.25 * s;
  7325. }
  7326. };
  7327. /**
  7328. * Returns the dot product (float) between the quaternions "left" and "right"
  7329. * @param left defines the left operand
  7330. * @param right defines the right operand
  7331. * @returns the dot product
  7332. */
  7333. Quaternion.Dot = function (left, right) {
  7334. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7335. };
  7336. /**
  7337. * Checks if the two quaternions are close to each other
  7338. * @param quat0 defines the first quaternion to check
  7339. * @param quat1 defines the second quaternion to check
  7340. * @returns true if the two quaternions are close to each other
  7341. */
  7342. Quaternion.AreClose = function (quat0, quat1) {
  7343. var dot = Quaternion.Dot(quat0, quat1);
  7344. return dot >= 0;
  7345. };
  7346. /**
  7347. * Creates an empty quaternion
  7348. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7349. */
  7350. Quaternion.Zero = function () {
  7351. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7352. };
  7353. /**
  7354. * Inverse a given quaternion
  7355. * @param q defines the source quaternion
  7356. * @returns a new quaternion as the inverted current quaternion
  7357. */
  7358. Quaternion.Inverse = function (q) {
  7359. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7360. };
  7361. /**
  7362. * Inverse a given quaternion
  7363. * @param q defines the source quaternion
  7364. * @param result the quaternion the result will be stored in
  7365. * @returns the result quaternion
  7366. */
  7367. Quaternion.InverseToRef = function (q, result) {
  7368. result.set(-q.x, -q.y, -q.z, q.w);
  7369. return result;
  7370. };
  7371. /**
  7372. * Creates an identity quaternion
  7373. * @returns the identity quaternion
  7374. */
  7375. Quaternion.Identity = function () {
  7376. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7377. };
  7378. /**
  7379. * Gets a boolean indicating if the given quaternion is identity
  7380. * @param quaternion defines the quaternion to check
  7381. * @returns true if the quaternion is identity
  7382. */
  7383. Quaternion.IsIdentity = function (quaternion) {
  7384. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7385. };
  7386. /**
  7387. * Creates a quaternion from a rotation around an axis
  7388. * @param axis defines the axis to use
  7389. * @param angle defines the angle to use
  7390. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7391. */
  7392. Quaternion.RotationAxis = function (axis, angle) {
  7393. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7394. };
  7395. /**
  7396. * Creates a rotation around an axis and stores it into the given quaternion
  7397. * @param axis defines the axis to use
  7398. * @param angle defines the angle to use
  7399. * @param result defines the target quaternion
  7400. * @returns the target quaternion
  7401. */
  7402. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7403. var sin = Math.sin(angle / 2);
  7404. axis.normalize();
  7405. result.w = Math.cos(angle / 2);
  7406. result.x = axis.x * sin;
  7407. result.y = axis.y * sin;
  7408. result.z = axis.z * sin;
  7409. return result;
  7410. };
  7411. /**
  7412. * Creates a new quaternion from data stored into an array
  7413. * @param array defines the data source
  7414. * @param offset defines the offset in the source array where the data starts
  7415. * @returns a new quaternion
  7416. */
  7417. Quaternion.FromArray = function (array, offset) {
  7418. if (!offset) {
  7419. offset = 0;
  7420. }
  7421. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7422. };
  7423. /**
  7424. * Create a quaternion from Euler rotation angles
  7425. * @param x Pitch
  7426. * @param y Yaw
  7427. * @param z Roll
  7428. * @returns the new Quaternion
  7429. */
  7430. Quaternion.FromEulerAngles = function (x, y, z) {
  7431. var q = new Quaternion();
  7432. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7433. return q;
  7434. };
  7435. /**
  7436. * Updates a quaternion from Euler rotation angles
  7437. * @param x Pitch
  7438. * @param y Yaw
  7439. * @param z Roll
  7440. * @param result the quaternion to store the result
  7441. * @returns the updated quaternion
  7442. */
  7443. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7444. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7445. return result;
  7446. };
  7447. /**
  7448. * Create a quaternion from Euler rotation vector
  7449. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7450. * @returns the new Quaternion
  7451. */
  7452. Quaternion.FromEulerVector = function (vec) {
  7453. var q = new Quaternion();
  7454. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7455. return q;
  7456. };
  7457. /**
  7458. * Updates a quaternion from Euler rotation vector
  7459. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7460. * @param result the quaternion to store the result
  7461. * @returns the updated quaternion
  7462. */
  7463. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7464. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7465. return result;
  7466. };
  7467. /**
  7468. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7469. * @param yaw defines the rotation around Y axis
  7470. * @param pitch defines the rotation around X axis
  7471. * @param roll defines the rotation around Z axis
  7472. * @returns the new quaternion
  7473. */
  7474. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7475. var q = new Quaternion();
  7476. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7477. return q;
  7478. };
  7479. /**
  7480. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7481. * @param yaw defines the rotation around Y axis
  7482. * @param pitch defines the rotation around X axis
  7483. * @param roll defines the rotation around Z axis
  7484. * @param result defines the target quaternion
  7485. */
  7486. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7487. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7488. var halfRoll = roll * 0.5;
  7489. var halfPitch = pitch * 0.5;
  7490. var halfYaw = yaw * 0.5;
  7491. var sinRoll = Math.sin(halfRoll);
  7492. var cosRoll = Math.cos(halfRoll);
  7493. var sinPitch = Math.sin(halfPitch);
  7494. var cosPitch = Math.cos(halfPitch);
  7495. var sinYaw = Math.sin(halfYaw);
  7496. var cosYaw = Math.cos(halfYaw);
  7497. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7498. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7499. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7500. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7501. };
  7502. /**
  7503. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7504. * @param alpha defines the rotation around first axis
  7505. * @param beta defines the rotation around second axis
  7506. * @param gamma defines the rotation around third axis
  7507. * @returns the new quaternion
  7508. */
  7509. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7510. var result = new Quaternion();
  7511. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7512. return result;
  7513. };
  7514. /**
  7515. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7516. * @param alpha defines the rotation around first axis
  7517. * @param beta defines the rotation around second axis
  7518. * @param gamma defines the rotation around third axis
  7519. * @param result defines the target quaternion
  7520. */
  7521. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7522. // Produces a quaternion from Euler angles in the z-x-z orientation
  7523. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7524. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7525. var halfBeta = beta * 0.5;
  7526. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7527. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7528. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7529. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7530. };
  7531. /**
  7532. * 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)
  7533. * @param axis1 defines the first axis
  7534. * @param axis2 defines the second axis
  7535. * @param axis3 defines the third axis
  7536. * @returns the new quaternion
  7537. */
  7538. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7539. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7540. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7541. return quat;
  7542. };
  7543. /**
  7544. * 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
  7545. * @param axis1 defines the first axis
  7546. * @param axis2 defines the second axis
  7547. * @param axis3 defines the third axis
  7548. * @param ref defines the target quaternion
  7549. */
  7550. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7551. var rotMat = MathTmp.Matrix[0];
  7552. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7553. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7554. };
  7555. /**
  7556. * Interpolates between two quaternions
  7557. * @param left defines first quaternion
  7558. * @param right defines second quaternion
  7559. * @param amount defines the gradient to use
  7560. * @returns the new interpolated quaternion
  7561. */
  7562. Quaternion.Slerp = function (left, right, amount) {
  7563. var result = Quaternion.Identity();
  7564. Quaternion.SlerpToRef(left, right, amount, result);
  7565. return result;
  7566. };
  7567. /**
  7568. * Interpolates between two quaternions and stores it into a target quaternion
  7569. * @param left defines first quaternion
  7570. * @param right defines second quaternion
  7571. * @param amount defines the gradient to use
  7572. * @param result defines the target quaternion
  7573. */
  7574. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7575. var num2;
  7576. var num3;
  7577. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7578. var flag = false;
  7579. if (num4 < 0) {
  7580. flag = true;
  7581. num4 = -num4;
  7582. }
  7583. if (num4 > 0.999999) {
  7584. num3 = 1 - amount;
  7585. num2 = flag ? -amount : amount;
  7586. }
  7587. else {
  7588. var num5 = Math.acos(num4);
  7589. var num6 = (1.0 / Math.sin(num5));
  7590. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7591. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7592. }
  7593. result.x = (num3 * left.x) + (num2 * right.x);
  7594. result.y = (num3 * left.y) + (num2 * right.y);
  7595. result.z = (num3 * left.z) + (num2 * right.z);
  7596. result.w = (num3 * left.w) + (num2 * right.w);
  7597. };
  7598. /**
  7599. * Interpolate between two quaternions using Hermite interpolation
  7600. * @param value1 defines first quaternion
  7601. * @param tangent1 defines the incoming tangent
  7602. * @param value2 defines second quaternion
  7603. * @param tangent2 defines the outgoing tangent
  7604. * @param amount defines the target quaternion
  7605. * @returns the new interpolated quaternion
  7606. */
  7607. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7608. var squared = amount * amount;
  7609. var cubed = amount * squared;
  7610. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7611. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7612. var part3 = (cubed - (2.0 * squared)) + amount;
  7613. var part4 = cubed - squared;
  7614. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7615. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7616. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7617. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7618. return new Quaternion(x, y, z, w);
  7619. };
  7620. return Quaternion;
  7621. }());
  7622. BABYLON.Quaternion = Quaternion;
  7623. /**
  7624. * Class used to store matrix data (4x4)
  7625. */
  7626. var Matrix = /** @class */ (function () {
  7627. /**
  7628. * Creates an empty matrix (filled with zeros)
  7629. */
  7630. function Matrix() {
  7631. this._isIdentity = false;
  7632. this._isIdentityDirty = true;
  7633. this._isIdentity3x2 = true;
  7634. this._isIdentity3x2Dirty = true;
  7635. this._m = new Float32Array(16);
  7636. this._updateIdentityStatus(false);
  7637. }
  7638. Object.defineProperty(Matrix.prototype, "m", {
  7639. /**
  7640. * Gets the internal data of the matrix
  7641. */
  7642. get: function () { return this._m; },
  7643. enumerable: true,
  7644. configurable: true
  7645. });
  7646. /** @hidden */
  7647. Matrix.prototype._markAsUpdated = function () {
  7648. this.updateFlag = Matrix._updateFlagSeed++;
  7649. this._isIdentity = false;
  7650. this._isIdentity3x2 = false;
  7651. this._isIdentityDirty = true;
  7652. this._isIdentity3x2Dirty = true;
  7653. };
  7654. /** @hidden */
  7655. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7656. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7657. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7658. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7659. this.updateFlag = Matrix._updateFlagSeed++;
  7660. this._isIdentity = isIdentity;
  7661. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7662. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7663. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7664. };
  7665. // Properties
  7666. /**
  7667. * Check if the current matrix is identity
  7668. * @returns true is the matrix is the identity matrix
  7669. */
  7670. Matrix.prototype.isIdentity = function () {
  7671. if (this._isIdentityDirty) {
  7672. this._isIdentityDirty = false;
  7673. var m = this._m;
  7674. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7675. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7676. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7677. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7678. }
  7679. return this._isIdentity;
  7680. };
  7681. /**
  7682. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7683. * @returns true is the matrix is the identity matrix
  7684. */
  7685. Matrix.prototype.isIdentityAs3x2 = function () {
  7686. if (this._isIdentity3x2Dirty) {
  7687. this._isIdentity3x2Dirty = false;
  7688. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7689. this._isIdentity3x2 = false;
  7690. }
  7691. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7692. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7693. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7694. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7695. this._isIdentity3x2 = false;
  7696. }
  7697. else {
  7698. this._isIdentity3x2 = true;
  7699. }
  7700. }
  7701. return this._isIdentity3x2;
  7702. };
  7703. /**
  7704. * Gets the determinant of the matrix
  7705. * @returns the matrix determinant
  7706. */
  7707. Matrix.prototype.determinant = function () {
  7708. if (this._isIdentity === true) {
  7709. return 1;
  7710. }
  7711. var m = this._m;
  7712. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7713. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7714. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7715. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7716. // https://en.wikipedia.org/wiki/Laplace_expansion
  7717. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7718. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7719. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7720. // where
  7721. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7722. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7723. //
  7724. // Here we do that for the 1st row.
  7725. var det_22_33 = m22 * m33 - m32 * m23;
  7726. var det_21_33 = m21 * m33 - m31 * m23;
  7727. var det_21_32 = m21 * m32 - m31 * m22;
  7728. var det_20_33 = m20 * m33 - m30 * m23;
  7729. var det_20_32 = m20 * m32 - m22 * m30;
  7730. var det_20_31 = m20 * m31 - m30 * m21;
  7731. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7732. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7733. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7734. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7735. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7736. };
  7737. // Methods
  7738. /**
  7739. * Returns the matrix as a Float32Array
  7740. * @returns the matrix underlying array
  7741. */
  7742. Matrix.prototype.toArray = function () {
  7743. return this._m;
  7744. };
  7745. /**
  7746. * Returns the matrix as a Float32Array
  7747. * @returns the matrix underlying array.
  7748. */
  7749. Matrix.prototype.asArray = function () {
  7750. return this._m;
  7751. };
  7752. /**
  7753. * Inverts the current matrix in place
  7754. * @returns the current inverted matrix
  7755. */
  7756. Matrix.prototype.invert = function () {
  7757. this.invertToRef(this);
  7758. return this;
  7759. };
  7760. /**
  7761. * Sets all the matrix elements to zero
  7762. * @returns the current matrix
  7763. */
  7764. Matrix.prototype.reset = function () {
  7765. Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);
  7766. this._updateIdentityStatus(false);
  7767. return this;
  7768. };
  7769. /**
  7770. * Adds the current matrix with a second one
  7771. * @param other defines the matrix to add
  7772. * @returns a new matrix as the addition of the current matrix and the given one
  7773. */
  7774. Matrix.prototype.add = function (other) {
  7775. var result = new Matrix();
  7776. this.addToRef(other, result);
  7777. return result;
  7778. };
  7779. /**
  7780. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7781. * @param other defines the matrix to add
  7782. * @param result defines the target matrix
  7783. * @returns the current matrix
  7784. */
  7785. Matrix.prototype.addToRef = function (other, result) {
  7786. var m = this._m;
  7787. var resultM = result._m;
  7788. var otherM = other.m;
  7789. for (var index = 0; index < 16; index++) {
  7790. resultM[index] = m[index] + otherM[index];
  7791. }
  7792. result._markAsUpdated();
  7793. return this;
  7794. };
  7795. /**
  7796. * Adds in place the given matrix to the current matrix
  7797. * @param other defines the second operand
  7798. * @returns the current updated matrix
  7799. */
  7800. Matrix.prototype.addToSelf = function (other) {
  7801. var m = this._m;
  7802. var otherM = other.m;
  7803. for (var index = 0; index < 16; index++) {
  7804. m[index] += otherM[index];
  7805. }
  7806. this._markAsUpdated();
  7807. return this;
  7808. };
  7809. /**
  7810. * Sets the given matrix to the current inverted Matrix
  7811. * @param other defines the target matrix
  7812. * @returns the unmodified current matrix
  7813. */
  7814. Matrix.prototype.invertToRef = function (other) {
  7815. if (this._isIdentity === true) {
  7816. Matrix.IdentityToRef(other);
  7817. return this;
  7818. }
  7819. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7820. var m = this._m;
  7821. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7822. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7823. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7824. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7825. var det_22_33 = m22 * m33 - m32 * m23;
  7826. var det_21_33 = m21 * m33 - m31 * m23;
  7827. var det_21_32 = m21 * m32 - m31 * m22;
  7828. var det_20_33 = m20 * m33 - m30 * m23;
  7829. var det_20_32 = m20 * m32 - m22 * m30;
  7830. var det_20_31 = m20 * m31 - m30 * m21;
  7831. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7832. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7833. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7834. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7835. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7836. if (det === 0) {
  7837. // not invertible
  7838. other.copyFrom(this);
  7839. return this;
  7840. }
  7841. var detInv = 1 / det;
  7842. var det_12_33 = m12 * m33 - m32 * m13;
  7843. var det_11_33 = m11 * m33 - m31 * m13;
  7844. var det_11_32 = m11 * m32 - m31 * m12;
  7845. var det_10_33 = m10 * m33 - m30 * m13;
  7846. var det_10_32 = m10 * m32 - m30 * m12;
  7847. var det_10_31 = m10 * m31 - m30 * m11;
  7848. var det_12_23 = m12 * m23 - m22 * m13;
  7849. var det_11_23 = m11 * m23 - m21 * m13;
  7850. var det_11_22 = m11 * m22 - m21 * m12;
  7851. var det_10_23 = m10 * m23 - m20 * m13;
  7852. var det_10_22 = m10 * m22 - m20 * m12;
  7853. var det_10_21 = m10 * m21 - m20 * m11;
  7854. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7855. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7856. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7857. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7858. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7859. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7860. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7861. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7862. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7863. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7864. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7865. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7866. Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);
  7867. return this;
  7868. };
  7869. /**
  7870. * add a value at the specified position in the current Matrix
  7871. * @param index the index of the value within the matrix. between 0 and 15.
  7872. * @param value the value to be added
  7873. * @returns the current updated matrix
  7874. */
  7875. Matrix.prototype.addAtIndex = function (index, value) {
  7876. this._m[index] += value;
  7877. this._markAsUpdated();
  7878. return this;
  7879. };
  7880. /**
  7881. * mutiply the specified position in the current Matrix by a value
  7882. * @param index the index of the value within the matrix. between 0 and 15.
  7883. * @param value the value to be added
  7884. * @returns the current updated matrix
  7885. */
  7886. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7887. this._m[index] *= value;
  7888. this._markAsUpdated();
  7889. return this;
  7890. };
  7891. /**
  7892. * Inserts the translation vector (using 3 floats) in the current matrix
  7893. * @param x defines the 1st component of the translation
  7894. * @param y defines the 2nd component of the translation
  7895. * @param z defines the 3rd component of the translation
  7896. * @returns the current updated matrix
  7897. */
  7898. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7899. this._m[12] = x;
  7900. this._m[13] = y;
  7901. this._m[14] = z;
  7902. this._markAsUpdated();
  7903. return this;
  7904. };
  7905. /**
  7906. * Inserts the translation vector in the current matrix
  7907. * @param vector3 defines the translation to insert
  7908. * @returns the current updated matrix
  7909. */
  7910. Matrix.prototype.setTranslation = function (vector3) {
  7911. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7912. };
  7913. /**
  7914. * Gets the translation value of the current matrix
  7915. * @returns a new Vector3 as the extracted translation from the matrix
  7916. */
  7917. Matrix.prototype.getTranslation = function () {
  7918. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7919. };
  7920. /**
  7921. * Fill a Vector3 with the extracted translation from the matrix
  7922. * @param result defines the Vector3 where to store the translation
  7923. * @returns the current matrix
  7924. */
  7925. Matrix.prototype.getTranslationToRef = function (result) {
  7926. result.x = this._m[12];
  7927. result.y = this._m[13];
  7928. result.z = this._m[14];
  7929. return this;
  7930. };
  7931. /**
  7932. * Remove rotation and scaling part from the matrix
  7933. * @returns the updated matrix
  7934. */
  7935. Matrix.prototype.removeRotationAndScaling = function () {
  7936. var m = this.m;
  7937. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);
  7938. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7939. return this;
  7940. };
  7941. /**
  7942. * Multiply two matrices
  7943. * @param other defines the second operand
  7944. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7945. */
  7946. Matrix.prototype.multiply = function (other) {
  7947. var result = new Matrix();
  7948. this.multiplyToRef(other, result);
  7949. return result;
  7950. };
  7951. /**
  7952. * Copy the current matrix from the given one
  7953. * @param other defines the source matrix
  7954. * @returns the current updated matrix
  7955. */
  7956. Matrix.prototype.copyFrom = function (other) {
  7957. other.copyToArray(this._m);
  7958. var o = other;
  7959. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7960. return this;
  7961. };
  7962. /**
  7963. * Populates the given array from the starting index with the current matrix values
  7964. * @param array defines the target array
  7965. * @param offset defines the offset in the target array where to start storing values
  7966. * @returns the current matrix
  7967. */
  7968. Matrix.prototype.copyToArray = function (array, offset) {
  7969. if (offset === void 0) { offset = 0; }
  7970. for (var index = 0; index < 16; index++) {
  7971. array[offset + index] = this._m[index];
  7972. }
  7973. return this;
  7974. };
  7975. /**
  7976. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7977. * @param other defines the second operand
  7978. * @param result defines the matrix where to store the multiplication
  7979. * @returns the current matrix
  7980. */
  7981. Matrix.prototype.multiplyToRef = function (other, result) {
  7982. if (this._isIdentity) {
  7983. result.copyFrom(other);
  7984. return this;
  7985. }
  7986. if (other._isIdentity) {
  7987. result.copyFrom(this);
  7988. return this;
  7989. }
  7990. this.multiplyToArray(other, result._m, 0);
  7991. result._markAsUpdated();
  7992. return this;
  7993. };
  7994. /**
  7995. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7996. * @param other defines the second operand
  7997. * @param result defines the array where to store the multiplication
  7998. * @param offset defines the offset in the target array where to start storing values
  7999. * @returns the current matrix
  8000. */
  8001. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8002. var m = this._m;
  8003. var otherM = other.m;
  8004. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8005. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8006. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8007. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8008. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8009. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8010. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8011. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8012. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8013. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8014. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8015. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8016. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8017. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8018. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8019. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8020. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8021. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8022. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8023. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8024. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8025. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8026. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8027. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8028. return this;
  8029. };
  8030. /**
  8031. * Check equality between this matrix and a second one
  8032. * @param value defines the second matrix to compare
  8033. * @returns true is the current matrix and the given one values are strictly equal
  8034. */
  8035. Matrix.prototype.equals = function (value) {
  8036. var other = value;
  8037. if (!other) {
  8038. return false;
  8039. }
  8040. if (this._isIdentity || other._isIdentity) {
  8041. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8042. return this._isIdentity && other._isIdentity;
  8043. }
  8044. }
  8045. var m = this.m;
  8046. var om = other.m;
  8047. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8048. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8049. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8050. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8051. };
  8052. /**
  8053. * Clone the current matrix
  8054. * @returns a new matrix from the current matrix
  8055. */
  8056. Matrix.prototype.clone = function () {
  8057. var matrix = new Matrix();
  8058. matrix.copyFrom(this);
  8059. return matrix;
  8060. };
  8061. /**
  8062. * Returns the name of the current matrix class
  8063. * @returns the string "Matrix"
  8064. */
  8065. Matrix.prototype.getClassName = function () {
  8066. return "Matrix";
  8067. };
  8068. /**
  8069. * Gets the hash code of the current matrix
  8070. * @returns the hash code
  8071. */
  8072. Matrix.prototype.getHashCode = function () {
  8073. var hash = this._m[0] || 0;
  8074. for (var i = 1; i < 16; i++) {
  8075. hash = (hash * 397) ^ (this._m[i] || 0);
  8076. }
  8077. return hash;
  8078. };
  8079. /**
  8080. * Decomposes the current Matrix into a translation, rotation and scaling components
  8081. * @param scale defines the scale vector3 given as a reference to update
  8082. * @param rotation defines the rotation quaternion given as a reference to update
  8083. * @param translation defines the translation vector3 given as a reference to update
  8084. * @returns true if operation was successful
  8085. */
  8086. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8087. if (this._isIdentity) {
  8088. if (translation) {
  8089. translation.setAll(0);
  8090. }
  8091. if (scale) {
  8092. scale.setAll(1);
  8093. }
  8094. if (rotation) {
  8095. rotation.copyFromFloats(0, 0, 0, 1);
  8096. }
  8097. return true;
  8098. }
  8099. var m = this._m;
  8100. if (translation) {
  8101. translation.copyFromFloats(m[12], m[13], m[14]);
  8102. }
  8103. scale = scale || MathTmp.Vector3[0];
  8104. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8105. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8106. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8107. if (this.determinant() <= 0) {
  8108. scale.y *= -1;
  8109. }
  8110. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8111. if (rotation) {
  8112. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8113. }
  8114. return false;
  8115. }
  8116. if (rotation) {
  8117. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8118. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);
  8119. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8120. }
  8121. return true;
  8122. };
  8123. /**
  8124. * Gets specific row of the matrix
  8125. * @param index defines the number of the row to get
  8126. * @returns the index-th row of the current matrix as a new Vector4
  8127. */
  8128. Matrix.prototype.getRow = function (index) {
  8129. if (index < 0 || index > 3) {
  8130. return null;
  8131. }
  8132. var i = index * 4;
  8133. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8134. };
  8135. /**
  8136. * Sets the index-th row of the current matrix to the vector4 values
  8137. * @param index defines the number of the row to set
  8138. * @param row defines the target vector4
  8139. * @returns the updated current matrix
  8140. */
  8141. Matrix.prototype.setRow = function (index, row) {
  8142. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8143. };
  8144. /**
  8145. * Compute the transpose of the matrix
  8146. * @returns the new transposed matrix
  8147. */
  8148. Matrix.prototype.transpose = function () {
  8149. return Matrix.Transpose(this);
  8150. };
  8151. /**
  8152. * Compute the transpose of the matrix and store it in a given matrix
  8153. * @param result defines the target matrix
  8154. * @returns the current matrix
  8155. */
  8156. Matrix.prototype.transposeToRef = function (result) {
  8157. Matrix.TransposeToRef(this, result);
  8158. return this;
  8159. };
  8160. /**
  8161. * Sets the index-th row of the current matrix with the given 4 x float values
  8162. * @param index defines the row index
  8163. * @param x defines the x component to set
  8164. * @param y defines the y component to set
  8165. * @param z defines the z component to set
  8166. * @param w defines the w component to set
  8167. * @returns the updated current matrix
  8168. */
  8169. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8170. if (index < 0 || index > 3) {
  8171. return this;
  8172. }
  8173. var i = index * 4;
  8174. this._m[i + 0] = x;
  8175. this._m[i + 1] = y;
  8176. this._m[i + 2] = z;
  8177. this._m[i + 3] = w;
  8178. this._markAsUpdated();
  8179. return this;
  8180. };
  8181. /**
  8182. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8183. * @param scale defines the scale factor
  8184. * @returns a new matrix
  8185. */
  8186. Matrix.prototype.scale = function (scale) {
  8187. var result = new Matrix();
  8188. this.scaleToRef(scale, result);
  8189. return result;
  8190. };
  8191. /**
  8192. * Scale the current matrix values by a factor to a given result matrix
  8193. * @param scale defines the scale factor
  8194. * @param result defines the matrix to store the result
  8195. * @returns the current matrix
  8196. */
  8197. Matrix.prototype.scaleToRef = function (scale, result) {
  8198. for (var index = 0; index < 16; index++) {
  8199. result._m[index] = this._m[index] * scale;
  8200. }
  8201. result._markAsUpdated();
  8202. return this;
  8203. };
  8204. /**
  8205. * Scale the current matrix values by a factor and add the result to a given matrix
  8206. * @param scale defines the scale factor
  8207. * @param result defines the Matrix to store the result
  8208. * @returns the current matrix
  8209. */
  8210. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8211. for (var index = 0; index < 16; index++) {
  8212. result._m[index] += this._m[index] * scale;
  8213. }
  8214. result._markAsUpdated();
  8215. return this;
  8216. };
  8217. /**
  8218. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8219. * @param ref matrix to store the result
  8220. */
  8221. Matrix.prototype.toNormalMatrix = function (ref) {
  8222. var tmp = MathTmp.Matrix[0];
  8223. this.invertToRef(tmp);
  8224. tmp.transposeToRef(ref);
  8225. var m = ref._m;
  8226. Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);
  8227. };
  8228. /**
  8229. * Gets only rotation part of the current matrix
  8230. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8231. */
  8232. Matrix.prototype.getRotationMatrix = function () {
  8233. var result = new Matrix();
  8234. this.getRotationMatrixToRef(result);
  8235. return result;
  8236. };
  8237. /**
  8238. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8239. * @param result defines the target matrix to store data to
  8240. * @returns the current matrix
  8241. */
  8242. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8243. var scale = MathTmp.Vector3[0];
  8244. if (!this.decompose(scale)) {
  8245. Matrix.IdentityToRef(result);
  8246. return this;
  8247. }
  8248. var m = this._m;
  8249. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8250. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8251. return this;
  8252. };
  8253. /**
  8254. * Toggles model matrix from being right handed to left handed in place and vice versa
  8255. */
  8256. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8257. var m = this._m;
  8258. m[2] *= -1;
  8259. m[6] *= -1;
  8260. m[8] *= -1;
  8261. m[9] *= -1;
  8262. m[14] *= -1;
  8263. this._markAsUpdated();
  8264. };
  8265. /**
  8266. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8267. */
  8268. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8269. var m = this._m;
  8270. m[8] *= -1;
  8271. m[9] *= -1;
  8272. m[10] *= -1;
  8273. m[11] *= -1;
  8274. this._markAsUpdated();
  8275. };
  8276. // Statics
  8277. /**
  8278. * Creates a matrix from an array
  8279. * @param array defines the source array
  8280. * @param offset defines an offset in the source array
  8281. * @returns a new Matrix set from the starting index of the given array
  8282. */
  8283. Matrix.FromArray = function (array, offset) {
  8284. if (offset === void 0) { offset = 0; }
  8285. var result = new Matrix();
  8286. Matrix.FromArrayToRef(array, offset, result);
  8287. return result;
  8288. };
  8289. /**
  8290. * Copy the content of an array into a given matrix
  8291. * @param array defines the source array
  8292. * @param offset defines an offset in the source array
  8293. * @param result defines the target matrix
  8294. */
  8295. Matrix.FromArrayToRef = function (array, offset, result) {
  8296. for (var index = 0; index < 16; index++) {
  8297. result._m[index] = array[index + offset];
  8298. }
  8299. result._markAsUpdated();
  8300. };
  8301. /**
  8302. * Stores an array into a matrix after having multiplied each component by a given factor
  8303. * @param array defines the source array
  8304. * @param offset defines the offset in the source array
  8305. * @param scale defines the scaling factor
  8306. * @param result defines the target matrix
  8307. */
  8308. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8309. for (var index = 0; index < 16; index++) {
  8310. result._m[index] = array[index + offset] * scale;
  8311. }
  8312. result._markAsUpdated();
  8313. };
  8314. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8315. /**
  8316. * Gets an identity matrix that must not be updated
  8317. */
  8318. get: function () {
  8319. return Matrix._identityReadOnly;
  8320. },
  8321. enumerable: true,
  8322. configurable: true
  8323. });
  8324. /**
  8325. * Stores a list of values (16) inside a given matrix
  8326. * @param initialM11 defines 1st value of 1st row
  8327. * @param initialM12 defines 2nd value of 1st row
  8328. * @param initialM13 defines 3rd value of 1st row
  8329. * @param initialM14 defines 4th value of 1st row
  8330. * @param initialM21 defines 1st value of 2nd row
  8331. * @param initialM22 defines 2nd value of 2nd row
  8332. * @param initialM23 defines 3rd value of 2nd row
  8333. * @param initialM24 defines 4th value of 2nd row
  8334. * @param initialM31 defines 1st value of 3rd row
  8335. * @param initialM32 defines 2nd value of 3rd row
  8336. * @param initialM33 defines 3rd value of 3rd row
  8337. * @param initialM34 defines 4th value of 3rd row
  8338. * @param initialM41 defines 1st value of 4th row
  8339. * @param initialM42 defines 2nd value of 4th row
  8340. * @param initialM43 defines 3rd value of 4th row
  8341. * @param initialM44 defines 4th value of 4th row
  8342. * @param result defines the target matrix
  8343. */
  8344. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8345. var m = result._m;
  8346. m[0] = initialM11;
  8347. m[1] = initialM12;
  8348. m[2] = initialM13;
  8349. m[3] = initialM14;
  8350. m[4] = initialM21;
  8351. m[5] = initialM22;
  8352. m[6] = initialM23;
  8353. m[7] = initialM24;
  8354. m[8] = initialM31;
  8355. m[9] = initialM32;
  8356. m[10] = initialM33;
  8357. m[11] = initialM34;
  8358. m[12] = initialM41;
  8359. m[13] = initialM42;
  8360. m[14] = initialM43;
  8361. m[15] = initialM44;
  8362. result._markAsUpdated();
  8363. };
  8364. /**
  8365. * Creates new matrix from a list of values (16)
  8366. * @param initialM11 defines 1st value of 1st row
  8367. * @param initialM12 defines 2nd value of 1st row
  8368. * @param initialM13 defines 3rd value of 1st row
  8369. * @param initialM14 defines 4th value of 1st row
  8370. * @param initialM21 defines 1st value of 2nd row
  8371. * @param initialM22 defines 2nd value of 2nd row
  8372. * @param initialM23 defines 3rd value of 2nd row
  8373. * @param initialM24 defines 4th value of 2nd row
  8374. * @param initialM31 defines 1st value of 3rd row
  8375. * @param initialM32 defines 2nd value of 3rd row
  8376. * @param initialM33 defines 3rd value of 3rd row
  8377. * @param initialM34 defines 4th value of 3rd row
  8378. * @param initialM41 defines 1st value of 4th row
  8379. * @param initialM42 defines 2nd value of 4th row
  8380. * @param initialM43 defines 3rd value of 4th row
  8381. * @param initialM44 defines 4th value of 4th row
  8382. * @returns the new matrix
  8383. */
  8384. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8385. var result = new Matrix();
  8386. var m = result._m;
  8387. m[0] = initialM11;
  8388. m[1] = initialM12;
  8389. m[2] = initialM13;
  8390. m[3] = initialM14;
  8391. m[4] = initialM21;
  8392. m[5] = initialM22;
  8393. m[6] = initialM23;
  8394. m[7] = initialM24;
  8395. m[8] = initialM31;
  8396. m[9] = initialM32;
  8397. m[10] = initialM33;
  8398. m[11] = initialM34;
  8399. m[12] = initialM41;
  8400. m[13] = initialM42;
  8401. m[14] = initialM43;
  8402. m[15] = initialM44;
  8403. result._markAsUpdated();
  8404. return result;
  8405. };
  8406. /**
  8407. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8408. * @param scale defines the scale vector3
  8409. * @param rotation defines the rotation quaternion
  8410. * @param translation defines the translation vector3
  8411. * @returns a new matrix
  8412. */
  8413. Matrix.Compose = function (scale, rotation, translation) {
  8414. var result = new Matrix();
  8415. Matrix.ComposeToRef(scale, rotation, translation, result);
  8416. return result;
  8417. };
  8418. /**
  8419. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8420. * @param scale defines the scale vector3
  8421. * @param rotation defines the rotation quaternion
  8422. * @param translation defines the translation vector3
  8423. * @param result defines the target matrix
  8424. */
  8425. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8426. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8427. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8428. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8429. result.setTranslation(translation);
  8430. };
  8431. /**
  8432. * Creates a new identity matrix
  8433. * @returns a new identity matrix
  8434. */
  8435. Matrix.Identity = function () {
  8436. var identity = Matrix.FromValues(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0);
  8437. identity._updateIdentityStatus(true);
  8438. return identity;
  8439. };
  8440. /**
  8441. * Creates a new identity matrix and stores the result in a given matrix
  8442. * @param result defines the target matrix
  8443. */
  8444. Matrix.IdentityToRef = function (result) {
  8445. 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);
  8446. result._updateIdentityStatus(true);
  8447. };
  8448. /**
  8449. * Creates a new zero matrix
  8450. * @returns a new zero matrix
  8451. */
  8452. Matrix.Zero = function () {
  8453. var zero = Matrix.FromValues(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
  8454. zero._updateIdentityStatus(false);
  8455. return zero;
  8456. };
  8457. /**
  8458. * Creates a new rotation matrix for "angle" radians around the X axis
  8459. * @param angle defines the angle (in radians) to use
  8460. * @return the new matrix
  8461. */
  8462. Matrix.RotationX = function (angle) {
  8463. var result = new Matrix();
  8464. Matrix.RotationXToRef(angle, result);
  8465. return result;
  8466. };
  8467. /**
  8468. * Creates a new matrix as the invert of a given matrix
  8469. * @param source defines the source matrix
  8470. * @returns the new matrix
  8471. */
  8472. Matrix.Invert = function (source) {
  8473. var result = new Matrix();
  8474. source.invertToRef(result);
  8475. return result;
  8476. };
  8477. /**
  8478. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8479. * @param angle defines the angle (in radians) to use
  8480. * @param result defines the target matrix
  8481. */
  8482. Matrix.RotationXToRef = function (angle, result) {
  8483. var s = Math.sin(angle);
  8484. var c = Math.cos(angle);
  8485. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8486. result._updateIdentityStatus(c === 1 && s === 0);
  8487. };
  8488. /**
  8489. * Creates a new rotation matrix for "angle" radians around the Y axis
  8490. * @param angle defines the angle (in radians) to use
  8491. * @return the new matrix
  8492. */
  8493. Matrix.RotationY = function (angle) {
  8494. var result = new Matrix();
  8495. Matrix.RotationYToRef(angle, result);
  8496. return result;
  8497. };
  8498. /**
  8499. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8500. * @param angle defines the angle (in radians) to use
  8501. * @param result defines the target matrix
  8502. */
  8503. Matrix.RotationYToRef = function (angle, result) {
  8504. var s = Math.sin(angle);
  8505. var c = Math.cos(angle);
  8506. Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8507. result._updateIdentityStatus(c === 1 && s === 0);
  8508. };
  8509. /**
  8510. * Creates a new rotation matrix for "angle" radians around the Z axis
  8511. * @param angle defines the angle (in radians) to use
  8512. * @return the new matrix
  8513. */
  8514. Matrix.RotationZ = function (angle) {
  8515. var result = new Matrix();
  8516. Matrix.RotationZToRef(angle, result);
  8517. return result;
  8518. };
  8519. /**
  8520. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8521. * @param angle defines the angle (in radians) to use
  8522. * @param result defines the target matrix
  8523. */
  8524. Matrix.RotationZToRef = function (angle, result) {
  8525. var s = Math.sin(angle);
  8526. var c = Math.cos(angle);
  8527. Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8528. result._updateIdentityStatus(c === 1 && s === 0);
  8529. };
  8530. /**
  8531. * Creates a new rotation matrix for "angle" radians around the given axis
  8532. * @param axis defines the axis to use
  8533. * @param angle defines the angle (in radians) to use
  8534. * @return the new matrix
  8535. */
  8536. Matrix.RotationAxis = function (axis, angle) {
  8537. var result = new Matrix();
  8538. Matrix.RotationAxisToRef(axis, angle, result);
  8539. return result;
  8540. };
  8541. /**
  8542. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8543. * @param axis defines the axis to use
  8544. * @param angle defines the angle (in radians) to use
  8545. * @param result defines the target matrix
  8546. */
  8547. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8548. var s = Math.sin(-angle);
  8549. var c = Math.cos(-angle);
  8550. var c1 = 1 - c;
  8551. axis.normalize();
  8552. var m = result._m;
  8553. m[0] = (axis.x * axis.x) * c1 + c;
  8554. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8555. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8556. m[3] = 0.0;
  8557. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8558. m[5] = (axis.y * axis.y) * c1 + c;
  8559. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8560. m[7] = 0.0;
  8561. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8562. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8563. m[10] = (axis.z * axis.z) * c1 + c;
  8564. m[11] = 0.0;
  8565. m[12] = 0.0;
  8566. m[13] = 0.0;
  8567. m[14] = 0.0;
  8568. m[15] = 1.0;
  8569. result._markAsUpdated();
  8570. };
  8571. /**
  8572. * Creates a rotation matrix
  8573. * @param yaw defines the yaw angle in radians (Y axis)
  8574. * @param pitch defines the pitch angle in radians (X axis)
  8575. * @param roll defines the roll angle in radians (X axis)
  8576. * @returns the new rotation matrix
  8577. */
  8578. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8579. var result = new Matrix();
  8580. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8581. return result;
  8582. };
  8583. /**
  8584. * Creates a rotation matrix and stores it in a given matrix
  8585. * @param yaw defines the yaw angle in radians (Y axis)
  8586. * @param pitch defines the pitch angle in radians (X axis)
  8587. * @param roll defines the roll angle in radians (X axis)
  8588. * @param result defines the target matrix
  8589. */
  8590. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8591. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8592. MathTmp.Quaternion[0].toRotationMatrix(result);
  8593. };
  8594. /**
  8595. * Creates a scaling matrix
  8596. * @param x defines the scale factor on X axis
  8597. * @param y defines the scale factor on Y axis
  8598. * @param z defines the scale factor on Z axis
  8599. * @returns the new matrix
  8600. */
  8601. Matrix.Scaling = function (x, y, z) {
  8602. var result = new Matrix();
  8603. Matrix.ScalingToRef(x, y, z, result);
  8604. return result;
  8605. };
  8606. /**
  8607. * Creates a scaling matrix and stores it in a given matrix
  8608. * @param x defines the scale factor on X axis
  8609. * @param y defines the scale factor on Y axis
  8610. * @param z defines the scale factor on Z axis
  8611. * @param result defines the target matrix
  8612. */
  8613. Matrix.ScalingToRef = function (x, y, z, result) {
  8614. Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8615. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8616. };
  8617. /**
  8618. * Creates a translation matrix
  8619. * @param x defines the translation on X axis
  8620. * @param y defines the translation on Y axis
  8621. * @param z defines the translationon Z axis
  8622. * @returns the new matrix
  8623. */
  8624. Matrix.Translation = function (x, y, z) {
  8625. var result = new Matrix();
  8626. Matrix.TranslationToRef(x, y, z, result);
  8627. return result;
  8628. };
  8629. /**
  8630. * Creates a translation matrix and stores it in a given matrix
  8631. * @param x defines the translation on X axis
  8632. * @param y defines the translation on Y axis
  8633. * @param z defines the translationon Z axis
  8634. * @param result defines the target matrix
  8635. */
  8636. Matrix.TranslationToRef = function (x, y, z, result) {
  8637. 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);
  8638. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8639. };
  8640. /**
  8641. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8642. * @param startValue defines the start value
  8643. * @param endValue defines the end value
  8644. * @param gradient defines the gradient factor
  8645. * @returns the new matrix
  8646. */
  8647. Matrix.Lerp = function (startValue, endValue, gradient) {
  8648. var result = new Matrix();
  8649. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8650. return result;
  8651. };
  8652. /**
  8653. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8654. * @param startValue defines the start value
  8655. * @param endValue defines the end value
  8656. * @param gradient defines the gradient factor
  8657. * @param result defines the Matrix object where to store data
  8658. */
  8659. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8660. var resultM = result._m;
  8661. var startM = startValue.m;
  8662. var endM = endValue.m;
  8663. for (var index = 0; index < 16; index++) {
  8664. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8665. }
  8666. result._markAsUpdated();
  8667. };
  8668. /**
  8669. * Builds a new matrix whose values are computed by:
  8670. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8671. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8672. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8673. * @param startValue defines the first matrix
  8674. * @param endValue defines the second matrix
  8675. * @param gradient defines the gradient between the two matrices
  8676. * @returns the new matrix
  8677. */
  8678. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8679. var result = new Matrix();
  8680. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8681. return result;
  8682. };
  8683. /**
  8684. * Update a matrix to values which are computed by:
  8685. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8686. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8687. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8688. * @param startValue defines the first matrix
  8689. * @param endValue defines the second matrix
  8690. * @param gradient defines the gradient between the two matrices
  8691. * @param result defines the target matrix
  8692. */
  8693. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8694. var startScale = MathTmp.Vector3[0];
  8695. var startRotation = MathTmp.Quaternion[0];
  8696. var startTranslation = MathTmp.Vector3[1];
  8697. startValue.decompose(startScale, startRotation, startTranslation);
  8698. var endScale = MathTmp.Vector3[2];
  8699. var endRotation = MathTmp.Quaternion[1];
  8700. var endTranslation = MathTmp.Vector3[3];
  8701. endValue.decompose(endScale, endRotation, endTranslation);
  8702. var resultScale = MathTmp.Vector3[4];
  8703. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8704. var resultRotation = MathTmp.Quaternion[2];
  8705. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8706. var resultTranslation = MathTmp.Vector3[5];
  8707. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8708. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8709. };
  8710. /**
  8711. * 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"
  8712. * This function works in left handed mode
  8713. * @param eye defines the final position of the entity
  8714. * @param target defines where the entity should look at
  8715. * @param up defines the up vector for the entity
  8716. * @returns the new matrix
  8717. */
  8718. Matrix.LookAtLH = function (eye, target, up) {
  8719. var result = new Matrix();
  8720. Matrix.LookAtLHToRef(eye, target, up, result);
  8721. return result;
  8722. };
  8723. /**
  8724. * 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".
  8725. * This function works in left handed mode
  8726. * @param eye defines the final position of the entity
  8727. * @param target defines where the entity should look at
  8728. * @param up defines the up vector for the entity
  8729. * @param result defines the target matrix
  8730. */
  8731. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8732. var xAxis = MathTmp.Vector3[0];
  8733. var yAxis = MathTmp.Vector3[1];
  8734. var zAxis = MathTmp.Vector3[2];
  8735. // Z axis
  8736. target.subtractToRef(eye, zAxis);
  8737. zAxis.normalize();
  8738. // X axis
  8739. Vector3.CrossToRef(up, zAxis, xAxis);
  8740. var xSquareLength = xAxis.lengthSquared();
  8741. if (xSquareLength === 0) {
  8742. xAxis.x = 1.0;
  8743. }
  8744. else {
  8745. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8746. }
  8747. // Y axis
  8748. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8749. yAxis.normalize();
  8750. // Eye angles
  8751. var ex = -Vector3.Dot(xAxis, eye);
  8752. var ey = -Vector3.Dot(yAxis, eye);
  8753. var ez = -Vector3.Dot(zAxis, eye);
  8754. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8755. };
  8756. /**
  8757. * 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"
  8758. * This function works in right handed mode
  8759. * @param eye defines the final position of the entity
  8760. * @param target defines where the entity should look at
  8761. * @param up defines the up vector for the entity
  8762. * @returns the new matrix
  8763. */
  8764. Matrix.LookAtRH = function (eye, target, up) {
  8765. var result = new Matrix();
  8766. Matrix.LookAtRHToRef(eye, target, up, result);
  8767. return result;
  8768. };
  8769. /**
  8770. * 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".
  8771. * This function works in right handed mode
  8772. * @param eye defines the final position of the entity
  8773. * @param target defines where the entity should look at
  8774. * @param up defines the up vector for the entity
  8775. * @param result defines the target matrix
  8776. */
  8777. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8778. var xAxis = MathTmp.Vector3[0];
  8779. var yAxis = MathTmp.Vector3[1];
  8780. var zAxis = MathTmp.Vector3[2];
  8781. // Z axis
  8782. eye.subtractToRef(target, zAxis);
  8783. zAxis.normalize();
  8784. // X axis
  8785. Vector3.CrossToRef(up, zAxis, xAxis);
  8786. var xSquareLength = xAxis.lengthSquared();
  8787. if (xSquareLength === 0) {
  8788. xAxis.x = 1.0;
  8789. }
  8790. else {
  8791. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8792. }
  8793. // Y axis
  8794. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8795. yAxis.normalize();
  8796. // Eye angles
  8797. var ex = -Vector3.Dot(xAxis, eye);
  8798. var ey = -Vector3.Dot(yAxis, eye);
  8799. var ez = -Vector3.Dot(zAxis, eye);
  8800. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8801. };
  8802. /**
  8803. * Create a left-handed orthographic projection matrix
  8804. * @param width defines the viewport width
  8805. * @param height defines the viewport height
  8806. * @param znear defines the near clip plane
  8807. * @param zfar defines the far clip plane
  8808. * @returns a new matrix as a left-handed orthographic projection matrix
  8809. */
  8810. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8811. var matrix = new Matrix();
  8812. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8813. return matrix;
  8814. };
  8815. /**
  8816. * Store a left-handed orthographic projection to a given matrix
  8817. * @param width defines the viewport width
  8818. * @param height defines the viewport height
  8819. * @param znear defines the near clip plane
  8820. * @param zfar defines the far clip plane
  8821. * @param result defines the target matrix
  8822. */
  8823. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8824. var n = znear;
  8825. var f = zfar;
  8826. var a = 2.0 / width;
  8827. var b = 2.0 / height;
  8828. var c = 2.0 / (f - n);
  8829. var d = -(f + n) / (f - n);
  8830. 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);
  8831. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8832. };
  8833. /**
  8834. * Create a left-handed orthographic projection matrix
  8835. * @param left defines the viewport left coordinate
  8836. * @param right defines the viewport right coordinate
  8837. * @param bottom defines the viewport bottom coordinate
  8838. * @param top defines the viewport top coordinate
  8839. * @param znear defines the near clip plane
  8840. * @param zfar defines the far clip plane
  8841. * @returns a new matrix as a left-handed orthographic projection matrix
  8842. */
  8843. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8844. var matrix = new Matrix();
  8845. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8846. return matrix;
  8847. };
  8848. /**
  8849. * Stores a left-handed orthographic projection into a given matrix
  8850. * @param left defines the viewport left coordinate
  8851. * @param right defines the viewport right coordinate
  8852. * @param bottom defines the viewport bottom coordinate
  8853. * @param top defines the viewport top coordinate
  8854. * @param znear defines the near clip plane
  8855. * @param zfar defines the far clip plane
  8856. * @param result defines the target matrix
  8857. */
  8858. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8859. var n = znear;
  8860. var f = zfar;
  8861. var a = 2.0 / (right - left);
  8862. var b = 2.0 / (top - bottom);
  8863. var c = 2.0 / (f - n);
  8864. var d = -(f + n) / (f - n);
  8865. var i0 = (left + right) / (left - right);
  8866. var i1 = (top + bottom) / (bottom - top);
  8867. 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);
  8868. result._markAsUpdated();
  8869. };
  8870. /**
  8871. * Creates a right-handed orthographic projection matrix
  8872. * @param left defines the viewport left coordinate
  8873. * @param right defines the viewport right coordinate
  8874. * @param bottom defines the viewport bottom coordinate
  8875. * @param top defines the viewport top coordinate
  8876. * @param znear defines the near clip plane
  8877. * @param zfar defines the far clip plane
  8878. * @returns a new matrix as a right-handed orthographic projection matrix
  8879. */
  8880. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8881. var matrix = new Matrix();
  8882. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8883. return matrix;
  8884. };
  8885. /**
  8886. * Stores a right-handed orthographic projection into a given matrix
  8887. * @param left defines the viewport left coordinate
  8888. * @param right defines the viewport right coordinate
  8889. * @param bottom defines the viewport bottom coordinate
  8890. * @param top defines the viewport top coordinate
  8891. * @param znear defines the near clip plane
  8892. * @param zfar defines the far clip plane
  8893. * @param result defines the target matrix
  8894. */
  8895. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8896. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8897. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8898. };
  8899. /**
  8900. * Creates a left-handed perspective projection matrix
  8901. * @param width defines the viewport width
  8902. * @param height defines the viewport height
  8903. * @param znear defines the near clip plane
  8904. * @param zfar defines the far clip plane
  8905. * @returns a new matrix as a left-handed perspective projection matrix
  8906. */
  8907. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8908. var matrix = new Matrix();
  8909. var n = znear;
  8910. var f = zfar;
  8911. var a = 2.0 * n / width;
  8912. var b = 2.0 * n / height;
  8913. var c = (f + n) / (f - n);
  8914. var d = -2.0 * f * n / (f - n);
  8915. 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);
  8916. matrix._updateIdentityStatus(false);
  8917. return matrix;
  8918. };
  8919. /**
  8920. * Creates a left-handed perspective projection matrix
  8921. * @param fov defines the horizontal field of view
  8922. * @param aspect defines the aspect ratio
  8923. * @param znear defines the near clip plane
  8924. * @param zfar defines the far clip plane
  8925. * @returns a new matrix as a left-handed perspective projection matrix
  8926. */
  8927. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8928. var matrix = new Matrix();
  8929. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8930. return matrix;
  8931. };
  8932. /**
  8933. * Stores a left-handed perspective projection into a given matrix
  8934. * @param fov defines the horizontal field of view
  8935. * @param aspect defines the aspect ratio
  8936. * @param znear defines the near clip plane
  8937. * @param zfar defines the far clip plane
  8938. * @param result defines the target matrix
  8939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8940. */
  8941. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8942. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8943. var n = znear;
  8944. var f = zfar;
  8945. var t = 1.0 / (Math.tan(fov * 0.5));
  8946. var a = isVerticalFovFixed ? (t / aspect) : t;
  8947. var b = isVerticalFovFixed ? t : (t * aspect);
  8948. var c = (f + n) / (f - n);
  8949. var d = -2.0 * f * n / (f - n);
  8950. 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);
  8951. result._updateIdentityStatus(false);
  8952. };
  8953. /**
  8954. * Creates a right-handed perspective projection matrix
  8955. * @param fov defines the horizontal field of view
  8956. * @param aspect defines the aspect ratio
  8957. * @param znear defines the near clip plane
  8958. * @param zfar defines the far clip plane
  8959. * @returns a new matrix as a right-handed perspective projection matrix
  8960. */
  8961. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8962. var matrix = new Matrix();
  8963. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8964. return matrix;
  8965. };
  8966. /**
  8967. * Stores a right-handed perspective projection into a given matrix
  8968. * @param fov defines the horizontal field of view
  8969. * @param aspect defines the aspect ratio
  8970. * @param znear defines the near clip plane
  8971. * @param zfar defines the far clip plane
  8972. * @param result defines the target matrix
  8973. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8974. */
  8975. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8976. //alternatively this could be expressed as:
  8977. // m = PerspectiveFovLHToRef
  8978. // m[10] *= -1.0;
  8979. // m[11] *= -1.0;
  8980. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8981. var n = znear;
  8982. var f = zfar;
  8983. var t = 1.0 / (Math.tan(fov * 0.5));
  8984. var a = isVerticalFovFixed ? (t / aspect) : t;
  8985. var b = isVerticalFovFixed ? t : (t * aspect);
  8986. var c = -(f + n) / (f - n);
  8987. var d = -2 * f * n / (f - n);
  8988. 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);
  8989. result._updateIdentityStatus(false);
  8990. };
  8991. /**
  8992. * Stores a perspective projection for WebVR info a given matrix
  8993. * @param fov defines the field of view
  8994. * @param znear defines the near clip plane
  8995. * @param zfar defines the far clip plane
  8996. * @param result defines the target matrix
  8997. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8998. */
  8999. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  9000. if (rightHanded === void 0) { rightHanded = false; }
  9001. var rightHandedFactor = rightHanded ? -1 : 1;
  9002. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9003. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9004. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9005. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9006. var xScale = 2.0 / (leftTan + rightTan);
  9007. var yScale = 2.0 / (upTan + downTan);
  9008. var m = result._m;
  9009. m[0] = xScale;
  9010. m[1] = m[2] = m[3] = m[4] = 0.0;
  9011. m[5] = yScale;
  9012. m[6] = m[7] = 0.0;
  9013. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9014. m[9] = -((upTan - downTan) * yScale * 0.5);
  9015. m[10] = -zfar / (znear - zfar);
  9016. m[11] = 1.0 * rightHandedFactor;
  9017. m[12] = m[13] = m[15] = 0.0;
  9018. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9019. result._markAsUpdated();
  9020. };
  9021. /**
  9022. * Computes a complete transformation matrix
  9023. * @param viewport defines the viewport to use
  9024. * @param world defines the world matrix
  9025. * @param view defines the view matrix
  9026. * @param projection defines the projection matrix
  9027. * @param zmin defines the near clip plane
  9028. * @param zmax defines the far clip plane
  9029. * @returns the transformation matrix
  9030. */
  9031. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9032. var cw = viewport.width;
  9033. var ch = viewport.height;
  9034. var cx = viewport.x;
  9035. var cy = viewport.y;
  9036. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);
  9037. var matrix = MathTmp.Matrix[0];
  9038. world.multiplyToRef(view, matrix);
  9039. matrix.multiplyToRef(projection, matrix);
  9040. return matrix.multiply(viewportMatrix);
  9041. };
  9042. /**
  9043. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9044. * @param matrix defines the matrix to use
  9045. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9046. */
  9047. Matrix.GetAsMatrix2x2 = function (matrix) {
  9048. var m = matrix.m;
  9049. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9050. };
  9051. /**
  9052. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9053. * @param matrix defines the matrix to use
  9054. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9055. */
  9056. Matrix.GetAsMatrix3x3 = function (matrix) {
  9057. var m = matrix.m;
  9058. return new Float32Array([
  9059. m[0], m[1], m[2],
  9060. m[4], m[5], m[6],
  9061. m[8], m[9], m[10]
  9062. ]);
  9063. };
  9064. /**
  9065. * Compute the transpose of a given matrix
  9066. * @param matrix defines the matrix to transpose
  9067. * @returns the new matrix
  9068. */
  9069. Matrix.Transpose = function (matrix) {
  9070. var result = new Matrix();
  9071. Matrix.TransposeToRef(matrix, result);
  9072. return result;
  9073. };
  9074. /**
  9075. * Compute the transpose of a matrix and store it in a target matrix
  9076. * @param matrix defines the matrix to transpose
  9077. * @param result defines the target matrix
  9078. */
  9079. Matrix.TransposeToRef = function (matrix, result) {
  9080. var rm = result._m;
  9081. var mm = matrix.m;
  9082. rm[0] = mm[0];
  9083. rm[1] = mm[4];
  9084. rm[2] = mm[8];
  9085. rm[3] = mm[12];
  9086. rm[4] = mm[1];
  9087. rm[5] = mm[5];
  9088. rm[6] = mm[9];
  9089. rm[7] = mm[13];
  9090. rm[8] = mm[2];
  9091. rm[9] = mm[6];
  9092. rm[10] = mm[10];
  9093. rm[11] = mm[14];
  9094. rm[12] = mm[3];
  9095. rm[13] = mm[7];
  9096. rm[14] = mm[11];
  9097. rm[15] = mm[15];
  9098. // identity-ness does not change when transposing
  9099. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9100. };
  9101. /**
  9102. * Computes a reflection matrix from a plane
  9103. * @param plane defines the reflection plane
  9104. * @returns a new matrix
  9105. */
  9106. Matrix.Reflection = function (plane) {
  9107. var matrix = new Matrix();
  9108. Matrix.ReflectionToRef(plane, matrix);
  9109. return matrix;
  9110. };
  9111. /**
  9112. * Computes a reflection matrix from a plane
  9113. * @param plane defines the reflection plane
  9114. * @param result defines the target matrix
  9115. */
  9116. Matrix.ReflectionToRef = function (plane, result) {
  9117. plane.normalize();
  9118. var x = plane.normal.x;
  9119. var y = plane.normal.y;
  9120. var z = plane.normal.z;
  9121. var temp = -2 * x;
  9122. var temp2 = -2 * y;
  9123. var temp3 = -2 * z;
  9124. Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);
  9125. };
  9126. /**
  9127. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9128. * @param xaxis defines the value of the 1st axis
  9129. * @param yaxis defines the value of the 2nd axis
  9130. * @param zaxis defines the value of the 3rd axis
  9131. * @param result defines the target matrix
  9132. */
  9133. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9134. Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  9135. };
  9136. /**
  9137. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9138. * @param quat defines the quaternion to use
  9139. * @param result defines the target matrix
  9140. */
  9141. Matrix.FromQuaternionToRef = function (quat, result) {
  9142. var xx = quat.x * quat.x;
  9143. var yy = quat.y * quat.y;
  9144. var zz = quat.z * quat.z;
  9145. var xy = quat.x * quat.y;
  9146. var zw = quat.z * quat.w;
  9147. var zx = quat.z * quat.x;
  9148. var yw = quat.y * quat.w;
  9149. var yz = quat.y * quat.z;
  9150. var xw = quat.x * quat.w;
  9151. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9152. result._m[1] = 2.0 * (xy + zw);
  9153. result._m[2] = 2.0 * (zx - yw);
  9154. result._m[3] = 0.0;
  9155. result._m[4] = 2.0 * (xy - zw);
  9156. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9157. result._m[6] = 2.0 * (yz + xw);
  9158. result._m[7] = 0.0;
  9159. result._m[8] = 2.0 * (zx + yw);
  9160. result._m[9] = 2.0 * (yz - xw);
  9161. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9162. result._m[11] = 0.0;
  9163. result._m[12] = 0.0;
  9164. result._m[13] = 0.0;
  9165. result._m[14] = 0.0;
  9166. result._m[15] = 1.0;
  9167. result._markAsUpdated();
  9168. };
  9169. Matrix._updateFlagSeed = 0;
  9170. Matrix._identityReadOnly = Matrix.Identity();
  9171. return Matrix;
  9172. }());
  9173. BABYLON.Matrix = Matrix;
  9174. /**
  9175. * Represens a plane by the equation ax + by + cz + d = 0
  9176. */
  9177. var Plane = /** @class */ (function () {
  9178. /**
  9179. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9180. * @param a a component of the plane
  9181. * @param b b component of the plane
  9182. * @param c c component of the plane
  9183. * @param d d component of the plane
  9184. */
  9185. function Plane(a, b, c, d) {
  9186. this.normal = new Vector3(a, b, c);
  9187. this.d = d;
  9188. }
  9189. /**
  9190. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9191. */
  9192. Plane.prototype.asArray = function () {
  9193. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9194. };
  9195. // Methods
  9196. /**
  9197. * @returns a new plane copied from the current Plane.
  9198. */
  9199. Plane.prototype.clone = function () {
  9200. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9201. };
  9202. /**
  9203. * @returns the string "Plane".
  9204. */
  9205. Plane.prototype.getClassName = function () {
  9206. return "Plane";
  9207. };
  9208. /**
  9209. * @returns the Plane hash code.
  9210. */
  9211. Plane.prototype.getHashCode = function () {
  9212. var hash = this.normal.getHashCode();
  9213. hash = (hash * 397) ^ (this.d || 0);
  9214. return hash;
  9215. };
  9216. /**
  9217. * Normalize the current Plane in place.
  9218. * @returns the updated Plane.
  9219. */
  9220. Plane.prototype.normalize = function () {
  9221. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9222. var magnitude = 0.0;
  9223. if (norm !== 0) {
  9224. magnitude = 1.0 / norm;
  9225. }
  9226. this.normal.x *= magnitude;
  9227. this.normal.y *= magnitude;
  9228. this.normal.z *= magnitude;
  9229. this.d *= magnitude;
  9230. return this;
  9231. };
  9232. /**
  9233. * Applies a transformation the plane and returns the result
  9234. * @param transformation the transformation matrix to be applied to the plane
  9235. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9236. */
  9237. Plane.prototype.transform = function (transformation) {
  9238. var transposedMatrix = MathTmp.Matrix[0];
  9239. Matrix.TransposeToRef(transformation, transposedMatrix);
  9240. var m = transposedMatrix.m;
  9241. var x = this.normal.x;
  9242. var y = this.normal.y;
  9243. var z = this.normal.z;
  9244. var d = this.d;
  9245. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9246. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9247. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9248. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9249. return new Plane(normalX, normalY, normalZ, finalD);
  9250. };
  9251. /**
  9252. * Calcualtte the dot product between the point and the plane normal
  9253. * @param point point to calculate the dot product with
  9254. * @returns the dot product (float) of the point coordinates and the plane normal.
  9255. */
  9256. Plane.prototype.dotCoordinate = function (point) {
  9257. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9258. };
  9259. /**
  9260. * Updates the current Plane from the plane defined by the three given points.
  9261. * @param point1 one of the points used to contruct the plane
  9262. * @param point2 one of the points used to contruct the plane
  9263. * @param point3 one of the points used to contruct the plane
  9264. * @returns the updated Plane.
  9265. */
  9266. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9267. var x1 = point2.x - point1.x;
  9268. var y1 = point2.y - point1.y;
  9269. var z1 = point2.z - point1.z;
  9270. var x2 = point3.x - point1.x;
  9271. var y2 = point3.y - point1.y;
  9272. var z2 = point3.z - point1.z;
  9273. var yz = (y1 * z2) - (z1 * y2);
  9274. var xz = (z1 * x2) - (x1 * z2);
  9275. var xy = (x1 * y2) - (y1 * x2);
  9276. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9277. var invPyth;
  9278. if (pyth !== 0) {
  9279. invPyth = 1.0 / pyth;
  9280. }
  9281. else {
  9282. invPyth = 0.0;
  9283. }
  9284. this.normal.x = yz * invPyth;
  9285. this.normal.y = xz * invPyth;
  9286. this.normal.z = xy * invPyth;
  9287. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9288. return this;
  9289. };
  9290. /**
  9291. * Checks if the plane is facing a given direction
  9292. * @param direction the direction to check if the plane is facing
  9293. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9294. * @returns True is the vector "direction" is the same side than the plane normal.
  9295. */
  9296. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9297. var dot = Vector3.Dot(this.normal, direction);
  9298. return (dot <= epsilon);
  9299. };
  9300. /**
  9301. * Calculates the distance to a point
  9302. * @param point point to calculate distance to
  9303. * @returns the signed distance (float) from the given point to the Plane.
  9304. */
  9305. Plane.prototype.signedDistanceTo = function (point) {
  9306. return Vector3.Dot(point, this.normal) + this.d;
  9307. };
  9308. // Statics
  9309. /**
  9310. * Creates a plane from an array
  9311. * @param array the array to create a plane from
  9312. * @returns a new Plane from the given array.
  9313. */
  9314. Plane.FromArray = function (array) {
  9315. return new Plane(array[0], array[1], array[2], array[3]);
  9316. };
  9317. /**
  9318. * Creates a plane from three points
  9319. * @param point1 point used to create the plane
  9320. * @param point2 point used to create the plane
  9321. * @param point3 point used to create the plane
  9322. * @returns a new Plane defined by the three given points.
  9323. */
  9324. Plane.FromPoints = function (point1, point2, point3) {
  9325. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9326. result.copyFromPoints(point1, point2, point3);
  9327. return result;
  9328. };
  9329. /**
  9330. * Creates a plane from an origin point and a normal
  9331. * @param origin origin of the plane to be constructed
  9332. * @param normal normal of the plane to be constructed
  9333. * @returns a new Plane the normal vector to this plane at the given origin point.
  9334. * Note : the vector "normal" is updated because normalized.
  9335. */
  9336. Plane.FromPositionAndNormal = function (origin, normal) {
  9337. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9338. normal.normalize();
  9339. result.normal = normal;
  9340. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9341. return result;
  9342. };
  9343. /**
  9344. * Calculates the distance from a plane and a point
  9345. * @param origin origin of the plane to be constructed
  9346. * @param normal normal of the plane to be constructed
  9347. * @param point point to calculate distance to
  9348. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9349. */
  9350. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9351. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9352. return Vector3.Dot(point, normal) + d;
  9353. };
  9354. return Plane;
  9355. }());
  9356. BABYLON.Plane = Plane;
  9357. /**
  9358. * Class used to represent a viewport on screen
  9359. */
  9360. var Viewport = /** @class */ (function () {
  9361. /**
  9362. * Creates a Viewport object located at (x, y) and sized (width, height)
  9363. * @param x defines viewport left coordinate
  9364. * @param y defines viewport top coordinate
  9365. * @param width defines the viewport width
  9366. * @param height defines the viewport height
  9367. */
  9368. function Viewport(
  9369. /** viewport left coordinate */
  9370. x,
  9371. /** viewport top coordinate */
  9372. y,
  9373. /**viewport width */
  9374. width,
  9375. /** viewport height */
  9376. height) {
  9377. this.x = x;
  9378. this.y = y;
  9379. this.width = width;
  9380. this.height = height;
  9381. }
  9382. /**
  9383. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9384. * @param renderWidthOrEngine defines either an engine or the rendering width
  9385. * @param renderHeight defines the rendering height
  9386. * @returns a new Viewport
  9387. */
  9388. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9389. if (renderWidthOrEngine.getRenderWidth) {
  9390. var engine = renderWidthOrEngine;
  9391. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9392. }
  9393. var renderWidth = renderWidthOrEngine;
  9394. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9395. };
  9396. /**
  9397. * Returns a new Viewport copied from the current one
  9398. * @returns a new Viewport
  9399. */
  9400. Viewport.prototype.clone = function () {
  9401. return new Viewport(this.x, this.y, this.width, this.height);
  9402. };
  9403. return Viewport;
  9404. }());
  9405. BABYLON.Viewport = Viewport;
  9406. /**
  9407. * Reprasents a camera frustum
  9408. */
  9409. var Frustum = /** @class */ (function () {
  9410. function Frustum() {
  9411. }
  9412. /**
  9413. * Gets the planes representing the frustum
  9414. * @param transform matrix to be applied to the returned planes
  9415. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9416. */
  9417. Frustum.GetPlanes = function (transform) {
  9418. var frustumPlanes = [];
  9419. for (var index = 0; index < 6; index++) {
  9420. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9421. }
  9422. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9423. return frustumPlanes;
  9424. };
  9425. /**
  9426. * Gets the near frustum plane transformed by the transform matrix
  9427. * @param transform transformation matrix to be applied to the resulting frustum plane
  9428. * @param frustumPlane the resuling frustum plane
  9429. */
  9430. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9431. var m = transform.m;
  9432. frustumPlane.normal.x = m[3] + m[2];
  9433. frustumPlane.normal.y = m[7] + m[6];
  9434. frustumPlane.normal.z = m[11] + m[10];
  9435. frustumPlane.d = m[15] + m[14];
  9436. frustumPlane.normalize();
  9437. };
  9438. /**
  9439. * Gets the far frustum plane transformed by the transform matrix
  9440. * @param transform transformation matrix to be applied to the resulting frustum plane
  9441. * @param frustumPlane the resuling frustum plane
  9442. */
  9443. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9444. var m = transform.m;
  9445. frustumPlane.normal.x = m[3] - m[2];
  9446. frustumPlane.normal.y = m[7] - m[6];
  9447. frustumPlane.normal.z = m[11] - m[10];
  9448. frustumPlane.d = m[15] - m[14];
  9449. frustumPlane.normalize();
  9450. };
  9451. /**
  9452. * Gets the left frustum plane transformed by the transform matrix
  9453. * @param transform transformation matrix to be applied to the resulting frustum plane
  9454. * @param frustumPlane the resuling frustum plane
  9455. */
  9456. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9457. var m = transform.m;
  9458. frustumPlane.normal.x = m[3] + m[0];
  9459. frustumPlane.normal.y = m[7] + m[4];
  9460. frustumPlane.normal.z = m[11] + m[8];
  9461. frustumPlane.d = m[15] + m[12];
  9462. frustumPlane.normalize();
  9463. };
  9464. /**
  9465. * Gets the right frustum plane transformed by the transform matrix
  9466. * @param transform transformation matrix to be applied to the resulting frustum plane
  9467. * @param frustumPlane the resuling frustum plane
  9468. */
  9469. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9470. var m = transform.m;
  9471. frustumPlane.normal.x = m[3] - m[0];
  9472. frustumPlane.normal.y = m[7] - m[4];
  9473. frustumPlane.normal.z = m[11] - m[8];
  9474. frustumPlane.d = m[15] - m[12];
  9475. frustumPlane.normalize();
  9476. };
  9477. /**
  9478. * Gets the top frustum plane transformed by the transform matrix
  9479. * @param transform transformation matrix to be applied to the resulting frustum plane
  9480. * @param frustumPlane the resuling frustum plane
  9481. */
  9482. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9483. var m = transform.m;
  9484. frustumPlane.normal.x = m[3] - m[1];
  9485. frustumPlane.normal.y = m[7] - m[5];
  9486. frustumPlane.normal.z = m[11] - m[9];
  9487. frustumPlane.d = m[15] - m[13];
  9488. frustumPlane.normalize();
  9489. };
  9490. /**
  9491. * Gets the bottom frustum plane transformed by the transform matrix
  9492. * @param transform transformation matrix to be applied to the resulting frustum plane
  9493. * @param frustumPlane the resuling frustum plane
  9494. */
  9495. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9496. var m = transform.m;
  9497. frustumPlane.normal.x = m[3] + m[1];
  9498. frustumPlane.normal.y = m[7] + m[5];
  9499. frustumPlane.normal.z = m[11] + m[9];
  9500. frustumPlane.d = m[15] + m[13];
  9501. frustumPlane.normalize();
  9502. };
  9503. /**
  9504. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9505. * @param transform transformation matrix to be applied to the resulting frustum planes
  9506. * @param frustumPlanes the resuling frustum planes
  9507. */
  9508. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9509. // Near
  9510. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9511. // Far
  9512. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9513. // Left
  9514. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9515. // Right
  9516. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9517. // Top
  9518. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9519. // Bottom
  9520. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9521. };
  9522. return Frustum;
  9523. }());
  9524. BABYLON.Frustum = Frustum;
  9525. /** Defines supported spaces */
  9526. var Space;
  9527. (function (Space) {
  9528. /** Local (object) space */
  9529. Space[Space["LOCAL"] = 0] = "LOCAL";
  9530. /** World space */
  9531. Space[Space["WORLD"] = 1] = "WORLD";
  9532. /** Bone space */
  9533. Space[Space["BONE"] = 2] = "BONE";
  9534. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9535. /** Defines the 3 main axes */
  9536. var Axis = /** @class */ (function () {
  9537. function Axis() {
  9538. }
  9539. /** X axis */
  9540. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9541. /** Y axis */
  9542. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9543. /** Z axis */
  9544. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9545. return Axis;
  9546. }());
  9547. BABYLON.Axis = Axis;
  9548. /** Class used to represent a Bezier curve */
  9549. var BezierCurve = /** @class */ (function () {
  9550. function BezierCurve() {
  9551. }
  9552. /**
  9553. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9554. * @param t defines the time
  9555. * @param x1 defines the left coordinate on X axis
  9556. * @param y1 defines the left coordinate on Y axis
  9557. * @param x2 defines the right coordinate on X axis
  9558. * @param y2 defines the right coordinate on Y axis
  9559. * @returns the interpolated value
  9560. */
  9561. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9562. // Extract X (which is equal to time here)
  9563. var f0 = 1 - 3 * x2 + 3 * x1;
  9564. var f1 = 3 * x2 - 6 * x1;
  9565. var f2 = 3 * x1;
  9566. var refinedT = t;
  9567. for (var i = 0; i < 5; i++) {
  9568. var refinedT2 = refinedT * refinedT;
  9569. var refinedT3 = refinedT2 * refinedT;
  9570. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9571. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9572. refinedT -= (x - t) * slope;
  9573. refinedT = Math.min(1, Math.max(0, refinedT));
  9574. }
  9575. // Resolve cubic bezier for the given x
  9576. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9577. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9578. Math.pow(refinedT, 3);
  9579. };
  9580. return BezierCurve;
  9581. }());
  9582. BABYLON.BezierCurve = BezierCurve;
  9583. /**
  9584. * Defines potential orientation for back face culling
  9585. */
  9586. var Orientation;
  9587. (function (Orientation) {
  9588. /**
  9589. * Clockwise
  9590. */
  9591. Orientation[Orientation["CW"] = 0] = "CW";
  9592. /** Counter clockwise */
  9593. Orientation[Orientation["CCW"] = 1] = "CCW";
  9594. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9595. /**
  9596. * Defines angle representation
  9597. */
  9598. var Angle = /** @class */ (function () {
  9599. /**
  9600. * Creates an Angle object of "radians" radians (float).
  9601. */
  9602. function Angle(radians) {
  9603. this._radians = radians;
  9604. if (this._radians < 0.0) {
  9605. this._radians += (2.0 * Math.PI);
  9606. }
  9607. }
  9608. /**
  9609. * Get value in degrees
  9610. * @returns the Angle value in degrees (float)
  9611. */
  9612. Angle.prototype.degrees = function () {
  9613. return this._radians * 180.0 / Math.PI;
  9614. };
  9615. /**
  9616. * Get value in radians
  9617. * @returns the Angle value in radians (float)
  9618. */
  9619. Angle.prototype.radians = function () {
  9620. return this._radians;
  9621. };
  9622. /**
  9623. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9624. * @param a defines first vector
  9625. * @param b defines second vector
  9626. * @returns a new Angle
  9627. */
  9628. Angle.BetweenTwoPoints = function (a, b) {
  9629. var delta = b.subtract(a);
  9630. var theta = Math.atan2(delta.y, delta.x);
  9631. return new Angle(theta);
  9632. };
  9633. /**
  9634. * Gets a new Angle object from the given float in radians
  9635. * @param radians defines the angle value in radians
  9636. * @returns a new Angle
  9637. */
  9638. Angle.FromRadians = function (radians) {
  9639. return new Angle(radians);
  9640. };
  9641. /**
  9642. * Gets a new Angle object from the given float in degrees
  9643. * @param degrees defines the angle value in degrees
  9644. * @returns a new Angle
  9645. */
  9646. Angle.FromDegrees = function (degrees) {
  9647. return new Angle(degrees * Math.PI / 180.0);
  9648. };
  9649. return Angle;
  9650. }());
  9651. BABYLON.Angle = Angle;
  9652. /**
  9653. * This represents an arc in a 2d space.
  9654. */
  9655. var Arc2 = /** @class */ (function () {
  9656. /**
  9657. * Creates an Arc object from the three given points : start, middle and end.
  9658. * @param startPoint Defines the start point of the arc
  9659. * @param midPoint Defines the midlle point of the arc
  9660. * @param endPoint Defines the end point of the arc
  9661. */
  9662. function Arc2(
  9663. /** Defines the start point of the arc */
  9664. startPoint,
  9665. /** Defines the mid point of the arc */
  9666. midPoint,
  9667. /** Defines the end point of the arc */
  9668. endPoint) {
  9669. this.startPoint = startPoint;
  9670. this.midPoint = midPoint;
  9671. this.endPoint = endPoint;
  9672. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9673. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9674. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9675. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9676. 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);
  9677. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9678. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9679. var a1 = this.startAngle.degrees();
  9680. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9681. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9682. // angles correction
  9683. if (a2 - a1 > +180.0) {
  9684. a2 -= 360.0;
  9685. }
  9686. if (a2 - a1 < -180.0) {
  9687. a2 += 360.0;
  9688. }
  9689. if (a3 - a2 > +180.0) {
  9690. a3 -= 360.0;
  9691. }
  9692. if (a3 - a2 < -180.0) {
  9693. a3 += 360.0;
  9694. }
  9695. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9696. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9697. }
  9698. return Arc2;
  9699. }());
  9700. BABYLON.Arc2 = Arc2;
  9701. /**
  9702. * Represents a 2D path made up of multiple 2D points
  9703. */
  9704. var Path2 = /** @class */ (function () {
  9705. /**
  9706. * Creates a Path2 object from the starting 2D coordinates x and y.
  9707. * @param x the starting points x value
  9708. * @param y the starting points y value
  9709. */
  9710. function Path2(x, y) {
  9711. this._points = new Array();
  9712. this._length = 0.0;
  9713. /**
  9714. * If the path start and end point are the same
  9715. */
  9716. this.closed = false;
  9717. this._points.push(new Vector2(x, y));
  9718. }
  9719. /**
  9720. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9721. * @param x the added points x value
  9722. * @param y the added points y value
  9723. * @returns the updated Path2.
  9724. */
  9725. Path2.prototype.addLineTo = function (x, y) {
  9726. if (this.closed) {
  9727. return this;
  9728. }
  9729. var newPoint = new Vector2(x, y);
  9730. var previousPoint = this._points[this._points.length - 1];
  9731. this._points.push(newPoint);
  9732. this._length += newPoint.subtract(previousPoint).length();
  9733. return this;
  9734. };
  9735. /**
  9736. * 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.
  9737. * @param midX middle point x value
  9738. * @param midY middle point y value
  9739. * @param endX end point x value
  9740. * @param endY end point y value
  9741. * @param numberOfSegments (default: 36)
  9742. * @returns the updated Path2.
  9743. */
  9744. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9745. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9746. if (this.closed) {
  9747. return this;
  9748. }
  9749. var startPoint = this._points[this._points.length - 1];
  9750. var midPoint = new Vector2(midX, midY);
  9751. var endPoint = new Vector2(endX, endY);
  9752. var arc = new Arc2(startPoint, midPoint, endPoint);
  9753. var increment = arc.angle.radians() / numberOfSegments;
  9754. if (arc.orientation === Orientation.CW) {
  9755. increment *= -1;
  9756. }
  9757. var currentAngle = arc.startAngle.radians() + increment;
  9758. for (var i = 0; i < numberOfSegments; i++) {
  9759. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9760. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9761. this.addLineTo(x, y);
  9762. currentAngle += increment;
  9763. }
  9764. return this;
  9765. };
  9766. /**
  9767. * Closes the Path2.
  9768. * @returns the Path2.
  9769. */
  9770. Path2.prototype.close = function () {
  9771. this.closed = true;
  9772. return this;
  9773. };
  9774. /**
  9775. * Gets the sum of the distance between each sequential point in the path
  9776. * @returns the Path2 total length (float).
  9777. */
  9778. Path2.prototype.length = function () {
  9779. var result = this._length;
  9780. if (!this.closed) {
  9781. var lastPoint = this._points[this._points.length - 1];
  9782. var firstPoint = this._points[0];
  9783. result += (firstPoint.subtract(lastPoint).length());
  9784. }
  9785. return result;
  9786. };
  9787. /**
  9788. * Gets the points which construct the path
  9789. * @returns the Path2 internal array of points.
  9790. */
  9791. Path2.prototype.getPoints = function () {
  9792. return this._points;
  9793. };
  9794. /**
  9795. * Retreives the point at the distance aways from the starting point
  9796. * @param normalizedLengthPosition the length along the path to retreive the point from
  9797. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9798. */
  9799. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9800. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9801. return Vector2.Zero();
  9802. }
  9803. var lengthPosition = normalizedLengthPosition * this.length();
  9804. var previousOffset = 0;
  9805. for (var i = 0; i < this._points.length; i++) {
  9806. var j = (i + 1) % this._points.length;
  9807. var a = this._points[i];
  9808. var b = this._points[j];
  9809. var bToA = b.subtract(a);
  9810. var nextOffset = (bToA.length() + previousOffset);
  9811. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9812. var dir = bToA.normalize();
  9813. var localOffset = lengthPosition - previousOffset;
  9814. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9815. }
  9816. previousOffset = nextOffset;
  9817. }
  9818. return Vector2.Zero();
  9819. };
  9820. /**
  9821. * Creates a new path starting from an x and y position
  9822. * @param x starting x value
  9823. * @param y starting y value
  9824. * @returns a new Path2 starting at the coordinates (x, y).
  9825. */
  9826. Path2.StartingAt = function (x, y) {
  9827. return new Path2(x, y);
  9828. };
  9829. return Path2;
  9830. }());
  9831. BABYLON.Path2 = Path2;
  9832. /**
  9833. * Represents a 3D path made up of multiple 3D points
  9834. */
  9835. var Path3D = /** @class */ (function () {
  9836. /**
  9837. * new Path3D(path, normal, raw)
  9838. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9839. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9840. * @param path an array of Vector3, the curve axis of the Path3D
  9841. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9842. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9843. */
  9844. function Path3D(
  9845. /**
  9846. * an array of Vector3, the curve axis of the Path3D
  9847. */
  9848. path, firstNormal, raw) {
  9849. if (firstNormal === void 0) { firstNormal = null; }
  9850. this.path = path;
  9851. this._curve = new Array();
  9852. this._distances = new Array();
  9853. this._tangents = new Array();
  9854. this._normals = new Array();
  9855. this._binormals = new Array();
  9856. for (var p = 0; p < path.length; p++) {
  9857. this._curve[p] = path[p].clone(); // hard copy
  9858. }
  9859. this._raw = raw || false;
  9860. this._compute(firstNormal);
  9861. }
  9862. /**
  9863. * Returns the Path3D array of successive Vector3 designing its curve.
  9864. * @returns the Path3D array of successive Vector3 designing its curve.
  9865. */
  9866. Path3D.prototype.getCurve = function () {
  9867. return this._curve;
  9868. };
  9869. /**
  9870. * Returns an array populated with tangent vectors on each Path3D curve point.
  9871. * @returns an array populated with tangent vectors on each Path3D curve point.
  9872. */
  9873. Path3D.prototype.getTangents = function () {
  9874. return this._tangents;
  9875. };
  9876. /**
  9877. * Returns an array populated with normal vectors on each Path3D curve point.
  9878. * @returns an array populated with normal vectors on each Path3D curve point.
  9879. */
  9880. Path3D.prototype.getNormals = function () {
  9881. return this._normals;
  9882. };
  9883. /**
  9884. * Returns an array populated with binormal vectors on each Path3D curve point.
  9885. * @returns an array populated with binormal vectors on each Path3D curve point.
  9886. */
  9887. Path3D.prototype.getBinormals = function () {
  9888. return this._binormals;
  9889. };
  9890. /**
  9891. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9892. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9893. */
  9894. Path3D.prototype.getDistances = function () {
  9895. return this._distances;
  9896. };
  9897. /**
  9898. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9899. * @param path path which all values are copied into the curves points
  9900. * @param firstNormal which should be projected onto the curve
  9901. * @returns the same object updated.
  9902. */
  9903. Path3D.prototype.update = function (path, firstNormal) {
  9904. if (firstNormal === void 0) { firstNormal = null; }
  9905. for (var p = 0; p < path.length; p++) {
  9906. this._curve[p].x = path[p].x;
  9907. this._curve[p].y = path[p].y;
  9908. this._curve[p].z = path[p].z;
  9909. }
  9910. this._compute(firstNormal);
  9911. return this;
  9912. };
  9913. // private function compute() : computes tangents, normals and binormals
  9914. Path3D.prototype._compute = function (firstNormal) {
  9915. var l = this._curve.length;
  9916. // first and last tangents
  9917. this._tangents[0] = this._getFirstNonNullVector(0);
  9918. if (!this._raw) {
  9919. this._tangents[0].normalize();
  9920. }
  9921. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9922. if (!this._raw) {
  9923. this._tangents[l - 1].normalize();
  9924. }
  9925. // normals and binormals at first point : arbitrary vector with _normalVector()
  9926. var tg0 = this._tangents[0];
  9927. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9928. this._normals[0] = pp0;
  9929. if (!this._raw) {
  9930. this._normals[0].normalize();
  9931. }
  9932. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9933. if (!this._raw) {
  9934. this._binormals[0].normalize();
  9935. }
  9936. this._distances[0] = 0.0;
  9937. // normals and binormals : next points
  9938. var prev; // previous vector (segment)
  9939. var cur; // current vector (segment)
  9940. var curTang; // current tangent
  9941. // previous normal
  9942. var prevBinor; // previous binormal
  9943. for (var i = 1; i < l; i++) {
  9944. // tangents
  9945. prev = this._getLastNonNullVector(i);
  9946. if (i < l - 1) {
  9947. cur = this._getFirstNonNullVector(i);
  9948. this._tangents[i] = prev.add(cur);
  9949. this._tangents[i].normalize();
  9950. }
  9951. this._distances[i] = this._distances[i - 1] + prev.length();
  9952. // normals and binormals
  9953. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9954. curTang = this._tangents[i];
  9955. prevBinor = this._binormals[i - 1];
  9956. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9957. if (!this._raw) {
  9958. this._normals[i].normalize();
  9959. }
  9960. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9961. if (!this._raw) {
  9962. this._binormals[i].normalize();
  9963. }
  9964. }
  9965. };
  9966. // private function getFirstNonNullVector(index)
  9967. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9968. Path3D.prototype._getFirstNonNullVector = function (index) {
  9969. var i = 1;
  9970. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9971. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9972. i++;
  9973. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9974. }
  9975. return nNVector;
  9976. };
  9977. // private function getLastNonNullVector(index)
  9978. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9979. Path3D.prototype._getLastNonNullVector = function (index) {
  9980. var i = 1;
  9981. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9982. while (nLVector.length() === 0 && index > i + 1) {
  9983. i++;
  9984. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9985. }
  9986. return nLVector;
  9987. };
  9988. // private function normalVector(v0, vt, va) :
  9989. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9990. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9991. Path3D.prototype._normalVector = function (v0, vt, va) {
  9992. var normal0;
  9993. var tgl = vt.length();
  9994. if (tgl === 0.0) {
  9995. tgl = 1.0;
  9996. }
  9997. if (va === undefined || va === null) {
  9998. var point;
  9999. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  10000. point = new Vector3(0.0, -1.0, 0.0);
  10001. }
  10002. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10003. point = new Vector3(1.0, 0.0, 0.0);
  10004. }
  10005. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10006. point = new Vector3(0.0, 0.0, 1.0);
  10007. }
  10008. else {
  10009. point = Vector3.Zero();
  10010. }
  10011. normal0 = Vector3.Cross(vt, point);
  10012. }
  10013. else {
  10014. normal0 = Vector3.Cross(vt, va);
  10015. Vector3.CrossToRef(normal0, vt, normal0);
  10016. }
  10017. normal0.normalize();
  10018. return normal0;
  10019. };
  10020. return Path3D;
  10021. }());
  10022. BABYLON.Path3D = Path3D;
  10023. /**
  10024. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10025. * A Curve3 is designed from a series of successive Vector3.
  10026. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10027. */
  10028. var Curve3 = /** @class */ (function () {
  10029. /**
  10030. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10031. * A Curve3 is designed from a series of successive Vector3.
  10032. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10033. * @param points points which make up the curve
  10034. */
  10035. function Curve3(points) {
  10036. this._length = 0.0;
  10037. this._points = points;
  10038. this._length = this._computeLength(points);
  10039. }
  10040. /**
  10041. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10042. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10043. * @param v1 (Vector3) the control point
  10044. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10045. * @param nbPoints (integer) the wanted number of points in the curve
  10046. * @returns the created Curve3
  10047. */
  10048. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10049. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10050. var bez = new Array();
  10051. var equation = function (t, val0, val1, val2) {
  10052. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10053. return res;
  10054. };
  10055. for (var i = 0; i <= nbPoints; i++) {
  10056. 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)));
  10057. }
  10058. return new Curve3(bez);
  10059. };
  10060. /**
  10061. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10062. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10063. * @param v1 (Vector3) the first control point
  10064. * @param v2 (Vector3) the second control point
  10065. * @param v3 (Vector3) the end point of the Cubic Bezier
  10066. * @param nbPoints (integer) the wanted number of points in the curve
  10067. * @returns the created Curve3
  10068. */
  10069. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10070. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10071. var bez = new Array();
  10072. var equation = function (t, val0, val1, val2, val3) {
  10073. 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;
  10074. return res;
  10075. };
  10076. for (var i = 0; i <= nbPoints; i++) {
  10077. 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)));
  10078. }
  10079. return new Curve3(bez);
  10080. };
  10081. /**
  10082. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10083. * @param p1 (Vector3) the origin point of the Hermite Spline
  10084. * @param t1 (Vector3) the tangent vector at the origin point
  10085. * @param p2 (Vector3) the end point of the Hermite Spline
  10086. * @param t2 (Vector3) the tangent vector at the end point
  10087. * @param nbPoints (integer) the wanted number of points in the curve
  10088. * @returns the created Curve3
  10089. */
  10090. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10091. var hermite = new Array();
  10092. var step = 1.0 / nbPoints;
  10093. for (var i = 0; i <= nbPoints; i++) {
  10094. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10095. }
  10096. return new Curve3(hermite);
  10097. };
  10098. /**
  10099. * Returns a Curve3 object along a CatmullRom Spline curve :
  10100. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10101. * @param nbPoints (integer) the wanted number of points between each curve control points
  10102. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10103. * @returns the created Curve3
  10104. */
  10105. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10106. var catmullRom = new Array();
  10107. var step = 1.0 / nbPoints;
  10108. var amount = 0.0;
  10109. if (closed) {
  10110. var pointsCount = points.length;
  10111. for (var i = 0; i < pointsCount; i++) {
  10112. amount = 0;
  10113. for (var c = 0; c < nbPoints; c++) {
  10114. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10115. amount += step;
  10116. }
  10117. }
  10118. catmullRom.push(catmullRom[0]);
  10119. }
  10120. else {
  10121. var totalPoints = new Array();
  10122. totalPoints.push(points[0].clone());
  10123. Array.prototype.push.apply(totalPoints, points);
  10124. totalPoints.push(points[points.length - 1].clone());
  10125. for (var i = 0; i < totalPoints.length - 3; i++) {
  10126. amount = 0;
  10127. for (var c = 0; c < nbPoints; c++) {
  10128. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10129. amount += step;
  10130. }
  10131. }
  10132. i--;
  10133. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10134. }
  10135. return new Curve3(catmullRom);
  10136. };
  10137. /**
  10138. * @returns the Curve3 stored array of successive Vector3
  10139. */
  10140. Curve3.prototype.getPoints = function () {
  10141. return this._points;
  10142. };
  10143. /**
  10144. * @returns the computed length (float) of the curve.
  10145. */
  10146. Curve3.prototype.length = function () {
  10147. return this._length;
  10148. };
  10149. /**
  10150. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10151. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10152. * curveA and curveB keep unchanged.
  10153. * @param curve the curve to continue from this curve
  10154. * @returns the newly constructed curve
  10155. */
  10156. Curve3.prototype.continue = function (curve) {
  10157. var lastPoint = this._points[this._points.length - 1];
  10158. var continuedPoints = this._points.slice();
  10159. var curvePoints = curve.getPoints();
  10160. for (var i = 1; i < curvePoints.length; i++) {
  10161. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10162. }
  10163. var continuedCurve = new Curve3(continuedPoints);
  10164. return continuedCurve;
  10165. };
  10166. Curve3.prototype._computeLength = function (path) {
  10167. var l = 0;
  10168. for (var i = 1; i < path.length; i++) {
  10169. l += (path[i].subtract(path[i - 1])).length();
  10170. }
  10171. return l;
  10172. };
  10173. return Curve3;
  10174. }());
  10175. BABYLON.Curve3 = Curve3;
  10176. // Vertex formats
  10177. /**
  10178. * Contains position and normal vectors for a vertex
  10179. */
  10180. var PositionNormalVertex = /** @class */ (function () {
  10181. /**
  10182. * Creates a PositionNormalVertex
  10183. * @param position the position of the vertex (defaut: 0,0,0)
  10184. * @param normal the normal of the vertex (defaut: 0,1,0)
  10185. */
  10186. function PositionNormalVertex(
  10187. /** the position of the vertex (defaut: 0,0,0) */
  10188. position,
  10189. /** the normal of the vertex (defaut: 0,1,0) */
  10190. normal) {
  10191. if (position === void 0) { position = Vector3.Zero(); }
  10192. if (normal === void 0) { normal = Vector3.Up(); }
  10193. this.position = position;
  10194. this.normal = normal;
  10195. }
  10196. /**
  10197. * Clones the PositionNormalVertex
  10198. * @returns the cloned PositionNormalVertex
  10199. */
  10200. PositionNormalVertex.prototype.clone = function () {
  10201. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10202. };
  10203. return PositionNormalVertex;
  10204. }());
  10205. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10206. /**
  10207. * Contains position, normal and uv vectors for a vertex
  10208. */
  10209. var PositionNormalTextureVertex = /** @class */ (function () {
  10210. /**
  10211. * Creates a PositionNormalTextureVertex
  10212. * @param position the position of the vertex (defaut: 0,0,0)
  10213. * @param normal the normal of the vertex (defaut: 0,1,0)
  10214. * @param uv the uv of the vertex (default: 0,0)
  10215. */
  10216. function PositionNormalTextureVertex(
  10217. /** the position of the vertex (defaut: 0,0,0) */
  10218. position,
  10219. /** the normal of the vertex (defaut: 0,1,0) */
  10220. normal,
  10221. /** the uv of the vertex (default: 0,0) */
  10222. uv) {
  10223. if (position === void 0) { position = Vector3.Zero(); }
  10224. if (normal === void 0) { normal = Vector3.Up(); }
  10225. if (uv === void 0) { uv = Vector2.Zero(); }
  10226. this.position = position;
  10227. this.normal = normal;
  10228. this.uv = uv;
  10229. }
  10230. /**
  10231. * Clones the PositionNormalTextureVertex
  10232. * @returns the cloned PositionNormalTextureVertex
  10233. */
  10234. PositionNormalTextureVertex.prototype.clone = function () {
  10235. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10236. };
  10237. return PositionNormalTextureVertex;
  10238. }());
  10239. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10240. // Temporary pre-allocated objects for engine internal use
  10241. // usage in any internal function :
  10242. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10243. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10244. /**
  10245. * @hidden
  10246. */
  10247. var Tmp = /** @class */ (function () {
  10248. function Tmp() {
  10249. }
  10250. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10251. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10252. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10253. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10254. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10255. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10256. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10257. return Tmp;
  10258. }());
  10259. BABYLON.Tmp = Tmp;
  10260. /**
  10261. * @hidden
  10262. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10263. */
  10264. var MathTmp = /** @class */ (function () {
  10265. function MathTmp() {
  10266. }
  10267. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10268. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10269. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10270. return MathTmp;
  10271. }());
  10272. })(BABYLON || (BABYLON = {}));
  10273. //# sourceMappingURL=babylon.math.js.map
  10274. var BABYLON;
  10275. (function (BABYLON) {
  10276. /**
  10277. * Scalar computation library
  10278. */
  10279. var Scalar = /** @class */ (function () {
  10280. function Scalar() {
  10281. }
  10282. /**
  10283. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10284. * @param a number
  10285. * @param b number
  10286. * @param epsilon (default = 1.401298E-45)
  10287. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10288. */
  10289. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10290. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10291. var num = a - b;
  10292. return -epsilon <= num && num <= epsilon;
  10293. };
  10294. /**
  10295. * Returns a string : the upper case translation of the number i to hexadecimal.
  10296. * @param i number
  10297. * @returns the upper case translation of the number i to hexadecimal.
  10298. */
  10299. Scalar.ToHex = function (i) {
  10300. var str = i.toString(16);
  10301. if (i <= 15) {
  10302. return ("0" + str).toUpperCase();
  10303. }
  10304. return str.toUpperCase();
  10305. };
  10306. /**
  10307. * Returns -1 if value is negative and +1 is value is positive.
  10308. * @param value the value
  10309. * @returns the value itself if it's equal to zero.
  10310. */
  10311. Scalar.Sign = function (value) {
  10312. value = +value; // convert to a number
  10313. if (value === 0 || isNaN(value)) {
  10314. return value;
  10315. }
  10316. return value > 0 ? 1 : -1;
  10317. };
  10318. /**
  10319. * Returns the value itself if it's between min and max.
  10320. * Returns min if the value is lower than min.
  10321. * Returns max if the value is greater than max.
  10322. * @param value the value to clmap
  10323. * @param min the min value to clamp to (default: 0)
  10324. * @param max the max value to clamp to (default: 1)
  10325. * @returns the clamped value
  10326. */
  10327. Scalar.Clamp = function (value, min, max) {
  10328. if (min === void 0) { min = 0; }
  10329. if (max === void 0) { max = 1; }
  10330. return Math.min(max, Math.max(min, value));
  10331. };
  10332. /**
  10333. * the log2 of value.
  10334. * @param value the value to compute log2 of
  10335. * @returns the log2 of value.
  10336. */
  10337. Scalar.Log2 = function (value) {
  10338. return Math.log(value) * Math.LOG2E;
  10339. };
  10340. /**
  10341. * Loops the value, so that it is never larger than length and never smaller than 0.
  10342. *
  10343. * This is similar to the modulo operator but it works with floating point numbers.
  10344. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10345. * With t = 5 and length = 2.5, the result would be 0.0.
  10346. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10347. * @param value the value
  10348. * @param length the length
  10349. * @returns the looped value
  10350. */
  10351. Scalar.Repeat = function (value, length) {
  10352. return value - Math.floor(value / length) * length;
  10353. };
  10354. /**
  10355. * Normalize the value between 0.0 and 1.0 using min and max values
  10356. * @param value value to normalize
  10357. * @param min max to normalize between
  10358. * @param max min to normalize between
  10359. * @returns the normalized value
  10360. */
  10361. Scalar.Normalize = function (value, min, max) {
  10362. return (value - min) / (max - min);
  10363. };
  10364. /**
  10365. * Denormalize the value from 0.0 and 1.0 using min and max values
  10366. * @param normalized value to denormalize
  10367. * @param min max to denormalize between
  10368. * @param max min to denormalize between
  10369. * @returns the denormalized value
  10370. */
  10371. Scalar.Denormalize = function (normalized, min, max) {
  10372. return (normalized * (max - min) + min);
  10373. };
  10374. /**
  10375. * Calculates the shortest difference between two given angles given in degrees.
  10376. * @param current current angle in degrees
  10377. * @param target target angle in degrees
  10378. * @returns the delta
  10379. */
  10380. Scalar.DeltaAngle = function (current, target) {
  10381. var num = Scalar.Repeat(target - current, 360.0);
  10382. if (num > 180.0) {
  10383. num -= 360.0;
  10384. }
  10385. return num;
  10386. };
  10387. /**
  10388. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10389. * @param tx value
  10390. * @param length length
  10391. * @returns The returned value will move back and forth between 0 and length
  10392. */
  10393. Scalar.PingPong = function (tx, length) {
  10394. var t = Scalar.Repeat(tx, length * 2.0);
  10395. return length - Math.abs(t - length);
  10396. };
  10397. /**
  10398. * Interpolates between min and max with smoothing at the limits.
  10399. *
  10400. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10401. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10402. * @param from from
  10403. * @param to to
  10404. * @param tx value
  10405. * @returns the smooth stepped value
  10406. */
  10407. Scalar.SmoothStep = function (from, to, tx) {
  10408. var t = Scalar.Clamp(tx);
  10409. t = -2.0 * t * t * t + 3.0 * t * t;
  10410. return to * t + from * (1.0 - t);
  10411. };
  10412. /**
  10413. * Moves a value current towards target.
  10414. *
  10415. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10416. * Negative values of maxDelta pushes the value away from target.
  10417. * @param current current value
  10418. * @param target target value
  10419. * @param maxDelta max distance to move
  10420. * @returns resulting value
  10421. */
  10422. Scalar.MoveTowards = function (current, target, maxDelta) {
  10423. var result = 0;
  10424. if (Math.abs(target - current) <= maxDelta) {
  10425. result = target;
  10426. }
  10427. else {
  10428. result = current + Scalar.Sign(target - current) * maxDelta;
  10429. }
  10430. return result;
  10431. };
  10432. /**
  10433. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10434. *
  10435. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10436. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10437. * @param current current value
  10438. * @param target target value
  10439. * @param maxDelta max distance to move
  10440. * @returns resulting angle
  10441. */
  10442. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10443. var num = Scalar.DeltaAngle(current, target);
  10444. var result = 0;
  10445. if (-maxDelta < num && num < maxDelta) {
  10446. result = target;
  10447. }
  10448. else {
  10449. target = current + num;
  10450. result = Scalar.MoveTowards(current, target, maxDelta);
  10451. }
  10452. return result;
  10453. };
  10454. /**
  10455. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10456. * @param start start value
  10457. * @param end target value
  10458. * @param amount amount to lerp between
  10459. * @returns the lerped value
  10460. */
  10461. Scalar.Lerp = function (start, end, amount) {
  10462. return start + ((end - start) * amount);
  10463. };
  10464. /**
  10465. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10466. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10467. * @param start start value
  10468. * @param end target value
  10469. * @param amount amount to lerp between
  10470. * @returns the lerped value
  10471. */
  10472. Scalar.LerpAngle = function (start, end, amount) {
  10473. var num = Scalar.Repeat(end - start, 360.0);
  10474. if (num > 180.0) {
  10475. num -= 360.0;
  10476. }
  10477. return start + num * Scalar.Clamp(amount);
  10478. };
  10479. /**
  10480. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10481. * @param a start value
  10482. * @param b target value
  10483. * @param value value between a and b
  10484. * @returns the inverseLerp value
  10485. */
  10486. Scalar.InverseLerp = function (a, b, value) {
  10487. var result = 0;
  10488. if (a != b) {
  10489. result = Scalar.Clamp((value - a) / (b - a));
  10490. }
  10491. else {
  10492. result = 0.0;
  10493. }
  10494. return result;
  10495. };
  10496. /**
  10497. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10498. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10499. * @param value1 spline value
  10500. * @param tangent1 spline value
  10501. * @param value2 spline value
  10502. * @param tangent2 spline value
  10503. * @param amount input value
  10504. * @returns hermite result
  10505. */
  10506. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10507. var squared = amount * amount;
  10508. var cubed = amount * squared;
  10509. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10510. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10511. var part3 = (cubed - (2.0 * squared)) + amount;
  10512. var part4 = cubed - squared;
  10513. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10514. };
  10515. /**
  10516. * Returns a random float number between and min and max values
  10517. * @param min min value of random
  10518. * @param max max value of random
  10519. * @returns random value
  10520. */
  10521. Scalar.RandomRange = function (min, max) {
  10522. if (min === max) {
  10523. return min;
  10524. }
  10525. return ((Math.random() * (max - min)) + min);
  10526. };
  10527. /**
  10528. * This function returns percentage of a number in a given range.
  10529. *
  10530. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10531. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10532. * @param number to convert to percentage
  10533. * @param min min range
  10534. * @param max max range
  10535. * @returns the percentage
  10536. */
  10537. Scalar.RangeToPercent = function (number, min, max) {
  10538. return ((number - min) / (max - min));
  10539. };
  10540. /**
  10541. * This function returns number that corresponds to the percentage in a given range.
  10542. *
  10543. * PercentToRange(0.34,0,100) will return 34.
  10544. * @param percent to convert to number
  10545. * @param min min range
  10546. * @param max max range
  10547. * @returns the number
  10548. */
  10549. Scalar.PercentToRange = function (percent, min, max) {
  10550. return ((max - min) * percent + min);
  10551. };
  10552. /**
  10553. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10554. * @param angle The angle to normalize in radian.
  10555. * @return The converted angle.
  10556. */
  10557. Scalar.NormalizeRadians = function (angle) {
  10558. // More precise but slower version kept for reference.
  10559. // angle = angle % Tools.TwoPi;
  10560. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10561. //if (angle > Math.PI) {
  10562. // angle -= Tools.TwoPi;
  10563. //}
  10564. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10565. return angle;
  10566. };
  10567. /**
  10568. * Two pi constants convenient for computation.
  10569. */
  10570. Scalar.TwoPi = Math.PI * 2;
  10571. return Scalar;
  10572. }());
  10573. BABYLON.Scalar = Scalar;
  10574. })(BABYLON || (BABYLON = {}));
  10575. //# sourceMappingURL=babylon.math.scalar.js.map
  10576. //# sourceMappingURL=babylon.mixins.js.map
  10577. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10578. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10579. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10580. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10581. //# sourceMappingURL=babylon.webgl2.js.map
  10582. var BABYLON;
  10583. (function (BABYLON) {
  10584. var __decoratorInitialStore = {};
  10585. var __mergedStore = {};
  10586. var _copySource = function (creationFunction, source, instanciate) {
  10587. var destination = creationFunction();
  10588. // Tags
  10589. if (BABYLON.Tags) {
  10590. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10591. }
  10592. var classStore = getMergedStore(destination);
  10593. // Properties
  10594. for (var property in classStore) {
  10595. var propertyDescriptor = classStore[property];
  10596. var sourceProperty = source[property];
  10597. var propertyType = propertyDescriptor.type;
  10598. if (sourceProperty !== undefined && sourceProperty !== null) {
  10599. switch (propertyType) {
  10600. case 0: // Value
  10601. case 6: // Mesh reference
  10602. case 11: // Camera reference
  10603. destination[property] = sourceProperty;
  10604. break;
  10605. case 1: // Texture
  10606. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10607. break;
  10608. case 2: // Color3
  10609. case 3: // FresnelParameters
  10610. case 4: // Vector2
  10611. case 5: // Vector3
  10612. case 7: // Color Curves
  10613. case 10: // Quaternion
  10614. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10615. break;
  10616. }
  10617. }
  10618. }
  10619. return destination;
  10620. };
  10621. function getDirectStore(target) {
  10622. var classKey = target.getClassName();
  10623. if (!__decoratorInitialStore[classKey]) {
  10624. __decoratorInitialStore[classKey] = {};
  10625. }
  10626. return __decoratorInitialStore[classKey];
  10627. }
  10628. /**
  10629. * Return the list of properties flagged as serializable
  10630. * @param target: host object
  10631. */
  10632. function getMergedStore(target) {
  10633. var classKey = target.getClassName();
  10634. if (__mergedStore[classKey]) {
  10635. return __mergedStore[classKey];
  10636. }
  10637. __mergedStore[classKey] = {};
  10638. var store = __mergedStore[classKey];
  10639. var currentTarget = target;
  10640. var currentKey = classKey;
  10641. while (currentKey) {
  10642. var initialStore = __decoratorInitialStore[currentKey];
  10643. for (var property in initialStore) {
  10644. store[property] = initialStore[property];
  10645. }
  10646. var parent_1 = void 0;
  10647. var done = false;
  10648. do {
  10649. parent_1 = Object.getPrototypeOf(currentTarget);
  10650. if (!parent_1.getClassName) {
  10651. done = true;
  10652. break;
  10653. }
  10654. if (parent_1.getClassName() !== currentKey) {
  10655. break;
  10656. }
  10657. currentTarget = parent_1;
  10658. } while (parent_1);
  10659. if (done) {
  10660. break;
  10661. }
  10662. currentKey = parent_1.getClassName();
  10663. currentTarget = parent_1;
  10664. }
  10665. return store;
  10666. }
  10667. function generateSerializableMember(type, sourceName) {
  10668. return function (target, propertyKey) {
  10669. var classStore = getDirectStore(target);
  10670. if (!classStore[propertyKey]) {
  10671. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10672. }
  10673. };
  10674. }
  10675. function generateExpandMember(setCallback, targetKey) {
  10676. if (targetKey === void 0) { targetKey = null; }
  10677. return function (target, propertyKey) {
  10678. var key = targetKey || ("_" + propertyKey);
  10679. Object.defineProperty(target, propertyKey, {
  10680. get: function () {
  10681. return this[key];
  10682. },
  10683. set: function (value) {
  10684. if (this[key] === value) {
  10685. return;
  10686. }
  10687. this[key] = value;
  10688. target[setCallback].apply(this);
  10689. },
  10690. enumerable: true,
  10691. configurable: true
  10692. });
  10693. };
  10694. }
  10695. function expandToProperty(callback, targetKey) {
  10696. if (targetKey === void 0) { targetKey = null; }
  10697. return generateExpandMember(callback, targetKey);
  10698. }
  10699. BABYLON.expandToProperty = expandToProperty;
  10700. function serialize(sourceName) {
  10701. return generateSerializableMember(0, sourceName); // value member
  10702. }
  10703. BABYLON.serialize = serialize;
  10704. function serializeAsTexture(sourceName) {
  10705. return generateSerializableMember(1, sourceName); // texture member
  10706. }
  10707. BABYLON.serializeAsTexture = serializeAsTexture;
  10708. function serializeAsColor3(sourceName) {
  10709. return generateSerializableMember(2, sourceName); // color3 member
  10710. }
  10711. BABYLON.serializeAsColor3 = serializeAsColor3;
  10712. function serializeAsFresnelParameters(sourceName) {
  10713. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10714. }
  10715. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10716. function serializeAsVector2(sourceName) {
  10717. return generateSerializableMember(4, sourceName); // vector2 member
  10718. }
  10719. BABYLON.serializeAsVector2 = serializeAsVector2;
  10720. function serializeAsVector3(sourceName) {
  10721. return generateSerializableMember(5, sourceName); // vector3 member
  10722. }
  10723. BABYLON.serializeAsVector3 = serializeAsVector3;
  10724. function serializeAsMeshReference(sourceName) {
  10725. return generateSerializableMember(6, sourceName); // mesh reference member
  10726. }
  10727. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10728. function serializeAsColorCurves(sourceName) {
  10729. return generateSerializableMember(7, sourceName); // color curves
  10730. }
  10731. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10732. function serializeAsColor4(sourceName) {
  10733. return generateSerializableMember(8, sourceName); // color 4
  10734. }
  10735. BABYLON.serializeAsColor4 = serializeAsColor4;
  10736. function serializeAsImageProcessingConfiguration(sourceName) {
  10737. return generateSerializableMember(9, sourceName); // image processing
  10738. }
  10739. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10740. function serializeAsQuaternion(sourceName) {
  10741. return generateSerializableMember(10, sourceName); // quaternion member
  10742. }
  10743. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10744. /**
  10745. * Decorator used to define property that can be serialized as reference to a camera
  10746. * @param sourceName defines the name of the property to decorate
  10747. */
  10748. function serializeAsCameraReference(sourceName) {
  10749. return generateSerializableMember(11, sourceName); // camera reference member
  10750. }
  10751. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10752. /**
  10753. * Class used to help serialization objects
  10754. */
  10755. var SerializationHelper = /** @class */ (function () {
  10756. function SerializationHelper() {
  10757. }
  10758. /**
  10759. * Static function used to serialized a specific entity
  10760. * @param entity defines the entity to serialize
  10761. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10762. * @returns a JSON compatible object representing the serialization of the entity
  10763. */
  10764. SerializationHelper.Serialize = function (entity, serializationObject) {
  10765. if (!serializationObject) {
  10766. serializationObject = {};
  10767. }
  10768. // Tags
  10769. if (BABYLON.Tags) {
  10770. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10771. }
  10772. var serializedProperties = getMergedStore(entity);
  10773. // Properties
  10774. for (var property in serializedProperties) {
  10775. var propertyDescriptor = serializedProperties[property];
  10776. var targetPropertyName = propertyDescriptor.sourceName || property;
  10777. var propertyType = propertyDescriptor.type;
  10778. var sourceProperty = entity[property];
  10779. if (sourceProperty !== undefined && sourceProperty !== null) {
  10780. switch (propertyType) {
  10781. case 0: // Value
  10782. serializationObject[targetPropertyName] = sourceProperty;
  10783. break;
  10784. case 1: // Texture
  10785. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10786. break;
  10787. case 2: // Color3
  10788. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10789. break;
  10790. case 3: // FresnelParameters
  10791. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10792. break;
  10793. case 4: // Vector2
  10794. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10795. break;
  10796. case 5: // Vector3
  10797. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10798. break;
  10799. case 6: // Mesh reference
  10800. serializationObject[targetPropertyName] = sourceProperty.id;
  10801. break;
  10802. case 7: // Color Curves
  10803. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10804. break;
  10805. case 8: // Color 4
  10806. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10807. break;
  10808. case 9: // Image Processing
  10809. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10810. break;
  10811. case 10: // Quaternion
  10812. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10813. break;
  10814. case 11: // Camera reference
  10815. serializationObject[targetPropertyName] = sourceProperty.id;
  10816. break;
  10817. }
  10818. }
  10819. }
  10820. return serializationObject;
  10821. };
  10822. /**
  10823. * Creates a new entity from a serialization data object
  10824. * @param creationFunction defines a function used to instanciated the new entity
  10825. * @param source defines the source serialization data
  10826. * @param scene defines the hosting scene
  10827. * @param rootUrl defines the root url for resources
  10828. * @returns a new entity
  10829. */
  10830. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10831. if (rootUrl === void 0) { rootUrl = null; }
  10832. var destination = creationFunction();
  10833. if (!rootUrl) {
  10834. rootUrl = "";
  10835. }
  10836. // Tags
  10837. if (BABYLON.Tags) {
  10838. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10839. }
  10840. var classStore = getMergedStore(destination);
  10841. // Properties
  10842. for (var property in classStore) {
  10843. var propertyDescriptor = classStore[property];
  10844. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10845. var propertyType = propertyDescriptor.type;
  10846. if (sourceProperty !== undefined && sourceProperty !== null) {
  10847. var dest = destination;
  10848. switch (propertyType) {
  10849. case 0: // Value
  10850. dest[property] = sourceProperty;
  10851. break;
  10852. case 1: // Texture
  10853. if (scene) {
  10854. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10855. }
  10856. break;
  10857. case 2: // Color3
  10858. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10859. break;
  10860. case 3: // FresnelParameters
  10861. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10862. break;
  10863. case 4: // Vector2
  10864. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10865. break;
  10866. case 5: // Vector3
  10867. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10868. break;
  10869. case 6: // Mesh reference
  10870. if (scene) {
  10871. dest[property] = scene.getLastMeshByID(sourceProperty);
  10872. }
  10873. break;
  10874. case 7: // Color Curves
  10875. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10876. break;
  10877. case 8: // Color 4
  10878. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10879. break;
  10880. case 9: // Image Processing
  10881. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10882. break;
  10883. case 10: // Quaternion
  10884. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10885. break;
  10886. case 11: // Camera reference
  10887. if (scene) {
  10888. dest[property] = scene.getCameraByID(sourceProperty);
  10889. }
  10890. break;
  10891. }
  10892. }
  10893. }
  10894. return destination;
  10895. };
  10896. /**
  10897. * Clones an object
  10898. * @param creationFunction defines the function used to instanciate the new object
  10899. * @param source defines the source object
  10900. * @returns the cloned object
  10901. */
  10902. SerializationHelper.Clone = function (creationFunction, source) {
  10903. return _copySource(creationFunction, source, false);
  10904. };
  10905. /**
  10906. * Instanciates a new object based on a source one (some data will be shared between both object)
  10907. * @param creationFunction defines the function used to instanciate the new object
  10908. * @param source defines the source object
  10909. * @returns the new object
  10910. */
  10911. SerializationHelper.Instanciate = function (creationFunction, source) {
  10912. return _copySource(creationFunction, source, true);
  10913. };
  10914. return SerializationHelper;
  10915. }());
  10916. BABYLON.SerializationHelper = SerializationHelper;
  10917. })(BABYLON || (BABYLON = {}));
  10918. //# sourceMappingURL=babylon.decorators.js.map
  10919. var BABYLON;
  10920. (function (BABYLON) {
  10921. /**
  10922. * Wrapper class for promise with external resolve and reject.
  10923. */
  10924. var Deferred = /** @class */ (function () {
  10925. /**
  10926. * Constructor for this deferred object.
  10927. */
  10928. function Deferred() {
  10929. var _this = this;
  10930. this.promise = new Promise(function (resolve, reject) {
  10931. _this._resolve = resolve;
  10932. _this._reject = reject;
  10933. });
  10934. }
  10935. Object.defineProperty(Deferred.prototype, "resolve", {
  10936. /**
  10937. * The resolve method of the promise associated with this deferred object.
  10938. */
  10939. get: function () {
  10940. return this._resolve;
  10941. },
  10942. enumerable: true,
  10943. configurable: true
  10944. });
  10945. Object.defineProperty(Deferred.prototype, "reject", {
  10946. /**
  10947. * The reject method of the promise associated with this deferred object.
  10948. */
  10949. get: function () {
  10950. return this._reject;
  10951. },
  10952. enumerable: true,
  10953. configurable: true
  10954. });
  10955. return Deferred;
  10956. }());
  10957. BABYLON.Deferred = Deferred;
  10958. })(BABYLON || (BABYLON = {}));
  10959. //# sourceMappingURL=babylon.deferred.js.map
  10960. var BABYLON;
  10961. (function (BABYLON) {
  10962. /**
  10963. * A class serves as a medium between the observable and its observers
  10964. */
  10965. var EventState = /** @class */ (function () {
  10966. /**
  10967. * Create a new EventState
  10968. * @param mask defines the mask associated with this state
  10969. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10970. * @param target defines the original target of the state
  10971. * @param currentTarget defines the current target of the state
  10972. */
  10973. function EventState(mask, skipNextObservers, target, currentTarget) {
  10974. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10975. this.initalize(mask, skipNextObservers, target, currentTarget);
  10976. }
  10977. /**
  10978. * Initialize the current event state
  10979. * @param mask defines the mask associated with this state
  10980. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10981. * @param target defines the original target of the state
  10982. * @param currentTarget defines the current target of the state
  10983. * @returns the current event state
  10984. */
  10985. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10986. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10987. this.mask = mask;
  10988. this.skipNextObservers = skipNextObservers;
  10989. this.target = target;
  10990. this.currentTarget = currentTarget;
  10991. return this;
  10992. };
  10993. return EventState;
  10994. }());
  10995. BABYLON.EventState = EventState;
  10996. /**
  10997. * Represent an Observer registered to a given Observable object.
  10998. */
  10999. var Observer = /** @class */ (function () {
  11000. /**
  11001. * Creates a new observer
  11002. * @param callback defines the callback to call when the observer is notified
  11003. * @param mask defines the mask of the observer (used to filter notifications)
  11004. * @param scope defines the current scope used to restore the JS context
  11005. */
  11006. function Observer(
  11007. /**
  11008. * Defines the callback to call when the observer is notified
  11009. */
  11010. callback,
  11011. /**
  11012. * Defines the mask of the observer (used to filter notifications)
  11013. */
  11014. mask,
  11015. /**
  11016. * Defines the current scope used to restore the JS context
  11017. */
  11018. scope) {
  11019. if (scope === void 0) { scope = null; }
  11020. this.callback = callback;
  11021. this.mask = mask;
  11022. this.scope = scope;
  11023. /** @hidden */
  11024. this._willBeUnregistered = false;
  11025. /**
  11026. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11027. */
  11028. this.unregisterOnNextCall = false;
  11029. }
  11030. return Observer;
  11031. }());
  11032. BABYLON.Observer = Observer;
  11033. /**
  11034. * Represent a list of observers registered to multiple Observables object.
  11035. */
  11036. var MultiObserver = /** @class */ (function () {
  11037. function MultiObserver() {
  11038. }
  11039. /**
  11040. * Release associated resources
  11041. */
  11042. MultiObserver.prototype.dispose = function () {
  11043. if (this._observers && this._observables) {
  11044. for (var index = 0; index < this._observers.length; index++) {
  11045. this._observables[index].remove(this._observers[index]);
  11046. }
  11047. }
  11048. this._observers = null;
  11049. this._observables = null;
  11050. };
  11051. /**
  11052. * Raise a callback when one of the observable will notify
  11053. * @param observables defines a list of observables to watch
  11054. * @param callback defines the callback to call on notification
  11055. * @param mask defines the mask used to filter notifications
  11056. * @param scope defines the current scope used to restore the JS context
  11057. * @returns the new MultiObserver
  11058. */
  11059. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11060. if (mask === void 0) { mask = -1; }
  11061. if (scope === void 0) { scope = null; }
  11062. var result = new MultiObserver();
  11063. result._observers = new Array();
  11064. result._observables = observables;
  11065. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11066. var observable = observables_1[_i];
  11067. var observer = observable.add(callback, mask, false, scope);
  11068. if (observer) {
  11069. result._observers.push(observer);
  11070. }
  11071. }
  11072. return result;
  11073. };
  11074. return MultiObserver;
  11075. }());
  11076. BABYLON.MultiObserver = MultiObserver;
  11077. /**
  11078. * The Observable class is a simple implementation of the Observable pattern.
  11079. *
  11080. * 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.
  11081. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11082. * 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).
  11083. * 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.
  11084. */
  11085. var Observable = /** @class */ (function () {
  11086. /**
  11087. * Creates a new observable
  11088. * @param onObserverAdded defines a callback to call when a new observer is added
  11089. */
  11090. function Observable(onObserverAdded) {
  11091. this._observers = new Array();
  11092. this._eventState = new EventState(0);
  11093. if (onObserverAdded) {
  11094. this._onObserverAdded = onObserverAdded;
  11095. }
  11096. }
  11097. /**
  11098. * Create a new Observer with the specified callback
  11099. * @param callback the callback that will be executed for that Observer
  11100. * @param mask the mask used to filter observers
  11101. * @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.
  11102. * @param scope optional scope for the callback to be called from
  11103. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11104. * @returns the new observer created for the callback
  11105. */
  11106. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11107. if (mask === void 0) { mask = -1; }
  11108. if (insertFirst === void 0) { insertFirst = false; }
  11109. if (scope === void 0) { scope = null; }
  11110. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11111. if (!callback) {
  11112. return null;
  11113. }
  11114. var observer = new Observer(callback, mask, scope);
  11115. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11116. if (insertFirst) {
  11117. this._observers.unshift(observer);
  11118. }
  11119. else {
  11120. this._observers.push(observer);
  11121. }
  11122. if (this._onObserverAdded) {
  11123. this._onObserverAdded(observer);
  11124. }
  11125. return observer;
  11126. };
  11127. /**
  11128. * Create a new Observer with the specified callback and unregisters after the next notification
  11129. * @param callback the callback that will be executed for that Observer
  11130. * @returns the new observer created for the callback
  11131. */
  11132. Observable.prototype.addOnce = function (callback) {
  11133. return this.add(callback, undefined, undefined, undefined, true);
  11134. };
  11135. /**
  11136. * Remove an Observer from the Observable object
  11137. * @param observer the instance of the Observer to remove
  11138. * @returns false if it doesn't belong to this Observable
  11139. */
  11140. Observable.prototype.remove = function (observer) {
  11141. if (!observer) {
  11142. return false;
  11143. }
  11144. var index = this._observers.indexOf(observer);
  11145. if (index !== -1) {
  11146. this._deferUnregister(observer);
  11147. return true;
  11148. }
  11149. return false;
  11150. };
  11151. /**
  11152. * Remove a callback from the Observable object
  11153. * @param callback the callback to remove
  11154. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11155. * @returns false if it doesn't belong to this Observable
  11156. */
  11157. Observable.prototype.removeCallback = function (callback, scope) {
  11158. for (var index = 0; index < this._observers.length; index++) {
  11159. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11160. this._deferUnregister(this._observers[index]);
  11161. return true;
  11162. }
  11163. }
  11164. return false;
  11165. };
  11166. Observable.prototype._deferUnregister = function (observer) {
  11167. var _this = this;
  11168. observer.unregisterOnNextCall = false;
  11169. observer._willBeUnregistered = true;
  11170. BABYLON.Tools.SetImmediate(function () {
  11171. _this._remove(observer);
  11172. });
  11173. };
  11174. // This should only be called when not iterating over _observers to avoid callback skipping.
  11175. // Removes an observer from the _observer Array.
  11176. Observable.prototype._remove = function (observer) {
  11177. if (!observer) {
  11178. return false;
  11179. }
  11180. var index = this._observers.indexOf(observer);
  11181. if (index !== -1) {
  11182. this._observers.splice(index, 1);
  11183. return true;
  11184. }
  11185. return false;
  11186. };
  11187. /**
  11188. * Notify all Observers by calling their respective callback with the given data
  11189. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11190. * @param eventData defines the data to send to all observers
  11191. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11192. * @param target defines the original target of the state
  11193. * @param currentTarget defines the current target of the state
  11194. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11195. */
  11196. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11197. if (mask === void 0) { mask = -1; }
  11198. if (!this._observers.length) {
  11199. return true;
  11200. }
  11201. var state = this._eventState;
  11202. state.mask = mask;
  11203. state.target = target;
  11204. state.currentTarget = currentTarget;
  11205. state.skipNextObservers = false;
  11206. state.lastReturnValue = eventData;
  11207. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11208. var obs = _a[_i];
  11209. if (obs._willBeUnregistered) {
  11210. continue;
  11211. }
  11212. if (obs.mask & mask) {
  11213. if (obs.scope) {
  11214. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11215. }
  11216. else {
  11217. state.lastReturnValue = obs.callback(eventData, state);
  11218. }
  11219. if (obs.unregisterOnNextCall) {
  11220. this._deferUnregister(obs);
  11221. }
  11222. }
  11223. if (state.skipNextObservers) {
  11224. return false;
  11225. }
  11226. }
  11227. return true;
  11228. };
  11229. /**
  11230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11233. * and it is crucial that all callbacks will be executed.
  11234. * The order of the callbacks is kept, callbacks are not executed parallel.
  11235. *
  11236. * @param eventData The data to be sent to each callback
  11237. * @param mask is used to filter observers defaults to -1
  11238. * @param target defines the callback target (see EventState)
  11239. * @param currentTarget defines he current object in the bubbling phase
  11240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11241. */
  11242. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11243. var _this = this;
  11244. if (mask === void 0) { mask = -1; }
  11245. // create an empty promise
  11246. var p = Promise.resolve(eventData);
  11247. // no observers? return this promise.
  11248. if (!this._observers.length) {
  11249. return p;
  11250. }
  11251. var state = this._eventState;
  11252. state.mask = mask;
  11253. state.target = target;
  11254. state.currentTarget = currentTarget;
  11255. state.skipNextObservers = false;
  11256. // execute one callback after another (not using Promise.all, the order is important)
  11257. this._observers.forEach(function (obs) {
  11258. if (state.skipNextObservers) {
  11259. return;
  11260. }
  11261. if (obs._willBeUnregistered) {
  11262. return;
  11263. }
  11264. if (obs.mask & mask) {
  11265. if (obs.scope) {
  11266. p = p.then(function (lastReturnedValue) {
  11267. state.lastReturnValue = lastReturnedValue;
  11268. return obs.callback.apply(obs.scope, [eventData, state]);
  11269. });
  11270. }
  11271. else {
  11272. p = p.then(function (lastReturnedValue) {
  11273. state.lastReturnValue = lastReturnedValue;
  11274. return obs.callback(eventData, state);
  11275. });
  11276. }
  11277. if (obs.unregisterOnNextCall) {
  11278. _this._deferUnregister(obs);
  11279. }
  11280. }
  11281. });
  11282. // return the eventData
  11283. return p.then(function () { return eventData; });
  11284. };
  11285. /**
  11286. * Notify a specific observer
  11287. * @param observer defines the observer to notify
  11288. * @param eventData defines the data to be sent to each callback
  11289. * @param mask is used to filter observers defaults to -1
  11290. */
  11291. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11292. if (mask === void 0) { mask = -1; }
  11293. var state = this._eventState;
  11294. state.mask = mask;
  11295. state.skipNextObservers = false;
  11296. observer.callback(eventData, state);
  11297. };
  11298. /**
  11299. * Gets a boolean indicating if the observable has at least one observer
  11300. * @returns true is the Observable has at least one Observer registered
  11301. */
  11302. Observable.prototype.hasObservers = function () {
  11303. return this._observers.length > 0;
  11304. };
  11305. /**
  11306. * Clear the list of observers
  11307. */
  11308. Observable.prototype.clear = function () {
  11309. this._observers = new Array();
  11310. this._onObserverAdded = null;
  11311. };
  11312. /**
  11313. * Clone the current observable
  11314. * @returns a new observable
  11315. */
  11316. Observable.prototype.clone = function () {
  11317. var result = new Observable();
  11318. result._observers = this._observers.slice(0);
  11319. return result;
  11320. };
  11321. /**
  11322. * Does this observable handles observer registered with a given mask
  11323. * @param mask defines the mask to be tested
  11324. * @return whether or not one observer registered with the given mask is handeled
  11325. **/
  11326. Observable.prototype.hasSpecificMask = function (mask) {
  11327. if (mask === void 0) { mask = -1; }
  11328. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11329. var obs = _a[_i];
  11330. if (obs.mask & mask || obs.mask === mask) {
  11331. return true;
  11332. }
  11333. }
  11334. return false;
  11335. };
  11336. return Observable;
  11337. }());
  11338. BABYLON.Observable = Observable;
  11339. })(BABYLON || (BABYLON = {}));
  11340. //# sourceMappingURL=babylon.observable.js.map
  11341. var BABYLON;
  11342. (function (BABYLON) {
  11343. /**
  11344. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11345. */
  11346. var SmartArray = /** @class */ (function () {
  11347. /**
  11348. * Instantiates a Smart Array.
  11349. * @param capacity defines the default capacity of the array.
  11350. */
  11351. function SmartArray(capacity) {
  11352. /**
  11353. * The active length of the array.
  11354. */
  11355. this.length = 0;
  11356. this.data = new Array(capacity);
  11357. this._id = SmartArray._GlobalId++;
  11358. }
  11359. /**
  11360. * Pushes a value at the end of the active data.
  11361. * @param value defines the object to push in the array.
  11362. */
  11363. SmartArray.prototype.push = function (value) {
  11364. this.data[this.length++] = value;
  11365. if (this.length > this.data.length) {
  11366. this.data.length *= 2;
  11367. }
  11368. };
  11369. /**
  11370. * Iterates over the active data and apply the lambda to them.
  11371. * @param func defines the action to apply on each value.
  11372. */
  11373. SmartArray.prototype.forEach = function (func) {
  11374. for (var index = 0; index < this.length; index++) {
  11375. func(this.data[index]);
  11376. }
  11377. };
  11378. /**
  11379. * Sorts the full sets of data.
  11380. * @param compareFn defines the comparison function to apply.
  11381. */
  11382. SmartArray.prototype.sort = function (compareFn) {
  11383. this.data.sort(compareFn);
  11384. };
  11385. /**
  11386. * Resets the active data to an empty array.
  11387. */
  11388. SmartArray.prototype.reset = function () {
  11389. this.length = 0;
  11390. };
  11391. /**
  11392. * Releases all the data from the array as well as the array.
  11393. */
  11394. SmartArray.prototype.dispose = function () {
  11395. this.reset();
  11396. if (this.data) {
  11397. this.data.length = 0;
  11398. this.data = [];
  11399. }
  11400. };
  11401. /**
  11402. * Concats the active data with a given array.
  11403. * @param array defines the data to concatenate with.
  11404. */
  11405. SmartArray.prototype.concat = function (array) {
  11406. if (array.length === 0) {
  11407. return;
  11408. }
  11409. if (this.length + array.length > this.data.length) {
  11410. this.data.length = (this.length + array.length) * 2;
  11411. }
  11412. for (var index = 0; index < array.length; index++) {
  11413. this.data[this.length++] = (array.data || array)[index];
  11414. }
  11415. };
  11416. /**
  11417. * Returns the position of a value in the active data.
  11418. * @param value defines the value to find the index for
  11419. * @returns the index if found in the active data otherwise -1
  11420. */
  11421. SmartArray.prototype.indexOf = function (value) {
  11422. var position = this.data.indexOf(value);
  11423. if (position >= this.length) {
  11424. return -1;
  11425. }
  11426. return position;
  11427. };
  11428. /**
  11429. * Returns whether an element is part of the active data.
  11430. * @param value defines the value to look for
  11431. * @returns true if found in the active data otherwise false
  11432. */
  11433. SmartArray.prototype.contains = function (value) {
  11434. return this.indexOf(value) !== -1;
  11435. };
  11436. // Statics
  11437. SmartArray._GlobalId = 0;
  11438. return SmartArray;
  11439. }());
  11440. BABYLON.SmartArray = SmartArray;
  11441. /**
  11442. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11443. * The data in this array can only be present once
  11444. */
  11445. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11446. __extends(SmartArrayNoDuplicate, _super);
  11447. function SmartArrayNoDuplicate() {
  11448. var _this = _super !== null && _super.apply(this, arguments) || this;
  11449. _this._duplicateId = 0;
  11450. return _this;
  11451. }
  11452. /**
  11453. * Pushes a value at the end of the active data.
  11454. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11455. * @param value defines the object to push in the array.
  11456. */
  11457. SmartArrayNoDuplicate.prototype.push = function (value) {
  11458. _super.prototype.push.call(this, value);
  11459. if (!value.__smartArrayFlags) {
  11460. value.__smartArrayFlags = {};
  11461. }
  11462. value.__smartArrayFlags[this._id] = this._duplicateId;
  11463. };
  11464. /**
  11465. * Pushes a value at the end of the active data.
  11466. * If the data is already present, it won t be added again
  11467. * @param value defines the object to push in the array.
  11468. * @returns true if added false if it was already present
  11469. */
  11470. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11471. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11472. return false;
  11473. }
  11474. this.push(value);
  11475. return true;
  11476. };
  11477. /**
  11478. * Resets the active data to an empty array.
  11479. */
  11480. SmartArrayNoDuplicate.prototype.reset = function () {
  11481. _super.prototype.reset.call(this);
  11482. this._duplicateId++;
  11483. };
  11484. /**
  11485. * Concats the active data with a given array.
  11486. * This ensures no dupplicate will be present in the result.
  11487. * @param array defines the data to concatenate with.
  11488. */
  11489. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11490. if (array.length === 0) {
  11491. return;
  11492. }
  11493. if (this.length + array.length > this.data.length) {
  11494. this.data.length = (this.length + array.length) * 2;
  11495. }
  11496. for (var index = 0; index < array.length; index++) {
  11497. var item = (array.data || array)[index];
  11498. this.pushNoDuplicate(item);
  11499. }
  11500. };
  11501. return SmartArrayNoDuplicate;
  11502. }(SmartArray));
  11503. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11504. })(BABYLON || (BABYLON = {}));
  11505. //# sourceMappingURL=babylon.smartArray.js.map
  11506. var BABYLON;
  11507. (function (BABYLON) {
  11508. var PromiseStates;
  11509. (function (PromiseStates) {
  11510. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11511. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11512. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11513. })(PromiseStates || (PromiseStates = {}));
  11514. var FulFillmentAgregator = /** @class */ (function () {
  11515. function FulFillmentAgregator() {
  11516. this.count = 0;
  11517. this.target = 0;
  11518. this.results = [];
  11519. }
  11520. return FulFillmentAgregator;
  11521. }());
  11522. var InternalPromise = /** @class */ (function () {
  11523. function InternalPromise(resolver) {
  11524. var _this = this;
  11525. this._state = PromiseStates.Pending;
  11526. this._children = new Array();
  11527. this._rejectWasConsumed = false;
  11528. if (!resolver) {
  11529. return;
  11530. }
  11531. try {
  11532. resolver(function (value) {
  11533. _this._resolve(value);
  11534. }, function (reason) {
  11535. _this._reject(reason);
  11536. });
  11537. }
  11538. catch (e) {
  11539. this._reject(e);
  11540. }
  11541. }
  11542. Object.defineProperty(InternalPromise.prototype, "_result", {
  11543. get: function () {
  11544. return this._resultValue;
  11545. },
  11546. set: function (value) {
  11547. this._resultValue = value;
  11548. if (this._parent && this._parent._result === undefined) {
  11549. this._parent._result = value;
  11550. }
  11551. },
  11552. enumerable: true,
  11553. configurable: true
  11554. });
  11555. InternalPromise.prototype.catch = function (onRejected) {
  11556. return this.then(undefined, onRejected);
  11557. };
  11558. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11559. var _this = this;
  11560. var newPromise = new InternalPromise();
  11561. newPromise._onFulfilled = onFulfilled;
  11562. newPromise._onRejected = onRejected;
  11563. // Composition
  11564. this._children.push(newPromise);
  11565. newPromise._parent = this;
  11566. if (this._state !== PromiseStates.Pending) {
  11567. BABYLON.Tools.SetImmediate(function () {
  11568. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11569. var returnedValue = newPromise._resolve(_this._result);
  11570. if (returnedValue !== undefined && returnedValue !== null) {
  11571. if (returnedValue._state !== undefined) {
  11572. var returnedPromise = returnedValue;
  11573. newPromise._children.push(returnedPromise);
  11574. returnedPromise._parent = newPromise;
  11575. newPromise = returnedPromise;
  11576. }
  11577. else {
  11578. newPromise._result = returnedValue;
  11579. }
  11580. }
  11581. }
  11582. else {
  11583. newPromise._reject(_this._reason);
  11584. }
  11585. });
  11586. }
  11587. return newPromise;
  11588. };
  11589. InternalPromise.prototype._moveChildren = function (children) {
  11590. var _this = this;
  11591. var _a;
  11592. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11593. this._children.forEach(function (child) {
  11594. child._parent = _this;
  11595. });
  11596. if (this._state === PromiseStates.Fulfilled) {
  11597. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11598. var child = _b[_i];
  11599. child._resolve(this._result);
  11600. }
  11601. }
  11602. else if (this._state === PromiseStates.Rejected) {
  11603. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11604. var child = _d[_c];
  11605. child._reject(this._reason);
  11606. }
  11607. }
  11608. };
  11609. InternalPromise.prototype._resolve = function (value) {
  11610. try {
  11611. this._state = PromiseStates.Fulfilled;
  11612. var returnedValue = null;
  11613. if (this._onFulfilled) {
  11614. returnedValue = this._onFulfilled(value);
  11615. }
  11616. if (returnedValue !== undefined && returnedValue !== null) {
  11617. if (returnedValue._state !== undefined) {
  11618. // Transmit children
  11619. var returnedPromise = returnedValue;
  11620. returnedPromise._parent = this;
  11621. returnedPromise._moveChildren(this._children);
  11622. value = returnedPromise._result;
  11623. }
  11624. else {
  11625. value = returnedValue;
  11626. }
  11627. }
  11628. this._result = value;
  11629. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11630. var child = _a[_i];
  11631. child._resolve(value);
  11632. }
  11633. this._children.length = 0;
  11634. delete this._onFulfilled;
  11635. delete this._onRejected;
  11636. }
  11637. catch (e) {
  11638. this._reject(e, true);
  11639. }
  11640. };
  11641. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11642. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11643. this._state = PromiseStates.Rejected;
  11644. this._reason = reason;
  11645. if (this._onRejected && !onLocalThrow) {
  11646. try {
  11647. this._onRejected(reason);
  11648. this._rejectWasConsumed = true;
  11649. }
  11650. catch (e) {
  11651. reason = e;
  11652. }
  11653. }
  11654. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11655. var child = _a[_i];
  11656. if (this._rejectWasConsumed) {
  11657. child._resolve(null);
  11658. }
  11659. else {
  11660. child._reject(reason);
  11661. }
  11662. }
  11663. this._children.length = 0;
  11664. delete this._onFulfilled;
  11665. delete this._onRejected;
  11666. };
  11667. InternalPromise.resolve = function (value) {
  11668. var newPromise = new InternalPromise();
  11669. newPromise._resolve(value);
  11670. return newPromise;
  11671. };
  11672. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11673. promise.then(function (value) {
  11674. agregator.results[index] = value;
  11675. agregator.count++;
  11676. if (agregator.count === agregator.target) {
  11677. agregator.rootPromise._resolve(agregator.results);
  11678. }
  11679. return null;
  11680. }, function (reason) {
  11681. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11682. agregator.rootPromise._reject(reason);
  11683. }
  11684. });
  11685. };
  11686. InternalPromise.all = function (promises) {
  11687. var newPromise = new InternalPromise();
  11688. var agregator = new FulFillmentAgregator();
  11689. agregator.target = promises.length;
  11690. agregator.rootPromise = newPromise;
  11691. if (promises.length) {
  11692. for (var index = 0; index < promises.length; index++) {
  11693. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11694. }
  11695. }
  11696. else {
  11697. newPromise._resolve([]);
  11698. }
  11699. return newPromise;
  11700. };
  11701. InternalPromise.race = function (promises) {
  11702. var newPromise = new InternalPromise();
  11703. if (promises.length) {
  11704. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11705. var promise = promises_1[_i];
  11706. promise.then(function (value) {
  11707. if (newPromise) {
  11708. newPromise._resolve(value);
  11709. newPromise = null;
  11710. }
  11711. return null;
  11712. }, function (reason) {
  11713. if (newPromise) {
  11714. newPromise._reject(reason);
  11715. newPromise = null;
  11716. }
  11717. });
  11718. }
  11719. }
  11720. return newPromise;
  11721. };
  11722. return InternalPromise;
  11723. }());
  11724. /**
  11725. * Helper class that provides a small promise polyfill
  11726. */
  11727. var PromisePolyfill = /** @class */ (function () {
  11728. function PromisePolyfill() {
  11729. }
  11730. /**
  11731. * Static function used to check if the polyfill is required
  11732. * If this is the case then the function will inject the polyfill to window.Promise
  11733. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11734. */
  11735. PromisePolyfill.Apply = function (force) {
  11736. if (force === void 0) { force = false; }
  11737. if (force || typeof Promise === 'undefined') {
  11738. var root = window;
  11739. root.Promise = InternalPromise;
  11740. }
  11741. };
  11742. return PromisePolyfill;
  11743. }());
  11744. BABYLON.PromisePolyfill = PromisePolyfill;
  11745. })(BABYLON || (BABYLON = {}));
  11746. //# sourceMappingURL=babylon.promise.js.map
  11747. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11748. var BABYLON;
  11749. (function (BABYLON) {
  11750. /**
  11751. * Helper class to push actions to a pool of workers.
  11752. */
  11753. var WorkerPool = /** @class */ (function () {
  11754. /**
  11755. * Constructor
  11756. * @param workers Array of workers to use for actions
  11757. */
  11758. function WorkerPool(workers) {
  11759. this._pendingActions = new Array();
  11760. this._workerInfos = workers.map(function (worker) { return ({
  11761. worker: worker,
  11762. active: false
  11763. }); });
  11764. }
  11765. /**
  11766. * Terminates all workers and clears any pending actions.
  11767. */
  11768. WorkerPool.prototype.dispose = function () {
  11769. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11770. var workerInfo = _a[_i];
  11771. workerInfo.worker.terminate();
  11772. }
  11773. delete this._workerInfos;
  11774. delete this._pendingActions;
  11775. };
  11776. /**
  11777. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11778. * pended until a worker has completed its action.
  11779. * @param action The action to perform. Call onComplete when the action is complete.
  11780. */
  11781. WorkerPool.prototype.push = function (action) {
  11782. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11783. var workerInfo = _a[_i];
  11784. if (!workerInfo.active) {
  11785. this._execute(workerInfo, action);
  11786. return;
  11787. }
  11788. }
  11789. this._pendingActions.push(action);
  11790. };
  11791. WorkerPool.prototype._execute = function (workerInfo, action) {
  11792. var _this = this;
  11793. workerInfo.active = true;
  11794. action(workerInfo.worker, function () {
  11795. workerInfo.active = false;
  11796. var nextAction = _this._pendingActions.shift();
  11797. if (nextAction) {
  11798. _this._execute(workerInfo, nextAction);
  11799. }
  11800. });
  11801. };
  11802. return WorkerPool;
  11803. }());
  11804. BABYLON.WorkerPool = WorkerPool;
  11805. })(BABYLON || (BABYLON = {}));
  11806. //# sourceMappingURL=babylon.workerPool.js.map
  11807. var BABYLON;
  11808. (function (BABYLON) {
  11809. /**
  11810. * @hidden
  11811. **/
  11812. var _AlphaState = /** @class */ (function () {
  11813. /**
  11814. * Initializes the state.
  11815. */
  11816. function _AlphaState() {
  11817. this._isAlphaBlendDirty = false;
  11818. this._isBlendFunctionParametersDirty = false;
  11819. this._isBlendEquationParametersDirty = false;
  11820. this._isBlendConstantsDirty = false;
  11821. this._alphaBlend = false;
  11822. this._blendFunctionParameters = new Array(4);
  11823. this._blendEquationParameters = new Array(2);
  11824. this._blendConstants = new Array(4);
  11825. this.reset();
  11826. }
  11827. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11828. get: function () {
  11829. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11830. },
  11831. enumerable: true,
  11832. configurable: true
  11833. });
  11834. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11835. get: function () {
  11836. return this._alphaBlend;
  11837. },
  11838. set: function (value) {
  11839. if (this._alphaBlend === value) {
  11840. return;
  11841. }
  11842. this._alphaBlend = value;
  11843. this._isAlphaBlendDirty = true;
  11844. },
  11845. enumerable: true,
  11846. configurable: true
  11847. });
  11848. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11849. if (this._blendConstants[0] === r &&
  11850. this._blendConstants[1] === g &&
  11851. this._blendConstants[2] === b &&
  11852. this._blendConstants[3] === a) {
  11853. return;
  11854. }
  11855. this._blendConstants[0] = r;
  11856. this._blendConstants[1] = g;
  11857. this._blendConstants[2] = b;
  11858. this._blendConstants[3] = a;
  11859. this._isBlendConstantsDirty = true;
  11860. };
  11861. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11862. if (this._blendFunctionParameters[0] === value0 &&
  11863. this._blendFunctionParameters[1] === value1 &&
  11864. this._blendFunctionParameters[2] === value2 &&
  11865. this._blendFunctionParameters[3] === value3) {
  11866. return;
  11867. }
  11868. this._blendFunctionParameters[0] = value0;
  11869. this._blendFunctionParameters[1] = value1;
  11870. this._blendFunctionParameters[2] = value2;
  11871. this._blendFunctionParameters[3] = value3;
  11872. this._isBlendFunctionParametersDirty = true;
  11873. };
  11874. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11875. if (this._blendEquationParameters[0] === rgb &&
  11876. this._blendEquationParameters[1] === alpha) {
  11877. return;
  11878. }
  11879. this._blendEquationParameters[0] = rgb;
  11880. this._blendEquationParameters[1] = alpha;
  11881. this._isBlendEquationParametersDirty = true;
  11882. };
  11883. _AlphaState.prototype.reset = function () {
  11884. this._alphaBlend = false;
  11885. this._blendFunctionParameters[0] = null;
  11886. this._blendFunctionParameters[1] = null;
  11887. this._blendFunctionParameters[2] = null;
  11888. this._blendFunctionParameters[3] = null;
  11889. this._blendEquationParameters[0] = null;
  11890. this._blendEquationParameters[1] = null;
  11891. this._blendConstants[0] = null;
  11892. this._blendConstants[1] = null;
  11893. this._blendConstants[2] = null;
  11894. this._blendConstants[3] = null;
  11895. this._isAlphaBlendDirty = true;
  11896. this._isBlendFunctionParametersDirty = false;
  11897. this._isBlendEquationParametersDirty = false;
  11898. this._isBlendConstantsDirty = false;
  11899. };
  11900. _AlphaState.prototype.apply = function (gl) {
  11901. if (!this.isDirty) {
  11902. return;
  11903. }
  11904. // Alpha blend
  11905. if (this._isAlphaBlendDirty) {
  11906. if (this._alphaBlend) {
  11907. gl.enable(gl.BLEND);
  11908. }
  11909. else {
  11910. gl.disable(gl.BLEND);
  11911. }
  11912. this._isAlphaBlendDirty = false;
  11913. }
  11914. // Alpha function
  11915. if (this._isBlendFunctionParametersDirty) {
  11916. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11917. this._isBlendFunctionParametersDirty = false;
  11918. }
  11919. // Alpha equation
  11920. if (this._isBlendEquationParametersDirty) {
  11921. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11922. this._isBlendEquationParametersDirty = false;
  11923. }
  11924. // Constants
  11925. if (this._isBlendConstantsDirty) {
  11926. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11927. this._isBlendConstantsDirty = false;
  11928. }
  11929. };
  11930. return _AlphaState;
  11931. }());
  11932. BABYLON._AlphaState = _AlphaState;
  11933. })(BABYLON || (BABYLON = {}));
  11934. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11935. var BABYLON;
  11936. (function (BABYLON) {
  11937. /**
  11938. * @hidden
  11939. **/
  11940. var _DepthCullingState = /** @class */ (function () {
  11941. /**
  11942. * Initializes the state.
  11943. */
  11944. function _DepthCullingState() {
  11945. this._isDepthTestDirty = false;
  11946. this._isDepthMaskDirty = false;
  11947. this._isDepthFuncDirty = false;
  11948. this._isCullFaceDirty = false;
  11949. this._isCullDirty = false;
  11950. this._isZOffsetDirty = false;
  11951. this._isFrontFaceDirty = false;
  11952. this.reset();
  11953. }
  11954. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11955. get: function () {
  11956. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11957. },
  11958. enumerable: true,
  11959. configurable: true
  11960. });
  11961. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11962. get: function () {
  11963. return this._zOffset;
  11964. },
  11965. set: function (value) {
  11966. if (this._zOffset === value) {
  11967. return;
  11968. }
  11969. this._zOffset = value;
  11970. this._isZOffsetDirty = true;
  11971. },
  11972. enumerable: true,
  11973. configurable: true
  11974. });
  11975. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11976. get: function () {
  11977. return this._cullFace;
  11978. },
  11979. set: function (value) {
  11980. if (this._cullFace === value) {
  11981. return;
  11982. }
  11983. this._cullFace = value;
  11984. this._isCullFaceDirty = true;
  11985. },
  11986. enumerable: true,
  11987. configurable: true
  11988. });
  11989. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11990. get: function () {
  11991. return this._cull;
  11992. },
  11993. set: function (value) {
  11994. if (this._cull === value) {
  11995. return;
  11996. }
  11997. this._cull = value;
  11998. this._isCullDirty = true;
  11999. },
  12000. enumerable: true,
  12001. configurable: true
  12002. });
  12003. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12004. get: function () {
  12005. return this._depthFunc;
  12006. },
  12007. set: function (value) {
  12008. if (this._depthFunc === value) {
  12009. return;
  12010. }
  12011. this._depthFunc = value;
  12012. this._isDepthFuncDirty = true;
  12013. },
  12014. enumerable: true,
  12015. configurable: true
  12016. });
  12017. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12018. get: function () {
  12019. return this._depthMask;
  12020. },
  12021. set: function (value) {
  12022. if (this._depthMask === value) {
  12023. return;
  12024. }
  12025. this._depthMask = value;
  12026. this._isDepthMaskDirty = true;
  12027. },
  12028. enumerable: true,
  12029. configurable: true
  12030. });
  12031. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12032. get: function () {
  12033. return this._depthTest;
  12034. },
  12035. set: function (value) {
  12036. if (this._depthTest === value) {
  12037. return;
  12038. }
  12039. this._depthTest = value;
  12040. this._isDepthTestDirty = true;
  12041. },
  12042. enumerable: true,
  12043. configurable: true
  12044. });
  12045. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12046. get: function () {
  12047. return this._frontFace;
  12048. },
  12049. set: function (value) {
  12050. if (this._frontFace === value) {
  12051. return;
  12052. }
  12053. this._frontFace = value;
  12054. this._isFrontFaceDirty = true;
  12055. },
  12056. enumerable: true,
  12057. configurable: true
  12058. });
  12059. _DepthCullingState.prototype.reset = function () {
  12060. this._depthMask = true;
  12061. this._depthTest = true;
  12062. this._depthFunc = null;
  12063. this._cullFace = null;
  12064. this._cull = null;
  12065. this._zOffset = 0;
  12066. this._frontFace = null;
  12067. this._isDepthTestDirty = true;
  12068. this._isDepthMaskDirty = true;
  12069. this._isDepthFuncDirty = false;
  12070. this._isCullFaceDirty = false;
  12071. this._isCullDirty = false;
  12072. this._isZOffsetDirty = false;
  12073. this._isFrontFaceDirty = false;
  12074. };
  12075. _DepthCullingState.prototype.apply = function (gl) {
  12076. if (!this.isDirty) {
  12077. return;
  12078. }
  12079. // Cull
  12080. if (this._isCullDirty) {
  12081. if (this.cull) {
  12082. gl.enable(gl.CULL_FACE);
  12083. }
  12084. else {
  12085. gl.disable(gl.CULL_FACE);
  12086. }
  12087. this._isCullDirty = false;
  12088. }
  12089. // Cull face
  12090. if (this._isCullFaceDirty) {
  12091. gl.cullFace(this.cullFace);
  12092. this._isCullFaceDirty = false;
  12093. }
  12094. // Depth mask
  12095. if (this._isDepthMaskDirty) {
  12096. gl.depthMask(this.depthMask);
  12097. this._isDepthMaskDirty = false;
  12098. }
  12099. // Depth test
  12100. if (this._isDepthTestDirty) {
  12101. if (this.depthTest) {
  12102. gl.enable(gl.DEPTH_TEST);
  12103. }
  12104. else {
  12105. gl.disable(gl.DEPTH_TEST);
  12106. }
  12107. this._isDepthTestDirty = false;
  12108. }
  12109. // Depth func
  12110. if (this._isDepthFuncDirty) {
  12111. gl.depthFunc(this.depthFunc);
  12112. this._isDepthFuncDirty = false;
  12113. }
  12114. // zOffset
  12115. if (this._isZOffsetDirty) {
  12116. if (this.zOffset) {
  12117. gl.enable(gl.POLYGON_OFFSET_FILL);
  12118. gl.polygonOffset(this.zOffset, 0);
  12119. }
  12120. else {
  12121. gl.disable(gl.POLYGON_OFFSET_FILL);
  12122. }
  12123. this._isZOffsetDirty = false;
  12124. }
  12125. // Front face
  12126. if (this._isFrontFaceDirty) {
  12127. gl.frontFace(this.frontFace);
  12128. this._isFrontFaceDirty = false;
  12129. }
  12130. };
  12131. return _DepthCullingState;
  12132. }());
  12133. BABYLON._DepthCullingState = _DepthCullingState;
  12134. })(BABYLON || (BABYLON = {}));
  12135. //# sourceMappingURL=babylon.depthCullingState.js.map
  12136. var BABYLON;
  12137. (function (BABYLON) {
  12138. /**
  12139. * @hidden
  12140. **/
  12141. var _StencilState = /** @class */ (function () {
  12142. function _StencilState() {
  12143. this._isStencilTestDirty = false;
  12144. this._isStencilMaskDirty = false;
  12145. this._isStencilFuncDirty = false;
  12146. this._isStencilOpDirty = false;
  12147. this.reset();
  12148. }
  12149. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12150. get: function () {
  12151. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12152. },
  12153. enumerable: true,
  12154. configurable: true
  12155. });
  12156. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12157. get: function () {
  12158. return this._stencilFunc;
  12159. },
  12160. set: function (value) {
  12161. if (this._stencilFunc === value) {
  12162. return;
  12163. }
  12164. this._stencilFunc = value;
  12165. this._isStencilFuncDirty = true;
  12166. },
  12167. enumerable: true,
  12168. configurable: true
  12169. });
  12170. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12171. get: function () {
  12172. return this._stencilFuncRef;
  12173. },
  12174. set: function (value) {
  12175. if (this._stencilFuncRef === value) {
  12176. return;
  12177. }
  12178. this._stencilFuncRef = value;
  12179. this._isStencilFuncDirty = true;
  12180. },
  12181. enumerable: true,
  12182. configurable: true
  12183. });
  12184. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12185. get: function () {
  12186. return this._stencilFuncMask;
  12187. },
  12188. set: function (value) {
  12189. if (this._stencilFuncMask === value) {
  12190. return;
  12191. }
  12192. this._stencilFuncMask = value;
  12193. this._isStencilFuncDirty = true;
  12194. },
  12195. enumerable: true,
  12196. configurable: true
  12197. });
  12198. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12199. get: function () {
  12200. return this._stencilOpStencilFail;
  12201. },
  12202. set: function (value) {
  12203. if (this._stencilOpStencilFail === value) {
  12204. return;
  12205. }
  12206. this._stencilOpStencilFail = value;
  12207. this._isStencilOpDirty = true;
  12208. },
  12209. enumerable: true,
  12210. configurable: true
  12211. });
  12212. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12213. get: function () {
  12214. return this._stencilOpDepthFail;
  12215. },
  12216. set: function (value) {
  12217. if (this._stencilOpDepthFail === value) {
  12218. return;
  12219. }
  12220. this._stencilOpDepthFail = value;
  12221. this._isStencilOpDirty = true;
  12222. },
  12223. enumerable: true,
  12224. configurable: true
  12225. });
  12226. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12227. get: function () {
  12228. return this._stencilOpStencilDepthPass;
  12229. },
  12230. set: function (value) {
  12231. if (this._stencilOpStencilDepthPass === value) {
  12232. return;
  12233. }
  12234. this._stencilOpStencilDepthPass = value;
  12235. this._isStencilOpDirty = true;
  12236. },
  12237. enumerable: true,
  12238. configurable: true
  12239. });
  12240. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12241. get: function () {
  12242. return this._stencilMask;
  12243. },
  12244. set: function (value) {
  12245. if (this._stencilMask === value) {
  12246. return;
  12247. }
  12248. this._stencilMask = value;
  12249. this._isStencilMaskDirty = true;
  12250. },
  12251. enumerable: true,
  12252. configurable: true
  12253. });
  12254. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12255. get: function () {
  12256. return this._stencilTest;
  12257. },
  12258. set: function (value) {
  12259. if (this._stencilTest === value) {
  12260. return;
  12261. }
  12262. this._stencilTest = value;
  12263. this._isStencilTestDirty = true;
  12264. },
  12265. enumerable: true,
  12266. configurable: true
  12267. });
  12268. _StencilState.prototype.reset = function () {
  12269. this._stencilTest = false;
  12270. this._stencilMask = 0xFF;
  12271. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12272. this._stencilFuncRef = 1;
  12273. this._stencilFuncMask = 0xFF;
  12274. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12275. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12276. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12277. this._isStencilTestDirty = true;
  12278. this._isStencilMaskDirty = true;
  12279. this._isStencilFuncDirty = true;
  12280. this._isStencilOpDirty = true;
  12281. };
  12282. _StencilState.prototype.apply = function (gl) {
  12283. if (!this.isDirty) {
  12284. return;
  12285. }
  12286. // Stencil test
  12287. if (this._isStencilTestDirty) {
  12288. if (this.stencilTest) {
  12289. gl.enable(gl.STENCIL_TEST);
  12290. }
  12291. else {
  12292. gl.disable(gl.STENCIL_TEST);
  12293. }
  12294. this._isStencilTestDirty = false;
  12295. }
  12296. // Stencil mask
  12297. if (this._isStencilMaskDirty) {
  12298. gl.stencilMask(this.stencilMask);
  12299. this._isStencilMaskDirty = false;
  12300. }
  12301. // Stencil func
  12302. if (this._isStencilFuncDirty) {
  12303. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12304. this._isStencilFuncDirty = false;
  12305. }
  12306. // Stencil op
  12307. if (this._isStencilOpDirty) {
  12308. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12309. this._isStencilOpDirty = false;
  12310. }
  12311. };
  12312. return _StencilState;
  12313. }());
  12314. BABYLON._StencilState = _StencilState;
  12315. })(BABYLON || (BABYLON = {}));
  12316. //# sourceMappingURL=babylon.stencilState.js.map
  12317. var __assign = (this && this.__assign) || function () {
  12318. __assign = Object.assign || function(t) {
  12319. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12320. s = arguments[i];
  12321. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12322. t[p] = s[p];
  12323. }
  12324. return t;
  12325. };
  12326. return __assign.apply(this, arguments);
  12327. };
  12328. var BABYLON;
  12329. (function (BABYLON) {
  12330. /**
  12331. * Keeps track of all the buffer info used in engine.
  12332. */
  12333. var BufferPointer = /** @class */ (function () {
  12334. function BufferPointer() {
  12335. }
  12336. return BufferPointer;
  12337. }());
  12338. /**
  12339. * Interface for attribute information associated with buffer instanciation
  12340. */
  12341. var InstancingAttributeInfo = /** @class */ (function () {
  12342. function InstancingAttributeInfo() {
  12343. }
  12344. return InstancingAttributeInfo;
  12345. }());
  12346. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12347. /**
  12348. * Define options used to create a render target texture
  12349. */
  12350. var RenderTargetCreationOptions = /** @class */ (function () {
  12351. function RenderTargetCreationOptions() {
  12352. }
  12353. return RenderTargetCreationOptions;
  12354. }());
  12355. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12356. /**
  12357. * Define options used to create a depth texture
  12358. */
  12359. var DepthTextureCreationOptions = /** @class */ (function () {
  12360. function DepthTextureCreationOptions() {
  12361. }
  12362. return DepthTextureCreationOptions;
  12363. }());
  12364. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12365. /**
  12366. * Class used to describe the capabilities of the engine relatively to the current browser
  12367. */
  12368. var EngineCapabilities = /** @class */ (function () {
  12369. function EngineCapabilities() {
  12370. }
  12371. return EngineCapabilities;
  12372. }());
  12373. BABYLON.EngineCapabilities = EngineCapabilities;
  12374. /**
  12375. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12376. */
  12377. var Engine = /** @class */ (function () {
  12378. /**
  12379. * Creates a new engine
  12380. * @param canvasOrContext defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
  12381. * @param antialias defines enable antialiasing (default: false)
  12382. * @param options defines further options to be sent to the getContext() function
  12383. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12384. */
  12385. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12386. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12387. var _this = this;
  12388. // Public members
  12389. /**
  12390. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12391. */
  12392. this.forcePOTTextures = false;
  12393. /**
  12394. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12395. */
  12396. this.isFullscreen = false;
  12397. /**
  12398. * Gets a boolean indicating if the pointer is currently locked
  12399. */
  12400. this.isPointerLock = false;
  12401. /**
  12402. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12403. */
  12404. this.cullBackFaces = true;
  12405. /**
  12406. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12407. */
  12408. this.renderEvenInBackground = true;
  12409. /**
  12410. * Gets or sets a boolean indicating that cache can be kept between frames
  12411. */
  12412. this.preventCacheWipeBetweenFrames = false;
  12413. /**
  12414. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12415. **/
  12416. this.enableOfflineSupport = false;
  12417. /**
  12418. * 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)
  12419. **/
  12420. this.disableManifestCheck = false;
  12421. /**
  12422. * Gets the list of created scenes
  12423. */
  12424. this.scenes = new Array();
  12425. /**
  12426. * Event raised when a new scene is created
  12427. */
  12428. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12429. /**
  12430. * Gets the list of created postprocesses
  12431. */
  12432. this.postProcesses = new Array();
  12433. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12434. this.validateShaderPrograms = false;
  12435. // Observables
  12436. /**
  12437. * Observable event triggered each time the rendering canvas is resized
  12438. */
  12439. this.onResizeObservable = new BABYLON.Observable();
  12440. /**
  12441. * Observable event triggered each time the canvas loses focus
  12442. */
  12443. this.onCanvasBlurObservable = new BABYLON.Observable();
  12444. /**
  12445. * Observable event triggered each time the canvas gains focus
  12446. */
  12447. this.onCanvasFocusObservable = new BABYLON.Observable();
  12448. /**
  12449. * Observable event triggered each time the canvas receives pointerout event
  12450. */
  12451. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12452. /**
  12453. * Observable event triggered before each texture is initialized
  12454. */
  12455. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12456. //WebVR
  12457. this._vrDisplay = undefined;
  12458. this._vrSupported = false;
  12459. this._vrExclusivePointerMode = false;
  12460. // Uniform buffers list
  12461. /**
  12462. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12463. */
  12464. this.disableUniformBuffers = false;
  12465. /** @hidden */
  12466. this._uniformBuffers = new Array();
  12467. // Observables
  12468. /**
  12469. * Observable raised when the engine begins a new frame
  12470. */
  12471. this.onBeginFrameObservable = new BABYLON.Observable();
  12472. /**
  12473. * If set, will be used to request the next animation frame for the render loop
  12474. */
  12475. this.customAnimationFrameRequester = null;
  12476. /**
  12477. * Observable raised when the engine ends the current frame
  12478. */
  12479. this.onEndFrameObservable = new BABYLON.Observable();
  12480. /**
  12481. * Observable raised when the engine is about to compile a shader
  12482. */
  12483. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12484. /**
  12485. * Observable raised when the engine has jsut compiled a shader
  12486. */
  12487. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12488. this._windowIsBackground = false;
  12489. this._webGLVersion = 1.0;
  12490. /** @hidden */
  12491. this._badOS = false;
  12492. /** @hidden */
  12493. this._badDesktopOS = false;
  12494. /**
  12495. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12496. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12497. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12498. */
  12499. this.disableTextureBindingOptimization = false;
  12500. /**
  12501. * Observable signaled when VR display mode changes
  12502. */
  12503. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12504. /**
  12505. * Observable signaled when VR request present is complete
  12506. */
  12507. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12508. /**
  12509. * Observable signaled when VR request present starts
  12510. */
  12511. this.onVRRequestPresentStart = new BABYLON.Observable();
  12512. this._colorWrite = true;
  12513. /** @hidden */
  12514. this._drawCalls = new BABYLON.PerfCounter();
  12515. /** @hidden */
  12516. this._textureCollisions = new BABYLON.PerfCounter();
  12517. this._renderingQueueLaunched = false;
  12518. this._activeRenderLoops = new Array();
  12519. // Deterministic lockstepMaxSteps
  12520. this._deterministicLockstep = false;
  12521. this._lockstepMaxSteps = 4;
  12522. // Lost context
  12523. /**
  12524. * Observable signaled when a context lost event is raised
  12525. */
  12526. this.onContextLostObservable = new BABYLON.Observable();
  12527. /**
  12528. * Observable signaled when a context restored event is raised
  12529. */
  12530. this.onContextRestoredObservable = new BABYLON.Observable();
  12531. this._contextWasLost = false;
  12532. this._doNotHandleContextLost = false;
  12533. // FPS
  12534. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12535. this._fps = 60;
  12536. this._deltaTime = 0;
  12537. /**
  12538. * Turn this value on if you want to pause FPS computation when in background
  12539. */
  12540. this.disablePerformanceMonitorInBackground = false;
  12541. // States
  12542. /** @hidden */
  12543. this._depthCullingState = new BABYLON._DepthCullingState();
  12544. /** @hidden */
  12545. this._stencilState = new BABYLON._StencilState();
  12546. /** @hidden */
  12547. this._alphaState = new BABYLON._AlphaState();
  12548. /** @hidden */
  12549. this._alphaMode = Engine.ALPHA_DISABLE;
  12550. // Cache
  12551. this._internalTexturesCache = new Array();
  12552. /** @hidden */
  12553. this._activeChannel = 0;
  12554. this._currentTextureChannel = -1;
  12555. /** @hidden */
  12556. this._boundTexturesCache = {};
  12557. this._compiledEffects = {};
  12558. this._vertexAttribArraysEnabled = [];
  12559. this._uintIndicesCurrentlySet = false;
  12560. this._currentBoundBuffer = new Array();
  12561. /** @hidden */
  12562. this._currentFramebuffer = null;
  12563. this._currentBufferPointers = new Array();
  12564. this._currentInstanceLocations = new Array();
  12565. this._currentInstanceBuffers = new Array();
  12566. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12567. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12568. this._vaoRecordInProgress = false;
  12569. this._mustWipeVertexAttributes = false;
  12570. this._nextFreeTextureSlots = new Array();
  12571. this._maxSimultaneousTextures = 0;
  12572. this._activeRequests = new Array();
  12573. // Hardware supported Compressed Textures
  12574. this._texturesSupported = new Array();
  12575. /**
  12576. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12577. */
  12578. this.premultipliedAlpha = true;
  12579. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12580. this._onVRFullScreenTriggered = function () {
  12581. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12582. //get the old size before we change
  12583. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12584. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12585. //get the width and height, change the render size
  12586. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12587. _this.setHardwareScalingLevel(1);
  12588. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12589. }
  12590. else {
  12591. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12592. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12593. }
  12594. };
  12595. this._unpackFlipYCached = null;
  12596. /**
  12597. * In case you are sharing the context with other applications, it might
  12598. * be interested to not cache the unpack flip y state to ensure a consistent
  12599. * value would be set.
  12600. */
  12601. this.enableUnpackFlipYCached = true;
  12602. this._boundUniforms = {};
  12603. // Register promises
  12604. BABYLON.PromisePolyfill.Apply();
  12605. var canvas = null;
  12606. Engine.Instances.push(this);
  12607. if (!canvasOrContext) {
  12608. return;
  12609. }
  12610. options = options || {};
  12611. if (canvasOrContext.getContext) {
  12612. canvas = canvasOrContext;
  12613. this._renderingCanvas = canvas;
  12614. if (antialias != null) {
  12615. options.antialias = antialias;
  12616. }
  12617. if (options.deterministicLockstep === undefined) {
  12618. options.deterministicLockstep = false;
  12619. }
  12620. if (options.lockstepMaxSteps === undefined) {
  12621. options.lockstepMaxSteps = 4;
  12622. }
  12623. if (options.preserveDrawingBuffer === undefined) {
  12624. options.preserveDrawingBuffer = false;
  12625. }
  12626. if (options.audioEngine === undefined) {
  12627. options.audioEngine = true;
  12628. }
  12629. if (options.stencil === undefined) {
  12630. options.stencil = true;
  12631. }
  12632. if (options.premultipliedAlpha === false) {
  12633. this.premultipliedAlpha = false;
  12634. }
  12635. this._deterministicLockstep = options.deterministicLockstep;
  12636. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12637. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12638. // Exceptions
  12639. if (navigator && navigator.userAgent) {
  12640. var ua = navigator.userAgent;
  12641. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12642. var exception = _a[_i];
  12643. var key = exception.key;
  12644. var targets = exception.targets;
  12645. if (ua.indexOf(key) > -1) {
  12646. if (exception.capture && exception.captureConstraint) {
  12647. var capture = exception.capture;
  12648. var constraint = exception.captureConstraint;
  12649. var regex = new RegExp(capture);
  12650. var matches = regex.exec(ua);
  12651. if (matches && matches.length > 0) {
  12652. var capturedValue = parseInt(matches[matches.length - 1]);
  12653. if (capturedValue >= constraint) {
  12654. continue;
  12655. }
  12656. }
  12657. }
  12658. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12659. var target = targets_1[_b];
  12660. switch (target) {
  12661. case "uniformBuffer":
  12662. this.disableUniformBuffers = true;
  12663. break;
  12664. case "textureBindingOptimization":
  12665. this.disableTextureBindingOptimization = true;
  12666. break;
  12667. }
  12668. }
  12669. }
  12670. }
  12671. }
  12672. // GL
  12673. if (!options.disableWebGL2Support) {
  12674. try {
  12675. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12676. if (this._gl) {
  12677. this._webGLVersion = 2.0;
  12678. // Prevent weird browsers to lie :-)
  12679. if (!this._gl.deleteQuery) {
  12680. this._webGLVersion = 1.0;
  12681. }
  12682. }
  12683. }
  12684. catch (e) {
  12685. // Do nothing
  12686. }
  12687. }
  12688. if (!this._gl) {
  12689. if (!canvas) {
  12690. throw new Error("The provided canvas is null or undefined.");
  12691. }
  12692. try {
  12693. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12694. }
  12695. catch (e) {
  12696. throw new Error("WebGL not supported");
  12697. }
  12698. }
  12699. if (!this._gl) {
  12700. throw new Error("WebGL not supported");
  12701. }
  12702. this._onCanvasFocus = function () {
  12703. _this.onCanvasFocusObservable.notifyObservers(_this);
  12704. };
  12705. this._onCanvasBlur = function () {
  12706. _this.onCanvasBlurObservable.notifyObservers(_this);
  12707. };
  12708. canvas.addEventListener("focus", this._onCanvasFocus);
  12709. canvas.addEventListener("blur", this._onCanvasBlur);
  12710. this._onBlur = function () {
  12711. if (_this.disablePerformanceMonitorInBackground) {
  12712. _this._performanceMonitor.disable();
  12713. }
  12714. _this._windowIsBackground = true;
  12715. };
  12716. this._onFocus = function () {
  12717. if (_this.disablePerformanceMonitorInBackground) {
  12718. _this._performanceMonitor.enable();
  12719. }
  12720. _this._windowIsBackground = false;
  12721. };
  12722. this._onCanvasPointerOut = function (ev) {
  12723. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12724. };
  12725. if (BABYLON.Tools.IsWindowObjectExist()) {
  12726. window.addEventListener("blur", this._onBlur);
  12727. window.addEventListener("focus", this._onFocus);
  12728. }
  12729. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12730. // Context lost
  12731. if (!this._doNotHandleContextLost) {
  12732. this._onContextLost = function (evt) {
  12733. evt.preventDefault();
  12734. _this._contextWasLost = true;
  12735. BABYLON.Tools.Warn("WebGL context lost.");
  12736. _this.onContextLostObservable.notifyObservers(_this);
  12737. };
  12738. this._onContextRestored = function (evt) {
  12739. // Adding a timeout to avoid race condition at browser level
  12740. setTimeout(function () {
  12741. // Rebuild gl context
  12742. _this._initGLContext();
  12743. // Rebuild effects
  12744. _this._rebuildEffects();
  12745. // Rebuild textures
  12746. _this._rebuildInternalTextures();
  12747. // Rebuild buffers
  12748. _this._rebuildBuffers();
  12749. // Cache
  12750. _this.wipeCaches(true);
  12751. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12752. _this.onContextRestoredObservable.notifyObservers(_this);
  12753. _this._contextWasLost = false;
  12754. }, 0);
  12755. };
  12756. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12757. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12758. }
  12759. }
  12760. else {
  12761. this._gl = canvasOrContext;
  12762. this._renderingCanvas = this._gl.canvas;
  12763. if (this._gl.renderbufferStorageMultisample) {
  12764. this._webGLVersion = 2.0;
  12765. }
  12766. var attributes = this._gl.getContextAttributes();
  12767. if (attributes) {
  12768. options.stencil = attributes.stencil;
  12769. }
  12770. }
  12771. // Viewport
  12772. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12773. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12774. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12775. this.resize();
  12776. this._isStencilEnable = options.stencil ? true : false;
  12777. this._initGLContext();
  12778. if (canvas) {
  12779. // Fullscreen
  12780. this._onFullscreenChange = function () {
  12781. if (document.fullscreen !== undefined) {
  12782. _this.isFullscreen = document.fullscreen;
  12783. }
  12784. else if (document.mozFullScreen !== undefined) {
  12785. _this.isFullscreen = document.mozFullScreen;
  12786. }
  12787. else if (document.webkitIsFullScreen !== undefined) {
  12788. _this.isFullscreen = document.webkitIsFullScreen;
  12789. }
  12790. else if (document.msIsFullScreen !== undefined) {
  12791. _this.isFullscreen = document.msIsFullScreen;
  12792. }
  12793. // Pointer lock
  12794. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12795. canvas.requestPointerLock = canvas.requestPointerLock ||
  12796. canvas.msRequestPointerLock ||
  12797. canvas.mozRequestPointerLock ||
  12798. canvas.webkitRequestPointerLock;
  12799. if (canvas.requestPointerLock) {
  12800. canvas.requestPointerLock();
  12801. }
  12802. }
  12803. };
  12804. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12805. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12806. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12807. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12808. // Pointer lock
  12809. this._onPointerLockChange = function () {
  12810. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12811. document.webkitPointerLockElement === canvas ||
  12812. document.msPointerLockElement === canvas ||
  12813. document.pointerLockElement === canvas);
  12814. };
  12815. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12816. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12817. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12818. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12819. this._onVRDisplayPointerRestricted = function () {
  12820. if (canvas) {
  12821. canvas.requestPointerLock();
  12822. }
  12823. };
  12824. this._onVRDisplayPointerUnrestricted = function () {
  12825. document.exitPointerLock();
  12826. };
  12827. if (BABYLON.Tools.IsWindowObjectExist()) {
  12828. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12829. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12830. }
  12831. }
  12832. // Create Audio Engine if needed.
  12833. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12834. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12835. }
  12836. // Prepare buffer pointers
  12837. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12838. this._currentBufferPointers[i] = new BufferPointer();
  12839. }
  12840. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12841. // Load WebVR Devices
  12842. if (options.autoEnableWebVR) {
  12843. this.initWebVR();
  12844. }
  12845. // Detect if we are running on a faulty buggy OS.
  12846. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12847. // Detect if we are running on a faulty buggy desktop OS.
  12848. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12849. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12850. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12851. }
  12852. Object.defineProperty(Engine, "LastCreatedEngine", {
  12853. /**
  12854. * Gets the latest created engine
  12855. */
  12856. get: function () {
  12857. if (Engine.Instances.length === 0) {
  12858. return null;
  12859. }
  12860. return Engine.Instances[Engine.Instances.length - 1];
  12861. },
  12862. enumerable: true,
  12863. configurable: true
  12864. });
  12865. Object.defineProperty(Engine, "LastCreatedScene", {
  12866. /**
  12867. * Gets the latest created scene
  12868. */
  12869. get: function () {
  12870. var lastCreatedEngine = Engine.LastCreatedEngine;
  12871. if (!lastCreatedEngine) {
  12872. return null;
  12873. }
  12874. if (lastCreatedEngine.scenes.length === 0) {
  12875. return null;
  12876. }
  12877. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12878. },
  12879. enumerable: true,
  12880. configurable: true
  12881. });
  12882. /**
  12883. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12884. * @param flag defines which part of the materials must be marked as dirty
  12885. * @param predicate defines a predicate used to filter which materials should be affected
  12886. */
  12887. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12888. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12889. var engine = Engine.Instances[engineIndex];
  12890. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12891. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12892. }
  12893. }
  12894. };
  12895. Object.defineProperty(Engine, "Version", {
  12896. /**
  12897. * Returns the current version of the framework
  12898. */
  12899. get: function () {
  12900. return "4.0.0-alpha.10";
  12901. },
  12902. enumerable: true,
  12903. configurable: true
  12904. });
  12905. Object.defineProperty(Engine.prototype, "description", {
  12906. /**
  12907. * Returns a string describing the current engine
  12908. */
  12909. get: function () {
  12910. var description = "WebGL" + this.webGLVersion;
  12911. if (this._caps.parallelShaderCompile) {
  12912. description += " - Parallel shader compilation";
  12913. }
  12914. return description;
  12915. },
  12916. enumerable: true,
  12917. configurable: true
  12918. });
  12919. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12920. /**
  12921. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12922. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12923. */
  12924. get: function () {
  12925. return this._vrExclusivePointerMode;
  12926. },
  12927. enumerable: true,
  12928. configurable: true
  12929. });
  12930. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12931. /**
  12932. * Gets a boolean indicating that the engine supports uniform buffers
  12933. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12934. */
  12935. get: function () {
  12936. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12937. },
  12938. enumerable: true,
  12939. configurable: true
  12940. });
  12941. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12942. /**
  12943. * Gets a boolean indicating that only power of 2 textures are supported
  12944. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12945. */
  12946. get: function () {
  12947. return this._webGLVersion < 2 || this.forcePOTTextures;
  12948. },
  12949. enumerable: true,
  12950. configurable: true
  12951. });
  12952. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12953. /**
  12954. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12955. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12956. */
  12957. get: function () {
  12958. return this._doNotHandleContextLost;
  12959. },
  12960. set: function (value) {
  12961. this._doNotHandleContextLost = value;
  12962. },
  12963. enumerable: true,
  12964. configurable: true
  12965. });
  12966. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12967. /**
  12968. * Gets the performance monitor attached to this engine
  12969. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12970. */
  12971. get: function () {
  12972. return this._performanceMonitor;
  12973. },
  12974. enumerable: true,
  12975. configurable: true
  12976. });
  12977. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12978. /**
  12979. * Gets the list of texture formats supported
  12980. */
  12981. get: function () {
  12982. return this._texturesSupported;
  12983. },
  12984. enumerable: true,
  12985. configurable: true
  12986. });
  12987. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12988. /**
  12989. * Gets the list of texture formats in use
  12990. */
  12991. get: function () {
  12992. return this._textureFormatInUse;
  12993. },
  12994. enumerable: true,
  12995. configurable: true
  12996. });
  12997. Object.defineProperty(Engine.prototype, "currentViewport", {
  12998. /**
  12999. * Gets the current viewport
  13000. */
  13001. get: function () {
  13002. return this._cachedViewport;
  13003. },
  13004. enumerable: true,
  13005. configurable: true
  13006. });
  13007. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13008. /**
  13009. * Gets the default empty texture
  13010. */
  13011. get: function () {
  13012. if (!this._emptyTexture) {
  13013. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13014. }
  13015. return this._emptyTexture;
  13016. },
  13017. enumerable: true,
  13018. configurable: true
  13019. });
  13020. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13021. /**
  13022. * Gets the default empty 3D texture
  13023. */
  13024. get: function () {
  13025. if (!this._emptyTexture3D) {
  13026. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13027. }
  13028. return this._emptyTexture3D;
  13029. },
  13030. enumerable: true,
  13031. configurable: true
  13032. });
  13033. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13034. /**
  13035. * Gets the default empty cube texture
  13036. */
  13037. get: function () {
  13038. if (!this._emptyCubeTexture) {
  13039. var faceData = new Uint8Array(4);
  13040. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13041. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13042. }
  13043. return this._emptyCubeTexture;
  13044. },
  13045. enumerable: true,
  13046. configurable: true
  13047. });
  13048. Engine.prototype._rebuildInternalTextures = function () {
  13049. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13050. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13051. var internalTexture = currentState_1[_i];
  13052. internalTexture._rebuild();
  13053. }
  13054. };
  13055. Engine.prototype._rebuildEffects = function () {
  13056. for (var key in this._compiledEffects) {
  13057. var effect = this._compiledEffects[key];
  13058. effect._prepareEffect();
  13059. }
  13060. BABYLON.Effect.ResetCache();
  13061. };
  13062. /**
  13063. * Gets a boolean indicating if all created effects are ready
  13064. * @returns true if all effects are ready
  13065. */
  13066. Engine.prototype.areAllEffectsReady = function () {
  13067. for (var key in this._compiledEffects) {
  13068. var effect = this._compiledEffects[key];
  13069. if (!effect.isReady()) {
  13070. return false;
  13071. }
  13072. }
  13073. return true;
  13074. };
  13075. Engine.prototype._rebuildBuffers = function () {
  13076. // Index / Vertex
  13077. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13078. var scene = _a[_i];
  13079. scene.resetCachedMaterial();
  13080. scene._rebuildGeometries();
  13081. scene._rebuildTextures();
  13082. }
  13083. // Uniforms
  13084. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13085. var uniformBuffer = _c[_b];
  13086. uniformBuffer._rebuild();
  13087. }
  13088. };
  13089. Engine.prototype._initGLContext = function () {
  13090. // Caps
  13091. this._caps = new EngineCapabilities();
  13092. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13093. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13094. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13095. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13096. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13097. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13098. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13099. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13100. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13101. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13102. // Infos
  13103. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13104. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13105. if (rendererInfo != null) {
  13106. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13107. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13108. }
  13109. if (!this._glVendor) {
  13110. this._glVendor = "Unknown vendor";
  13111. }
  13112. if (!this._glRenderer) {
  13113. this._glRenderer = "Unknown renderer";
  13114. }
  13115. // Constants
  13116. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13117. if (this._gl.RGBA16F !== 0x881A) {
  13118. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13119. }
  13120. if (this._gl.RGBA32F !== 0x8814) {
  13121. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13122. }
  13123. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13124. this._gl.DEPTH24_STENCIL8 = 35056;
  13125. }
  13126. // Extensions
  13127. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13128. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13129. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13130. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13131. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13132. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13133. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13134. 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');
  13135. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13136. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13137. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13138. this._caps.highPrecisionShaderSupported = false;
  13139. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13140. if (this._caps.timerQuery) {
  13141. if (this._webGLVersion === 1) {
  13142. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13143. }
  13144. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13145. }
  13146. // Checks if some of the format renders first to allow the use of webgl inspector.
  13147. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13148. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13149. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13150. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13151. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13152. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13153. if (this._webGLVersion > 1) {
  13154. this._gl.HALF_FLOAT_OES = 0x140B;
  13155. }
  13156. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13157. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13158. // Draw buffers
  13159. if (this._webGLVersion > 1) {
  13160. this._caps.drawBuffersExtension = true;
  13161. }
  13162. else {
  13163. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13164. if (drawBuffersExtension !== null) {
  13165. this._caps.drawBuffersExtension = true;
  13166. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13167. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13168. for (var i = 0; i < 16; i++) {
  13169. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13170. }
  13171. }
  13172. else {
  13173. this._caps.drawBuffersExtension = false;
  13174. }
  13175. }
  13176. // Shader compiler threads
  13177. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13178. if (this._caps.parallelShaderCompile) {
  13179. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13180. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13181. }
  13182. // Depth Texture
  13183. if (this._webGLVersion > 1) {
  13184. this._caps.depthTextureExtension = true;
  13185. }
  13186. else {
  13187. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13188. if (depthTextureExtension != null) {
  13189. this._caps.depthTextureExtension = true;
  13190. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13191. }
  13192. }
  13193. // Vertex array object
  13194. if (this._webGLVersion > 1) {
  13195. this._caps.vertexArrayObject = true;
  13196. }
  13197. else {
  13198. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13199. if (vertexArrayObjectExtension != null) {
  13200. this._caps.vertexArrayObject = true;
  13201. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13202. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13203. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13204. }
  13205. else {
  13206. this._caps.vertexArrayObject = false;
  13207. }
  13208. }
  13209. // Instances count
  13210. if (this._webGLVersion > 1) {
  13211. this._caps.instancedArrays = true;
  13212. }
  13213. else {
  13214. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13215. if (instanceExtension != null) {
  13216. this._caps.instancedArrays = true;
  13217. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13218. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13219. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13220. }
  13221. else {
  13222. this._caps.instancedArrays = false;
  13223. }
  13224. }
  13225. // Intelligently add supported compressed formats in order to check for.
  13226. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13227. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13228. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13229. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13230. if (this._caps.astc) {
  13231. this.texturesSupported.push('-astc.ktx');
  13232. }
  13233. if (this._caps.s3tc) {
  13234. this.texturesSupported.push('-dxt.ktx');
  13235. }
  13236. if (this._caps.pvrtc) {
  13237. this.texturesSupported.push('-pvrtc.ktx');
  13238. }
  13239. if (this._caps.etc2) {
  13240. this.texturesSupported.push('-etc2.ktx');
  13241. }
  13242. if (this._caps.etc1) {
  13243. this.texturesSupported.push('-etc1.ktx');
  13244. }
  13245. if (this._gl.getShaderPrecisionFormat) {
  13246. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13247. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13248. if (vertex_highp && fragment_highp) {
  13249. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13250. }
  13251. }
  13252. // Depth buffer
  13253. this.setDepthBuffer(true);
  13254. this.setDepthFunctionToLessOrEqual();
  13255. this.setDepthWrite(true);
  13256. // Texture maps
  13257. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13258. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13259. this._nextFreeTextureSlots.push(slot);
  13260. }
  13261. };
  13262. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13263. /**
  13264. * Gets version of the current webGL context
  13265. */
  13266. get: function () {
  13267. return this._webGLVersion;
  13268. },
  13269. enumerable: true,
  13270. configurable: true
  13271. });
  13272. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13273. /**
  13274. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13275. */
  13276. get: function () {
  13277. return this._isStencilEnable;
  13278. },
  13279. enumerable: true,
  13280. configurable: true
  13281. });
  13282. Engine.prototype._prepareWorkingCanvas = function () {
  13283. if (this._workingCanvas) {
  13284. return;
  13285. }
  13286. this._workingCanvas = document.createElement("canvas");
  13287. var context = this._workingCanvas.getContext("2d");
  13288. if (context) {
  13289. this._workingContext = context;
  13290. }
  13291. };
  13292. /**
  13293. * Reset the texture cache to empty state
  13294. */
  13295. Engine.prototype.resetTextureCache = function () {
  13296. for (var key in this._boundTexturesCache) {
  13297. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13298. continue;
  13299. }
  13300. var boundTexture = this._boundTexturesCache[key];
  13301. if (boundTexture) {
  13302. this._removeDesignatedSlot(boundTexture);
  13303. }
  13304. this._boundTexturesCache[key] = null;
  13305. }
  13306. if (!this.disableTextureBindingOptimization) {
  13307. this._nextFreeTextureSlots = [];
  13308. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13309. this._nextFreeTextureSlots.push(slot);
  13310. }
  13311. }
  13312. this._currentTextureChannel = -1;
  13313. };
  13314. /**
  13315. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13316. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13317. * @returns true if engine is in deterministic lock step mode
  13318. */
  13319. Engine.prototype.isDeterministicLockStep = function () {
  13320. return this._deterministicLockstep;
  13321. };
  13322. /**
  13323. * Gets the max steps when engine is running in deterministic lock step
  13324. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13325. * @returns the max steps
  13326. */
  13327. Engine.prototype.getLockstepMaxSteps = function () {
  13328. return this._lockstepMaxSteps;
  13329. };
  13330. /**
  13331. * Gets an object containing information about the current webGL context
  13332. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13333. */
  13334. Engine.prototype.getGlInfo = function () {
  13335. return {
  13336. vendor: this._glVendor,
  13337. renderer: this._glRenderer,
  13338. version: this._glVersion
  13339. };
  13340. };
  13341. /**
  13342. * Gets current aspect ratio
  13343. * @param camera defines the camera to use to get the aspect ratio
  13344. * @param useScreen defines if screen size must be used (or the current render target if any)
  13345. * @returns a number defining the aspect ratio
  13346. */
  13347. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13348. if (useScreen === void 0) { useScreen = false; }
  13349. var viewport = camera.viewport;
  13350. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13351. };
  13352. /**
  13353. * Gets current screen aspect ratio
  13354. * @returns a number defining the aspect ratio
  13355. */
  13356. Engine.prototype.getScreenAspectRatio = function () {
  13357. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13358. };
  13359. /**
  13360. * Gets the current render width
  13361. * @param useScreen defines if screen size must be used (or the current render target if any)
  13362. * @returns a number defining the current render width
  13363. */
  13364. Engine.prototype.getRenderWidth = function (useScreen) {
  13365. if (useScreen === void 0) { useScreen = false; }
  13366. if (!useScreen && this._currentRenderTarget) {
  13367. return this._currentRenderTarget.width;
  13368. }
  13369. return this._gl.drawingBufferWidth;
  13370. };
  13371. /**
  13372. * Gets the current render height
  13373. * @param useScreen defines if screen size must be used (or the current render target if any)
  13374. * @returns a number defining the current render height
  13375. */
  13376. Engine.prototype.getRenderHeight = function (useScreen) {
  13377. if (useScreen === void 0) { useScreen = false; }
  13378. if (!useScreen && this._currentRenderTarget) {
  13379. return this._currentRenderTarget.height;
  13380. }
  13381. return this._gl.drawingBufferHeight;
  13382. };
  13383. /**
  13384. * Gets the HTML canvas attached with the current webGL context
  13385. * @returns a HTML canvas
  13386. */
  13387. Engine.prototype.getRenderingCanvas = function () {
  13388. return this._renderingCanvas;
  13389. };
  13390. /**
  13391. * Gets the client rect of the HTML canvas attached with the current webGL context
  13392. * @returns a client rectanglee
  13393. */
  13394. Engine.prototype.getRenderingCanvasClientRect = function () {
  13395. if (!this._renderingCanvas) {
  13396. return null;
  13397. }
  13398. return this._renderingCanvas.getBoundingClientRect();
  13399. };
  13400. /**
  13401. * Defines the hardware scaling level.
  13402. * By default the hardware scaling level is computed from the window device ratio.
  13403. * 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.
  13404. * @param level defines the level to use
  13405. */
  13406. Engine.prototype.setHardwareScalingLevel = function (level) {
  13407. this._hardwareScalingLevel = level;
  13408. this.resize();
  13409. };
  13410. /**
  13411. * Gets the current hardware scaling level.
  13412. * By default the hardware scaling level is computed from the window device ratio.
  13413. * 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.
  13414. * @returns a number indicating the current hardware scaling level
  13415. */
  13416. Engine.prototype.getHardwareScalingLevel = function () {
  13417. return this._hardwareScalingLevel;
  13418. };
  13419. /**
  13420. * Gets the list of loaded textures
  13421. * @returns an array containing all loaded textures
  13422. */
  13423. Engine.prototype.getLoadedTexturesCache = function () {
  13424. return this._internalTexturesCache;
  13425. };
  13426. /**
  13427. * Gets the object containing all engine capabilities
  13428. * @returns the EngineCapabilities object
  13429. */
  13430. Engine.prototype.getCaps = function () {
  13431. return this._caps;
  13432. };
  13433. /**
  13434. * Gets the current depth function
  13435. * @returns a number defining the depth function
  13436. */
  13437. Engine.prototype.getDepthFunction = function () {
  13438. return this._depthCullingState.depthFunc;
  13439. };
  13440. /**
  13441. * Sets the current depth function
  13442. * @param depthFunc defines the function to use
  13443. */
  13444. Engine.prototype.setDepthFunction = function (depthFunc) {
  13445. this._depthCullingState.depthFunc = depthFunc;
  13446. };
  13447. /**
  13448. * Sets the current depth function to GREATER
  13449. */
  13450. Engine.prototype.setDepthFunctionToGreater = function () {
  13451. this._depthCullingState.depthFunc = this._gl.GREATER;
  13452. };
  13453. /**
  13454. * Sets the current depth function to GEQUAL
  13455. */
  13456. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13457. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13458. };
  13459. /**
  13460. * Sets the current depth function to LESS
  13461. */
  13462. Engine.prototype.setDepthFunctionToLess = function () {
  13463. this._depthCullingState.depthFunc = this._gl.LESS;
  13464. };
  13465. /**
  13466. * Sets the current depth function to LEQUAL
  13467. */
  13468. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13469. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13470. };
  13471. /**
  13472. * Gets a boolean indicating if stencil buffer is enabled
  13473. * @returns the current stencil buffer state
  13474. */
  13475. Engine.prototype.getStencilBuffer = function () {
  13476. return this._stencilState.stencilTest;
  13477. };
  13478. /**
  13479. * Enable or disable the stencil buffer
  13480. * @param enable defines if the stencil buffer must be enabled or disabled
  13481. */
  13482. Engine.prototype.setStencilBuffer = function (enable) {
  13483. this._stencilState.stencilTest = enable;
  13484. };
  13485. /**
  13486. * Gets the current stencil mask
  13487. * @returns a number defining the new stencil mask to use
  13488. */
  13489. Engine.prototype.getStencilMask = function () {
  13490. return this._stencilState.stencilMask;
  13491. };
  13492. /**
  13493. * Sets the current stencil mask
  13494. * @param mask defines the new stencil mask to use
  13495. */
  13496. Engine.prototype.setStencilMask = function (mask) {
  13497. this._stencilState.stencilMask = mask;
  13498. };
  13499. /**
  13500. * Gets the current stencil function
  13501. * @returns a number defining the stencil function to use
  13502. */
  13503. Engine.prototype.getStencilFunction = function () {
  13504. return this._stencilState.stencilFunc;
  13505. };
  13506. /**
  13507. * Gets the current stencil reference value
  13508. * @returns a number defining the stencil reference value to use
  13509. */
  13510. Engine.prototype.getStencilFunctionReference = function () {
  13511. return this._stencilState.stencilFuncRef;
  13512. };
  13513. /**
  13514. * Gets the current stencil mask
  13515. * @returns a number defining the stencil mask to use
  13516. */
  13517. Engine.prototype.getStencilFunctionMask = function () {
  13518. return this._stencilState.stencilFuncMask;
  13519. };
  13520. /**
  13521. * Sets the current stencil function
  13522. * @param stencilFunc defines the new stencil function to use
  13523. */
  13524. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13525. this._stencilState.stencilFunc = stencilFunc;
  13526. };
  13527. /**
  13528. * Sets the current stencil reference
  13529. * @param reference defines the new stencil reference to use
  13530. */
  13531. Engine.prototype.setStencilFunctionReference = function (reference) {
  13532. this._stencilState.stencilFuncRef = reference;
  13533. };
  13534. /**
  13535. * Sets the current stencil mask
  13536. * @param mask defines the new stencil mask to use
  13537. */
  13538. Engine.prototype.setStencilFunctionMask = function (mask) {
  13539. this._stencilState.stencilFuncMask = mask;
  13540. };
  13541. /**
  13542. * Gets the current stencil operation when stencil fails
  13543. * @returns a number defining stencil operation to use when stencil fails
  13544. */
  13545. Engine.prototype.getStencilOperationFail = function () {
  13546. return this._stencilState.stencilOpStencilFail;
  13547. };
  13548. /**
  13549. * Gets the current stencil operation when depth fails
  13550. * @returns a number defining stencil operation to use when depth fails
  13551. */
  13552. Engine.prototype.getStencilOperationDepthFail = function () {
  13553. return this._stencilState.stencilOpDepthFail;
  13554. };
  13555. /**
  13556. * Gets the current stencil operation when stencil passes
  13557. * @returns a number defining stencil operation to use when stencil passes
  13558. */
  13559. Engine.prototype.getStencilOperationPass = function () {
  13560. return this._stencilState.stencilOpStencilDepthPass;
  13561. };
  13562. /**
  13563. * Sets the stencil operation to use when stencil fails
  13564. * @param operation defines the stencil operation to use when stencil fails
  13565. */
  13566. Engine.prototype.setStencilOperationFail = function (operation) {
  13567. this._stencilState.stencilOpStencilFail = operation;
  13568. };
  13569. /**
  13570. * Sets the stencil operation to use when depth fails
  13571. * @param operation defines the stencil operation to use when depth fails
  13572. */
  13573. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13574. this._stencilState.stencilOpDepthFail = operation;
  13575. };
  13576. /**
  13577. * Sets the stencil operation to use when stencil passes
  13578. * @param operation defines the stencil operation to use when stencil passes
  13579. */
  13580. Engine.prototype.setStencilOperationPass = function (operation) {
  13581. this._stencilState.stencilOpStencilDepthPass = operation;
  13582. };
  13583. /**
  13584. * Sets a boolean indicating if the dithering state is enabled or disabled
  13585. * @param value defines the dithering state
  13586. */
  13587. Engine.prototype.setDitheringState = function (value) {
  13588. if (value) {
  13589. this._gl.enable(this._gl.DITHER);
  13590. }
  13591. else {
  13592. this._gl.disable(this._gl.DITHER);
  13593. }
  13594. };
  13595. /**
  13596. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13597. * @param value defines the rasterizer state
  13598. */
  13599. Engine.prototype.setRasterizerState = function (value) {
  13600. if (value) {
  13601. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13602. }
  13603. else {
  13604. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13605. }
  13606. };
  13607. /**
  13608. * stop executing a render loop function and remove it from the execution array
  13609. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13610. */
  13611. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13612. if (!renderFunction) {
  13613. this._activeRenderLoops = [];
  13614. return;
  13615. }
  13616. var index = this._activeRenderLoops.indexOf(renderFunction);
  13617. if (index >= 0) {
  13618. this._activeRenderLoops.splice(index, 1);
  13619. }
  13620. };
  13621. /** @hidden */
  13622. Engine.prototype._renderLoop = function () {
  13623. if (!this._contextWasLost) {
  13624. var shouldRender = true;
  13625. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13626. shouldRender = false;
  13627. }
  13628. if (shouldRender) {
  13629. // Start new frame
  13630. this.beginFrame();
  13631. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13632. var renderFunction = this._activeRenderLoops[index];
  13633. renderFunction();
  13634. }
  13635. // Present
  13636. this.endFrame();
  13637. }
  13638. }
  13639. if (this._activeRenderLoops.length > 0) {
  13640. // Register new frame
  13641. if (this.customAnimationFrameRequester) {
  13642. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13643. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13644. }
  13645. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13646. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13647. }
  13648. else {
  13649. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13650. }
  13651. }
  13652. else {
  13653. this._renderingQueueLaunched = false;
  13654. }
  13655. };
  13656. /**
  13657. * Register and execute a render loop. The engine can have more than one render function
  13658. * @param renderFunction defines the function to continuously execute
  13659. */
  13660. Engine.prototype.runRenderLoop = function (renderFunction) {
  13661. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13662. return;
  13663. }
  13664. this._activeRenderLoops.push(renderFunction);
  13665. if (!this._renderingQueueLaunched) {
  13666. this._renderingQueueLaunched = true;
  13667. this._bindedRenderFunction = this._renderLoop.bind(this);
  13668. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13669. }
  13670. };
  13671. /**
  13672. * Toggle full screen mode
  13673. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13674. */
  13675. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13676. if (this.isFullscreen) {
  13677. BABYLON.Tools.ExitFullscreen();
  13678. }
  13679. else {
  13680. this._pointerLockRequested = requestPointerLock;
  13681. if (this._renderingCanvas) {
  13682. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13683. }
  13684. }
  13685. };
  13686. /**
  13687. * Clear the current render buffer or the current render target (if any is set up)
  13688. * @param color defines the color to use
  13689. * @param backBuffer defines if the back buffer must be cleared
  13690. * @param depth defines if the depth buffer must be cleared
  13691. * @param stencil defines if the stencil buffer must be cleared
  13692. */
  13693. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13694. if (stencil === void 0) { stencil = false; }
  13695. this.applyStates();
  13696. var mode = 0;
  13697. if (backBuffer && color) {
  13698. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13699. mode |= this._gl.COLOR_BUFFER_BIT;
  13700. }
  13701. if (depth) {
  13702. this._gl.clearDepth(1.0);
  13703. mode |= this._gl.DEPTH_BUFFER_BIT;
  13704. }
  13705. if (stencil) {
  13706. this._gl.clearStencil(0);
  13707. mode |= this._gl.STENCIL_BUFFER_BIT;
  13708. }
  13709. this._gl.clear(mode);
  13710. };
  13711. /**
  13712. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13713. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13714. * @param y defines the y-coordinate of the corner of the clear rectangle
  13715. * @param width defines the width of the clear rectangle
  13716. * @param height defines the height of the clear rectangle
  13717. * @param clearColor defines the clear color
  13718. */
  13719. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13720. var gl = this._gl;
  13721. // Save state
  13722. var curScissor = gl.getParameter(gl.SCISSOR_TEST);
  13723. var curScissorBox = gl.getParameter(gl.SCISSOR_BOX);
  13724. // Change state
  13725. gl.enable(gl.SCISSOR_TEST);
  13726. gl.scissor(x, y, width, height);
  13727. // Clear
  13728. this.clear(clearColor, true, true, true);
  13729. // Restore state
  13730. gl.scissor(curScissorBox[0], curScissorBox[1], curScissorBox[2], curScissorBox[3]);
  13731. if (curScissor === true) {
  13732. gl.enable(gl.SCISSOR_TEST);
  13733. }
  13734. else {
  13735. gl.disable(gl.SCISSOR_TEST);
  13736. }
  13737. };
  13738. /** @hidden */
  13739. Engine.prototype._viewport = function (x, y, width, height) {
  13740. if (x !== this._viewportCached.x ||
  13741. y !== this._viewportCached.y ||
  13742. width !== this._viewportCached.z ||
  13743. height !== this._viewportCached.w) {
  13744. this._viewportCached.x = x;
  13745. this._viewportCached.y = y;
  13746. this._viewportCached.z = width;
  13747. this._viewportCached.w = height;
  13748. this._gl.viewport(x, y, width, height);
  13749. }
  13750. };
  13751. /**
  13752. * Set the WebGL's viewport
  13753. * @param viewport defines the viewport element to be used
  13754. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13755. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13756. */
  13757. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13758. var width = requiredWidth || this.getRenderWidth();
  13759. var height = requiredHeight || this.getRenderHeight();
  13760. var x = viewport.x || 0;
  13761. var y = viewport.y || 0;
  13762. this._cachedViewport = viewport;
  13763. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13764. };
  13765. /**
  13766. * Directly set the WebGL Viewport
  13767. * @param x defines the x coordinate of the viewport (in screen space)
  13768. * @param y defines the y coordinate of the viewport (in screen space)
  13769. * @param width defines the width of the viewport (in screen space)
  13770. * @param height defines the height of the viewport (in screen space)
  13771. * @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
  13772. */
  13773. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13774. var currentViewport = this._cachedViewport;
  13775. this._cachedViewport = null;
  13776. this._viewport(x, y, width, height);
  13777. return currentViewport;
  13778. };
  13779. /**
  13780. * Begin a new frame
  13781. */
  13782. Engine.prototype.beginFrame = function () {
  13783. this.onBeginFrameObservable.notifyObservers(this);
  13784. this._measureFps();
  13785. };
  13786. /**
  13787. * Enf the current frame
  13788. */
  13789. Engine.prototype.endFrame = function () {
  13790. // Force a flush in case we are using a bad OS.
  13791. if (this._badOS) {
  13792. this.flushFramebuffer();
  13793. }
  13794. // Submit frame to the vr device, if enabled
  13795. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13796. // TODO: We should only submit the frame if we read frameData successfully.
  13797. this._vrDisplay.submitFrame();
  13798. }
  13799. this.onEndFrameObservable.notifyObservers(this);
  13800. };
  13801. /**
  13802. * Resize the view according to the canvas' size
  13803. */
  13804. Engine.prototype.resize = function () {
  13805. // We're not resizing the size of the canvas while in VR mode & presenting
  13806. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13807. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13808. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13809. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13810. }
  13811. };
  13812. /**
  13813. * Force a specific size of the canvas
  13814. * @param width defines the new canvas' width
  13815. * @param height defines the new canvas' height
  13816. */
  13817. Engine.prototype.setSize = function (width, height) {
  13818. if (!this._renderingCanvas) {
  13819. return;
  13820. }
  13821. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13822. return;
  13823. }
  13824. this._renderingCanvas.width = width;
  13825. this._renderingCanvas.height = height;
  13826. for (var index = 0; index < this.scenes.length; index++) {
  13827. var scene = this.scenes[index];
  13828. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13829. var cam = scene.cameras[camIndex];
  13830. cam._currentRenderId = 0;
  13831. }
  13832. }
  13833. if (this.onResizeObservable.hasObservers) {
  13834. this.onResizeObservable.notifyObservers(this);
  13835. }
  13836. };
  13837. // WebVR functions
  13838. /**
  13839. * Gets a boolean indicating if a webVR device was detected
  13840. * @returns true if a webVR device was detected
  13841. */
  13842. Engine.prototype.isVRDevicePresent = function () {
  13843. return !!this._vrDisplay;
  13844. };
  13845. /**
  13846. * Gets the current webVR device
  13847. * @returns the current webVR device (or null)
  13848. */
  13849. Engine.prototype.getVRDevice = function () {
  13850. return this._vrDisplay;
  13851. };
  13852. /**
  13853. * Initializes a webVR display and starts listening to display change events
  13854. * The onVRDisplayChangedObservable will be notified upon these changes
  13855. * @returns The onVRDisplayChangedObservable
  13856. */
  13857. Engine.prototype.initWebVR = function () {
  13858. this.initWebVRAsync();
  13859. return this.onVRDisplayChangedObservable;
  13860. };
  13861. /**
  13862. * Initializes a webVR display and starts listening to display change events
  13863. * The onVRDisplayChangedObservable will be notified upon these changes
  13864. * @returns A promise containing a VRDisplay and if vr is supported
  13865. */
  13866. Engine.prototype.initWebVRAsync = function () {
  13867. var _this = this;
  13868. var notifyObservers = function () {
  13869. var eventArgs = {
  13870. vrDisplay: _this._vrDisplay,
  13871. vrSupported: _this._vrSupported
  13872. };
  13873. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13874. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13875. };
  13876. if (!this._onVrDisplayConnect) {
  13877. this._onVrDisplayConnect = function (event) {
  13878. _this._vrDisplay = event.display;
  13879. notifyObservers();
  13880. };
  13881. this._onVrDisplayDisconnect = function () {
  13882. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13883. _this._vrDisplay = undefined;
  13884. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13885. notifyObservers();
  13886. };
  13887. this._onVrDisplayPresentChange = function () {
  13888. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13889. };
  13890. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13891. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13892. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13893. }
  13894. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13895. this._webVRInitPromise.then(notifyObservers);
  13896. return this._webVRInitPromise;
  13897. };
  13898. /**
  13899. * Call this function to switch to webVR mode
  13900. * Will do nothing if webVR is not supported or if there is no webVR device
  13901. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13902. */
  13903. Engine.prototype.enableVR = function () {
  13904. var _this = this;
  13905. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13906. var onResolved = function () {
  13907. _this.onVRRequestPresentComplete.notifyObservers(true);
  13908. _this._onVRFullScreenTriggered();
  13909. };
  13910. var onRejected = function () {
  13911. _this.onVRRequestPresentComplete.notifyObservers(false);
  13912. };
  13913. this.onVRRequestPresentStart.notifyObservers(this);
  13914. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13915. }
  13916. };
  13917. /**
  13918. * Call this function to leave webVR mode
  13919. * Will do nothing if webVR is not supported or if there is no webVR device
  13920. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13921. */
  13922. Engine.prototype.disableVR = function () {
  13923. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13924. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13925. }
  13926. };
  13927. Engine.prototype._getVRDisplaysAsync = function () {
  13928. var _this = this;
  13929. return new Promise(function (res, rej) {
  13930. if (navigator.getVRDisplays) {
  13931. navigator.getVRDisplays().then(function (devices) {
  13932. _this._vrSupported = true;
  13933. // note that devices may actually be an empty array. This is fine;
  13934. // we expect this._vrDisplay to be undefined in this case.
  13935. _this._vrDisplay = devices[0];
  13936. res({
  13937. vrDisplay: _this._vrDisplay,
  13938. vrSupported: _this._vrSupported
  13939. });
  13940. });
  13941. }
  13942. else {
  13943. _this._vrDisplay = undefined;
  13944. _this._vrSupported = false;
  13945. res({
  13946. vrDisplay: _this._vrDisplay,
  13947. vrSupported: _this._vrSupported
  13948. });
  13949. }
  13950. });
  13951. };
  13952. /**
  13953. * Binds the frame buffer to the specified texture.
  13954. * @param texture The texture to render to or null for the default canvas
  13955. * @param faceIndex The face of the texture to render to in case of cube texture
  13956. * @param requiredWidth The width of the target to render to
  13957. * @param requiredHeight The height of the target to render to
  13958. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13959. * @param depthStencilTexture The depth stencil texture to use to render
  13960. * @param lodLevel defines le lod level to bind to the frame buffer
  13961. */
  13962. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13963. if (lodLevel === void 0) { lodLevel = 0; }
  13964. if (this._currentRenderTarget) {
  13965. this.unBindFramebuffer(this._currentRenderTarget);
  13966. }
  13967. this._currentRenderTarget = texture;
  13968. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13969. var gl = this._gl;
  13970. if (texture.isCube) {
  13971. if (faceIndex === undefined) {
  13972. faceIndex = 0;
  13973. }
  13974. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13975. if (depthStencilTexture) {
  13976. if (depthStencilTexture._generateStencilBuffer) {
  13977. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13978. }
  13979. else {
  13980. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13981. }
  13982. }
  13983. }
  13984. if (this._cachedViewport && !forceFullscreenViewport) {
  13985. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13986. }
  13987. else {
  13988. if (!requiredWidth) {
  13989. requiredWidth = texture.width;
  13990. if (lodLevel) {
  13991. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13992. }
  13993. }
  13994. if (!requiredHeight) {
  13995. requiredHeight = texture.height;
  13996. if (lodLevel) {
  13997. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  13998. }
  13999. }
  14000. this._viewport(0, 0, requiredWidth, requiredHeight);
  14001. }
  14002. this.wipeCaches();
  14003. };
  14004. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14005. if (this._currentFramebuffer !== framebuffer) {
  14006. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14007. this._currentFramebuffer = framebuffer;
  14008. }
  14009. };
  14010. /**
  14011. * Unbind the current render target texture from the webGL context
  14012. * @param texture defines the render target texture to unbind
  14013. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14014. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14015. */
  14016. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14017. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14018. this._currentRenderTarget = null;
  14019. // If MSAA, we need to bitblt back to main texture
  14020. var gl = this._gl;
  14021. if (texture._MSAAFramebuffer) {
  14022. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14023. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14024. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14025. }
  14026. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14027. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14028. gl.generateMipmap(gl.TEXTURE_2D);
  14029. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14030. }
  14031. if (onBeforeUnbind) {
  14032. if (texture._MSAAFramebuffer) {
  14033. // Bind the correct framebuffer
  14034. this.bindUnboundFramebuffer(texture._framebuffer);
  14035. }
  14036. onBeforeUnbind();
  14037. }
  14038. this.bindUnboundFramebuffer(null);
  14039. };
  14040. /**
  14041. * Unbind a list of render target textures from the webGL context
  14042. * This is used only when drawBuffer extension or webGL2 are active
  14043. * @param textures defines the render target textures to unbind
  14044. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14045. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14046. */
  14047. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14048. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14049. this._currentRenderTarget = null;
  14050. // If MSAA, we need to bitblt back to main texture
  14051. var gl = this._gl;
  14052. if (textures[0]._MSAAFramebuffer) {
  14053. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14054. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14055. var attachments = textures[0]._attachments;
  14056. if (!attachments) {
  14057. attachments = new Array(textures.length);
  14058. textures[0]._attachments = attachments;
  14059. }
  14060. for (var i = 0; i < textures.length; i++) {
  14061. var texture = textures[i];
  14062. for (var j = 0; j < attachments.length; j++) {
  14063. attachments[j] = gl.NONE;
  14064. }
  14065. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14066. gl.readBuffer(attachments[i]);
  14067. gl.drawBuffers(attachments);
  14068. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14069. }
  14070. for (var i = 0; i < attachments.length; i++) {
  14071. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14072. }
  14073. gl.drawBuffers(attachments);
  14074. }
  14075. for (var i = 0; i < textures.length; i++) {
  14076. var texture = textures[i];
  14077. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14078. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14079. gl.generateMipmap(gl.TEXTURE_2D);
  14080. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14081. }
  14082. }
  14083. if (onBeforeUnbind) {
  14084. if (textures[0]._MSAAFramebuffer) {
  14085. // Bind the correct framebuffer
  14086. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14087. }
  14088. onBeforeUnbind();
  14089. }
  14090. this.bindUnboundFramebuffer(null);
  14091. };
  14092. /**
  14093. * Force the mipmap generation for the given render target texture
  14094. * @param texture defines the render target texture to use
  14095. */
  14096. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14097. if (texture.generateMipMaps) {
  14098. var gl = this._gl;
  14099. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14100. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14101. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14102. }
  14103. };
  14104. /**
  14105. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14106. */
  14107. Engine.prototype.flushFramebuffer = function () {
  14108. this._gl.flush();
  14109. };
  14110. /**
  14111. * Unbind the current render target and bind the default framebuffer
  14112. */
  14113. Engine.prototype.restoreDefaultFramebuffer = function () {
  14114. if (this._currentRenderTarget) {
  14115. this.unBindFramebuffer(this._currentRenderTarget);
  14116. }
  14117. else {
  14118. this.bindUnboundFramebuffer(null);
  14119. }
  14120. if (this._cachedViewport) {
  14121. this.setViewport(this._cachedViewport);
  14122. }
  14123. this.wipeCaches();
  14124. };
  14125. // UBOs
  14126. /**
  14127. * Create an uniform buffer
  14128. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14129. * @param elements defines the content of the uniform buffer
  14130. * @returns the webGL uniform buffer
  14131. */
  14132. Engine.prototype.createUniformBuffer = function (elements) {
  14133. var ubo = this._gl.createBuffer();
  14134. if (!ubo) {
  14135. throw new Error("Unable to create uniform buffer");
  14136. }
  14137. this.bindUniformBuffer(ubo);
  14138. if (elements instanceof Float32Array) {
  14139. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14140. }
  14141. else {
  14142. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14143. }
  14144. this.bindUniformBuffer(null);
  14145. ubo.references = 1;
  14146. return ubo;
  14147. };
  14148. /**
  14149. * Create a dynamic uniform buffer
  14150. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14151. * @param elements defines the content of the uniform buffer
  14152. * @returns the webGL uniform buffer
  14153. */
  14154. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14155. var ubo = this._gl.createBuffer();
  14156. if (!ubo) {
  14157. throw new Error("Unable to create dynamic uniform buffer");
  14158. }
  14159. this.bindUniformBuffer(ubo);
  14160. if (elements instanceof Float32Array) {
  14161. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14162. }
  14163. else {
  14164. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14165. }
  14166. this.bindUniformBuffer(null);
  14167. ubo.references = 1;
  14168. return ubo;
  14169. };
  14170. /**
  14171. * Update an existing uniform buffer
  14172. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14173. * @param uniformBuffer defines the target uniform buffer
  14174. * @param elements defines the content to update
  14175. * @param offset defines the offset in the uniform buffer where update should start
  14176. * @param count defines the size of the data to update
  14177. */
  14178. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14179. this.bindUniformBuffer(uniformBuffer);
  14180. if (offset === undefined) {
  14181. offset = 0;
  14182. }
  14183. if (count === undefined) {
  14184. if (elements instanceof Float32Array) {
  14185. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14186. }
  14187. else {
  14188. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14189. }
  14190. }
  14191. else {
  14192. if (elements instanceof Float32Array) {
  14193. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14194. }
  14195. else {
  14196. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14197. }
  14198. }
  14199. this.bindUniformBuffer(null);
  14200. };
  14201. // VBOs
  14202. Engine.prototype._resetVertexBufferBinding = function () {
  14203. this.bindArrayBuffer(null);
  14204. this._cachedVertexBuffers = null;
  14205. };
  14206. /**
  14207. * Creates a vertex buffer
  14208. * @param data the data for the vertex buffer
  14209. * @returns the new WebGL static buffer
  14210. */
  14211. Engine.prototype.createVertexBuffer = function (data) {
  14212. var vbo = this._gl.createBuffer();
  14213. if (!vbo) {
  14214. throw new Error("Unable to create vertex buffer");
  14215. }
  14216. this.bindArrayBuffer(vbo);
  14217. if (data instanceof Array) {
  14218. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14219. }
  14220. else {
  14221. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14222. }
  14223. this._resetVertexBufferBinding();
  14224. vbo.references = 1;
  14225. return vbo;
  14226. };
  14227. /**
  14228. * Creates a dynamic vertex buffer
  14229. * @param data the data for the dynamic vertex buffer
  14230. * @returns the new WebGL dynamic buffer
  14231. */
  14232. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14233. var vbo = this._gl.createBuffer();
  14234. if (!vbo) {
  14235. throw new Error("Unable to create dynamic vertex buffer");
  14236. }
  14237. this.bindArrayBuffer(vbo);
  14238. if (data instanceof Array) {
  14239. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14240. }
  14241. else {
  14242. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14243. }
  14244. this._resetVertexBufferBinding();
  14245. vbo.references = 1;
  14246. return vbo;
  14247. };
  14248. /**
  14249. * Update a dynamic index buffer
  14250. * @param indexBuffer defines the target index buffer
  14251. * @param indices defines the data to update
  14252. * @param offset defines the offset in the target index buffer where update should start
  14253. */
  14254. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14255. if (offset === void 0) { offset = 0; }
  14256. // Force cache update
  14257. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14258. this.bindIndexBuffer(indexBuffer);
  14259. var arrayBuffer;
  14260. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14261. arrayBuffer = indices;
  14262. }
  14263. else {
  14264. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14265. }
  14266. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14267. this._resetIndexBufferBinding();
  14268. };
  14269. /**
  14270. * Updates a dynamic vertex buffer.
  14271. * @param vertexBuffer the vertex buffer to update
  14272. * @param data the data used to update the vertex buffer
  14273. * @param byteOffset the byte offset of the data
  14274. * @param byteLength the byte length of the data
  14275. */
  14276. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14277. this.bindArrayBuffer(vertexBuffer);
  14278. if (byteOffset === undefined) {
  14279. byteOffset = 0;
  14280. }
  14281. if (byteLength === undefined) {
  14282. if (data instanceof Array) {
  14283. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14284. }
  14285. else {
  14286. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14287. }
  14288. }
  14289. else {
  14290. if (data instanceof Array) {
  14291. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14292. }
  14293. else {
  14294. if (data instanceof ArrayBuffer) {
  14295. data = new Uint8Array(data, byteOffset, byteLength);
  14296. }
  14297. else {
  14298. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14299. }
  14300. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14301. }
  14302. }
  14303. this._resetVertexBufferBinding();
  14304. };
  14305. Engine.prototype._resetIndexBufferBinding = function () {
  14306. this.bindIndexBuffer(null);
  14307. this._cachedIndexBuffer = null;
  14308. };
  14309. /**
  14310. * Creates a new index buffer
  14311. * @param indices defines the content of the index buffer
  14312. * @param updatable defines if the index buffer must be updatable
  14313. * @returns a new webGL buffer
  14314. */
  14315. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14316. var vbo = this._gl.createBuffer();
  14317. if (!vbo) {
  14318. throw new Error("Unable to create index buffer");
  14319. }
  14320. this.bindIndexBuffer(vbo);
  14321. // Check for 32 bits indices
  14322. var arrayBuffer;
  14323. var need32Bits = false;
  14324. if (indices instanceof Uint16Array) {
  14325. arrayBuffer = indices;
  14326. }
  14327. else {
  14328. //check 32 bit support
  14329. if (this._caps.uintIndices) {
  14330. if (indices instanceof Uint32Array) {
  14331. arrayBuffer = indices;
  14332. need32Bits = true;
  14333. }
  14334. else {
  14335. //number[] or Int32Array, check if 32 bit is necessary
  14336. for (var index = 0; index < indices.length; index++) {
  14337. if (indices[index] > 65535) {
  14338. need32Bits = true;
  14339. break;
  14340. }
  14341. }
  14342. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14343. }
  14344. }
  14345. else {
  14346. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14347. arrayBuffer = new Uint16Array(indices);
  14348. }
  14349. }
  14350. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14351. this._resetIndexBufferBinding();
  14352. vbo.references = 1;
  14353. vbo.is32Bits = need32Bits;
  14354. return vbo;
  14355. };
  14356. /**
  14357. * Bind a webGL buffer to the webGL context
  14358. * @param buffer defines the buffer to bind
  14359. */
  14360. Engine.prototype.bindArrayBuffer = function (buffer) {
  14361. if (!this._vaoRecordInProgress) {
  14362. this._unbindVertexArrayObject();
  14363. }
  14364. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14365. };
  14366. /**
  14367. * Bind an uniform buffer to the current webGL context
  14368. * @param buffer defines the buffer to bind
  14369. */
  14370. Engine.prototype.bindUniformBuffer = function (buffer) {
  14371. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14372. };
  14373. /**
  14374. * Bind a buffer to the current webGL context at a given location
  14375. * @param buffer defines the buffer to bind
  14376. * @param location defines the index where to bind the buffer
  14377. */
  14378. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14379. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14380. };
  14381. /**
  14382. * Bind a specific block at a given index in a specific shader program
  14383. * @param shaderProgram defines the shader program
  14384. * @param blockName defines the block name
  14385. * @param index defines the index where to bind the block
  14386. */
  14387. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14388. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14389. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14390. };
  14391. Engine.prototype.bindIndexBuffer = function (buffer) {
  14392. if (!this._vaoRecordInProgress) {
  14393. this._unbindVertexArrayObject();
  14394. }
  14395. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14396. };
  14397. Engine.prototype.bindBuffer = function (buffer, target) {
  14398. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14399. this._gl.bindBuffer(target, buffer);
  14400. this._currentBoundBuffer[target] = buffer;
  14401. }
  14402. };
  14403. /**
  14404. * update the bound buffer with the given data
  14405. * @param data defines the data to update
  14406. */
  14407. Engine.prototype.updateArrayBuffer = function (data) {
  14408. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14409. };
  14410. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14411. var pointer = this._currentBufferPointers[indx];
  14412. var changed = false;
  14413. if (!pointer.active) {
  14414. changed = true;
  14415. pointer.active = true;
  14416. pointer.index = indx;
  14417. pointer.size = size;
  14418. pointer.type = type;
  14419. pointer.normalized = normalized;
  14420. pointer.stride = stride;
  14421. pointer.offset = offset;
  14422. pointer.buffer = buffer;
  14423. }
  14424. else {
  14425. if (pointer.buffer !== buffer) {
  14426. pointer.buffer = buffer;
  14427. changed = true;
  14428. }
  14429. if (pointer.size !== size) {
  14430. pointer.size = size;
  14431. changed = true;
  14432. }
  14433. if (pointer.type !== type) {
  14434. pointer.type = type;
  14435. changed = true;
  14436. }
  14437. if (pointer.normalized !== normalized) {
  14438. pointer.normalized = normalized;
  14439. changed = true;
  14440. }
  14441. if (pointer.stride !== stride) {
  14442. pointer.stride = stride;
  14443. changed = true;
  14444. }
  14445. if (pointer.offset !== offset) {
  14446. pointer.offset = offset;
  14447. changed = true;
  14448. }
  14449. }
  14450. if (changed || this._vaoRecordInProgress) {
  14451. this.bindArrayBuffer(buffer);
  14452. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14453. }
  14454. };
  14455. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14456. if (indexBuffer == null) {
  14457. return;
  14458. }
  14459. if (this._cachedIndexBuffer !== indexBuffer) {
  14460. this._cachedIndexBuffer = indexBuffer;
  14461. this.bindIndexBuffer(indexBuffer);
  14462. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14463. }
  14464. };
  14465. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14466. var attributes = effect.getAttributesNames();
  14467. if (!this._vaoRecordInProgress) {
  14468. this._unbindVertexArrayObject();
  14469. }
  14470. this.unbindAllAttributes();
  14471. for (var index = 0; index < attributes.length; index++) {
  14472. var order = effect.getAttributeLocation(index);
  14473. if (order >= 0) {
  14474. var vertexBuffer = vertexBuffers[attributes[index]];
  14475. if (!vertexBuffer) {
  14476. continue;
  14477. }
  14478. this._gl.enableVertexAttribArray(order);
  14479. if (!this._vaoRecordInProgress) {
  14480. this._vertexAttribArraysEnabled[order] = true;
  14481. }
  14482. var buffer = vertexBuffer.getBuffer();
  14483. if (buffer) {
  14484. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14485. if (vertexBuffer.getIsInstanced()) {
  14486. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14487. if (!this._vaoRecordInProgress) {
  14488. this._currentInstanceLocations.push(order);
  14489. this._currentInstanceBuffers.push(buffer);
  14490. }
  14491. }
  14492. }
  14493. }
  14494. }
  14495. };
  14496. /**
  14497. * Records a vertex array object
  14498. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14499. * @param vertexBuffers defines the list of vertex buffers to store
  14500. * @param indexBuffer defines the index buffer to store
  14501. * @param effect defines the effect to store
  14502. * @returns the new vertex array object
  14503. */
  14504. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14505. var vao = this._gl.createVertexArray();
  14506. this._vaoRecordInProgress = true;
  14507. this._gl.bindVertexArray(vao);
  14508. this._mustWipeVertexAttributes = true;
  14509. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14510. this.bindIndexBuffer(indexBuffer);
  14511. this._vaoRecordInProgress = false;
  14512. this._gl.bindVertexArray(null);
  14513. return vao;
  14514. };
  14515. /**
  14516. * Bind a specific vertex array object
  14517. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14518. * @param vertexArrayObject defines the vertex array object to bind
  14519. * @param indexBuffer defines the index buffer to bind
  14520. */
  14521. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14522. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14523. this._cachedVertexArrayObject = vertexArrayObject;
  14524. this._gl.bindVertexArray(vertexArrayObject);
  14525. this._cachedVertexBuffers = null;
  14526. this._cachedIndexBuffer = null;
  14527. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14528. this._mustWipeVertexAttributes = true;
  14529. }
  14530. };
  14531. /**
  14532. * Bind webGl buffers directly to the webGL context
  14533. * @param vertexBuffer defines the vertex buffer to bind
  14534. * @param indexBuffer defines the index buffer to bind
  14535. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14536. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14537. * @param effect defines the effect associated with the vertex buffer
  14538. */
  14539. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14540. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14541. this._cachedVertexBuffers = vertexBuffer;
  14542. this._cachedEffectForVertexBuffers = effect;
  14543. var attributesCount = effect.getAttributesCount();
  14544. this._unbindVertexArrayObject();
  14545. this.unbindAllAttributes();
  14546. var offset = 0;
  14547. for (var index = 0; index < attributesCount; index++) {
  14548. if (index < vertexDeclaration.length) {
  14549. var order = effect.getAttributeLocation(index);
  14550. if (order >= 0) {
  14551. this._gl.enableVertexAttribArray(order);
  14552. this._vertexAttribArraysEnabled[order] = true;
  14553. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14554. }
  14555. offset += vertexDeclaration[index] * 4;
  14556. }
  14557. }
  14558. }
  14559. this._bindIndexBufferWithCache(indexBuffer);
  14560. };
  14561. Engine.prototype._unbindVertexArrayObject = function () {
  14562. if (!this._cachedVertexArrayObject) {
  14563. return;
  14564. }
  14565. this._cachedVertexArrayObject = null;
  14566. this._gl.bindVertexArray(null);
  14567. };
  14568. /**
  14569. * Bind a list of vertex buffers to the webGL context
  14570. * @param vertexBuffers defines the list of vertex buffers to bind
  14571. * @param indexBuffer defines the index buffer to bind
  14572. * @param effect defines the effect associated with the vertex buffers
  14573. */
  14574. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14575. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14576. this._cachedVertexBuffers = vertexBuffers;
  14577. this._cachedEffectForVertexBuffers = effect;
  14578. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14579. }
  14580. this._bindIndexBufferWithCache(indexBuffer);
  14581. };
  14582. /**
  14583. * Unbind all instance attributes
  14584. */
  14585. Engine.prototype.unbindInstanceAttributes = function () {
  14586. var boundBuffer;
  14587. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14588. var instancesBuffer = this._currentInstanceBuffers[i];
  14589. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14590. boundBuffer = instancesBuffer;
  14591. this.bindArrayBuffer(instancesBuffer);
  14592. }
  14593. var offsetLocation = this._currentInstanceLocations[i];
  14594. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14595. }
  14596. this._currentInstanceBuffers.length = 0;
  14597. this._currentInstanceLocations.length = 0;
  14598. };
  14599. /**
  14600. * Release and free the memory of a vertex array object
  14601. * @param vao defines the vertex array object to delete
  14602. */
  14603. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14604. this._gl.deleteVertexArray(vao);
  14605. };
  14606. /** @hidden */
  14607. Engine.prototype._releaseBuffer = function (buffer) {
  14608. buffer.references--;
  14609. if (buffer.references === 0) {
  14610. this._gl.deleteBuffer(buffer);
  14611. return true;
  14612. }
  14613. return false;
  14614. };
  14615. /**
  14616. * Creates a webGL buffer to use with instanciation
  14617. * @param capacity defines the size of the buffer
  14618. * @returns the webGL buffer
  14619. */
  14620. Engine.prototype.createInstancesBuffer = function (capacity) {
  14621. var buffer = this._gl.createBuffer();
  14622. if (!buffer) {
  14623. throw new Error("Unable to create instance buffer");
  14624. }
  14625. buffer.capacity = capacity;
  14626. this.bindArrayBuffer(buffer);
  14627. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14628. return buffer;
  14629. };
  14630. /**
  14631. * Delete a webGL buffer used with instanciation
  14632. * @param buffer defines the webGL buffer to delete
  14633. */
  14634. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14635. this._gl.deleteBuffer(buffer);
  14636. };
  14637. /**
  14638. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14639. * @param instancesBuffer defines the webGL buffer to update and bind
  14640. * @param data defines the data to store in the buffer
  14641. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14642. */
  14643. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14644. this.bindArrayBuffer(instancesBuffer);
  14645. if (data) {
  14646. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14647. }
  14648. if (offsetLocations[0].index !== undefined) {
  14649. var stride = 0;
  14650. for (var i = 0; i < offsetLocations.length; i++) {
  14651. var ai = offsetLocations[i];
  14652. stride += ai.attributeSize * 4;
  14653. }
  14654. for (var i = 0; i < offsetLocations.length; i++) {
  14655. var ai = offsetLocations[i];
  14656. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14657. this._gl.enableVertexAttribArray(ai.index);
  14658. this._vertexAttribArraysEnabled[ai.index] = true;
  14659. }
  14660. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14661. this._gl.vertexAttribDivisor(ai.index, 1);
  14662. this._currentInstanceLocations.push(ai.index);
  14663. this._currentInstanceBuffers.push(instancesBuffer);
  14664. }
  14665. }
  14666. else {
  14667. for (var index = 0; index < 4; index++) {
  14668. var offsetLocation = offsetLocations[index];
  14669. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14670. this._gl.enableVertexAttribArray(offsetLocation);
  14671. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14672. }
  14673. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14674. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14675. this._currentInstanceLocations.push(offsetLocation);
  14676. this._currentInstanceBuffers.push(instancesBuffer);
  14677. }
  14678. }
  14679. };
  14680. /**
  14681. * Apply all cached states (depth, culling, stencil and alpha)
  14682. */
  14683. Engine.prototype.applyStates = function () {
  14684. this._depthCullingState.apply(this._gl);
  14685. this._stencilState.apply(this._gl);
  14686. this._alphaState.apply(this._gl);
  14687. };
  14688. /**
  14689. * Send a draw order
  14690. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14691. * @param indexStart defines the starting index
  14692. * @param indexCount defines the number of index to draw
  14693. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14694. */
  14695. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14696. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14697. };
  14698. /**
  14699. * Draw a list of points
  14700. * @param verticesStart defines the index of first vertex to draw
  14701. * @param verticesCount defines the count of vertices to draw
  14702. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14703. */
  14704. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14705. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14706. };
  14707. /**
  14708. * Draw a list of unindexed primitives
  14709. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14710. * @param verticesStart defines the index of first vertex to draw
  14711. * @param verticesCount defines the count of vertices to draw
  14712. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14713. */
  14714. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14715. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14716. };
  14717. /**
  14718. * Draw a list of indexed primitives
  14719. * @param fillMode defines the primitive to use
  14720. * @param indexStart defines the starting index
  14721. * @param indexCount defines the number of index to draw
  14722. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14723. */
  14724. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14725. // Apply states
  14726. this.applyStates();
  14727. this._drawCalls.addCount(1, false);
  14728. // Render
  14729. var drawMode = this._drawMode(fillMode);
  14730. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14731. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14732. if (instancesCount) {
  14733. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14734. }
  14735. else {
  14736. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14737. }
  14738. };
  14739. /**
  14740. * Draw a list of unindexed primitives
  14741. * @param fillMode defines the primitive to use
  14742. * @param verticesStart defines the index of first vertex to draw
  14743. * @param verticesCount defines the count of vertices to draw
  14744. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14745. */
  14746. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14747. // Apply states
  14748. this.applyStates();
  14749. this._drawCalls.addCount(1, false);
  14750. var drawMode = this._drawMode(fillMode);
  14751. if (instancesCount) {
  14752. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14753. }
  14754. else {
  14755. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14756. }
  14757. };
  14758. Engine.prototype._drawMode = function (fillMode) {
  14759. switch (fillMode) {
  14760. // Triangle views
  14761. case BABYLON.Material.TriangleFillMode:
  14762. return this._gl.TRIANGLES;
  14763. case BABYLON.Material.PointFillMode:
  14764. return this._gl.POINTS;
  14765. case BABYLON.Material.WireFrameFillMode:
  14766. return this._gl.LINES;
  14767. // Draw modes
  14768. case BABYLON.Material.PointListDrawMode:
  14769. return this._gl.POINTS;
  14770. case BABYLON.Material.LineListDrawMode:
  14771. return this._gl.LINES;
  14772. case BABYLON.Material.LineLoopDrawMode:
  14773. return this._gl.LINE_LOOP;
  14774. case BABYLON.Material.LineStripDrawMode:
  14775. return this._gl.LINE_STRIP;
  14776. case BABYLON.Material.TriangleStripDrawMode:
  14777. return this._gl.TRIANGLE_STRIP;
  14778. case BABYLON.Material.TriangleFanDrawMode:
  14779. return this._gl.TRIANGLE_FAN;
  14780. default:
  14781. return this._gl.TRIANGLES;
  14782. }
  14783. };
  14784. // Shaders
  14785. /** @hidden */
  14786. Engine.prototype._releaseEffect = function (effect) {
  14787. if (this._compiledEffects[effect._key]) {
  14788. delete this._compiledEffects[effect._key];
  14789. this._deleteProgram(effect.getProgram());
  14790. }
  14791. };
  14792. /** @hidden */
  14793. Engine.prototype._deleteProgram = function (program) {
  14794. if (program) {
  14795. program.__SPECTOR_rebuildProgram = null;
  14796. if (program.transformFeedback) {
  14797. this.deleteTransformFeedback(program.transformFeedback);
  14798. program.transformFeedback = null;
  14799. }
  14800. this._gl.deleteProgram(program);
  14801. }
  14802. };
  14803. /**
  14804. * Create a new effect (used to store vertex/fragment shaders)
  14805. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14806. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14807. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14808. * @param samplers defines an array of string used to represent textures
  14809. * @param defines defines the string containing the defines to use to compile the shaders
  14810. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14811. * @param onCompiled defines a function to call when the effect creation is successful
  14812. * @param onError defines a function to call when the effect creation has failed
  14813. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14814. * @returns the new Effect
  14815. */
  14816. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14817. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14818. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14819. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14820. if (this._compiledEffects[name]) {
  14821. var compiledEffect = this._compiledEffects[name];
  14822. if (onCompiled && compiledEffect.isReady()) {
  14823. onCompiled(compiledEffect);
  14824. }
  14825. return compiledEffect;
  14826. }
  14827. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14828. effect._key = name;
  14829. this._compiledEffects[name] = effect;
  14830. return effect;
  14831. };
  14832. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14833. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14834. };
  14835. Engine.prototype._compileRawShader = function (source, type) {
  14836. var gl = this._gl;
  14837. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14838. if (!shader) {
  14839. throw new Error("Something went wrong while compile the shader.");
  14840. }
  14841. gl.shaderSource(shader, source);
  14842. gl.compileShader(shader);
  14843. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14844. var log = gl.getShaderInfoLog(shader);
  14845. if (log) {
  14846. throw new Error(log);
  14847. }
  14848. }
  14849. return shader;
  14850. };
  14851. /**
  14852. * Directly creates a webGL program
  14853. * @param vertexCode defines the vertex shader code to use
  14854. * @param fragmentCode defines the fragment shader code to use
  14855. * @param context defines the webGL context to use (if not set, the current one will be used)
  14856. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14857. * @returns the new webGL program
  14858. */
  14859. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14860. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14861. context = context || this._gl;
  14862. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14863. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14864. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14865. };
  14866. /**
  14867. * Creates a webGL program
  14868. * @param vertexCode defines the vertex shader code to use
  14869. * @param fragmentCode defines the fragment shader code to use
  14870. * @param defines defines the string containing the defines to use to compile the shaders
  14871. * @param context defines the webGL context to use (if not set, the current one will be used)
  14872. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14873. * @returns the new webGL program
  14874. */
  14875. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14876. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14877. context = context || this._gl;
  14878. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14879. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14880. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14881. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14882. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14883. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14884. return program;
  14885. };
  14886. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14887. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14888. var shaderProgram = context.createProgram();
  14889. if (!shaderProgram) {
  14890. throw new Error("Unable to create program");
  14891. }
  14892. context.attachShader(shaderProgram, vertexShader);
  14893. context.attachShader(shaderProgram, fragmentShader);
  14894. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14895. var transformFeedback = this.createTransformFeedback();
  14896. this.bindTransformFeedback(transformFeedback);
  14897. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14898. shaderProgram.transformFeedback = transformFeedback;
  14899. }
  14900. context.linkProgram(shaderProgram);
  14901. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14902. this.bindTransformFeedback(null);
  14903. }
  14904. shaderProgram.context = context;
  14905. shaderProgram.vertexShader = vertexShader;
  14906. shaderProgram.fragmentShader = fragmentShader;
  14907. if (!this._caps.parallelShaderCompile) {
  14908. this._finalizeProgram(shaderProgram);
  14909. }
  14910. else {
  14911. shaderProgram.isParallelCompiled = true;
  14912. }
  14913. return shaderProgram;
  14914. };
  14915. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14916. var context = shaderProgram.context;
  14917. var vertexShader = shaderProgram.vertexShader;
  14918. var fragmentShader = shaderProgram.fragmentShader;
  14919. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14920. if (!linked) {
  14921. var error = context.getProgramInfoLog(shaderProgram);
  14922. if (error) {
  14923. throw new Error(error);
  14924. }
  14925. }
  14926. if (this.validateShaderPrograms) {
  14927. context.validateProgram(shaderProgram);
  14928. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14929. if (!validated) {
  14930. var error = context.getProgramInfoLog(shaderProgram);
  14931. if (error) {
  14932. throw new Error(error);
  14933. }
  14934. }
  14935. }
  14936. context.deleteShader(vertexShader);
  14937. context.deleteShader(fragmentShader);
  14938. shaderProgram.context = undefined;
  14939. shaderProgram.vertexShader = undefined;
  14940. shaderProgram.fragmentShader = undefined;
  14941. if (shaderProgram.onCompiled) {
  14942. shaderProgram.onCompiled();
  14943. shaderProgram.onCompiled = undefined;
  14944. }
  14945. };
  14946. /** @hidden */
  14947. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14948. if (!shaderProgram.isParallelCompiled) {
  14949. return true;
  14950. }
  14951. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14952. this._finalizeProgram(shaderProgram);
  14953. return true;
  14954. }
  14955. return false;
  14956. };
  14957. /** @hidden */
  14958. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14959. if (!shaderProgram.isParallelCompiled) {
  14960. action();
  14961. return;
  14962. }
  14963. shaderProgram.onCompiled = action;
  14964. };
  14965. /**
  14966. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14967. * @param shaderProgram defines the webGL program to use
  14968. * @param uniformsNames defines the list of uniform names
  14969. * @returns an array of webGL uniform locations
  14970. */
  14971. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14972. var results = new Array();
  14973. for (var index = 0; index < uniformsNames.length; index++) {
  14974. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14975. }
  14976. return results;
  14977. };
  14978. /**
  14979. * Gets the lsit of active attributes for a given webGL program
  14980. * @param shaderProgram defines the webGL program to use
  14981. * @param attributesNames defines the list of attribute names to get
  14982. * @returns an array of indices indicating the offset of each attribute
  14983. */
  14984. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14985. var results = [];
  14986. for (var index = 0; index < attributesNames.length; index++) {
  14987. try {
  14988. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14989. }
  14990. catch (e) {
  14991. results.push(-1);
  14992. }
  14993. }
  14994. return results;
  14995. };
  14996. /**
  14997. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  14998. * @param effect defines the effect to activate
  14999. */
  15000. Engine.prototype.enableEffect = function (effect) {
  15001. if (!effect || effect === this._currentEffect) {
  15002. return;
  15003. }
  15004. // Use program
  15005. this.bindSamplers(effect);
  15006. this._currentEffect = effect;
  15007. if (effect.onBind) {
  15008. effect.onBind(effect);
  15009. }
  15010. if (effect._onBindObservable) {
  15011. effect._onBindObservable.notifyObservers(effect);
  15012. }
  15013. };
  15014. /**
  15015. * Set the value of an uniform to an array of int32
  15016. * @param uniform defines the webGL uniform location where to store the value
  15017. * @param array defines the array of int32 to store
  15018. */
  15019. Engine.prototype.setIntArray = function (uniform, array) {
  15020. if (!uniform) {
  15021. return;
  15022. }
  15023. this._gl.uniform1iv(uniform, array);
  15024. };
  15025. /**
  15026. * Set the value of an uniform to an array of int32 (stored as vec2)
  15027. * @param uniform defines the webGL uniform location where to store the value
  15028. * @param array defines the array of int32 to store
  15029. */
  15030. Engine.prototype.setIntArray2 = function (uniform, array) {
  15031. if (!uniform || array.length % 2 !== 0) {
  15032. return;
  15033. }
  15034. this._gl.uniform2iv(uniform, array);
  15035. };
  15036. /**
  15037. * Set the value of an uniform to an array of int32 (stored as vec3)
  15038. * @param uniform defines the webGL uniform location where to store the value
  15039. * @param array defines the array of int32 to store
  15040. */
  15041. Engine.prototype.setIntArray3 = function (uniform, array) {
  15042. if (!uniform || array.length % 3 !== 0) {
  15043. return;
  15044. }
  15045. this._gl.uniform3iv(uniform, array);
  15046. };
  15047. /**
  15048. * Set the value of an uniform to an array of int32 (stored as vec4)
  15049. * @param uniform defines the webGL uniform location where to store the value
  15050. * @param array defines the array of int32 to store
  15051. */
  15052. Engine.prototype.setIntArray4 = function (uniform, array) {
  15053. if (!uniform || array.length % 4 !== 0) {
  15054. return;
  15055. }
  15056. this._gl.uniform4iv(uniform, array);
  15057. };
  15058. /**
  15059. * Set the value of an uniform to an array of float32
  15060. * @param uniform defines the webGL uniform location where to store the value
  15061. * @param array defines the array of float32 to store
  15062. */
  15063. Engine.prototype.setFloatArray = function (uniform, array) {
  15064. if (!uniform) {
  15065. return;
  15066. }
  15067. this._gl.uniform1fv(uniform, array);
  15068. };
  15069. /**
  15070. * Set the value of an uniform to an array of float32 (stored as vec2)
  15071. * @param uniform defines the webGL uniform location where to store the value
  15072. * @param array defines the array of float32 to store
  15073. */
  15074. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15075. if (!uniform || array.length % 2 !== 0) {
  15076. return;
  15077. }
  15078. this._gl.uniform2fv(uniform, array);
  15079. };
  15080. /**
  15081. * Set the value of an uniform to an array of float32 (stored as vec3)
  15082. * @param uniform defines the webGL uniform location where to store the value
  15083. * @param array defines the array of float32 to store
  15084. */
  15085. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15086. if (!uniform || array.length % 3 !== 0) {
  15087. return;
  15088. }
  15089. this._gl.uniform3fv(uniform, array);
  15090. };
  15091. /**
  15092. * Set the value of an uniform to an array of float32 (stored as vec4)
  15093. * @param uniform defines the webGL uniform location where to store the value
  15094. * @param array defines the array of float32 to store
  15095. */
  15096. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15097. if (!uniform || array.length % 4 !== 0) {
  15098. return;
  15099. }
  15100. this._gl.uniform4fv(uniform, array);
  15101. };
  15102. /**
  15103. * Set the value of an uniform to an array of number
  15104. * @param uniform defines the webGL uniform location where to store the value
  15105. * @param array defines the array of number to store
  15106. */
  15107. Engine.prototype.setArray = function (uniform, array) {
  15108. if (!uniform) {
  15109. return;
  15110. }
  15111. this._gl.uniform1fv(uniform, array);
  15112. };
  15113. /**
  15114. * Set the value of an uniform to an array of number (stored as vec2)
  15115. * @param uniform defines the webGL uniform location where to store the value
  15116. * @param array defines the array of number to store
  15117. */
  15118. Engine.prototype.setArray2 = function (uniform, array) {
  15119. if (!uniform || array.length % 2 !== 0) {
  15120. return;
  15121. }
  15122. this._gl.uniform2fv(uniform, array);
  15123. };
  15124. /**
  15125. * Set the value of an uniform to an array of number (stored as vec3)
  15126. * @param uniform defines the webGL uniform location where to store the value
  15127. * @param array defines the array of number to store
  15128. */
  15129. Engine.prototype.setArray3 = function (uniform, array) {
  15130. if (!uniform || array.length % 3 !== 0) {
  15131. return;
  15132. }
  15133. this._gl.uniform3fv(uniform, array);
  15134. };
  15135. /**
  15136. * Set the value of an uniform to an array of number (stored as vec4)
  15137. * @param uniform defines the webGL uniform location where to store the value
  15138. * @param array defines the array of number to store
  15139. */
  15140. Engine.prototype.setArray4 = function (uniform, array) {
  15141. if (!uniform || array.length % 4 !== 0) {
  15142. return;
  15143. }
  15144. this._gl.uniform4fv(uniform, array);
  15145. };
  15146. /**
  15147. * Set the value of an uniform to an array of float32 (stored as matrices)
  15148. * @param uniform defines the webGL uniform location where to store the value
  15149. * @param matrices defines the array of float32 to store
  15150. */
  15151. Engine.prototype.setMatrices = function (uniform, matrices) {
  15152. if (!uniform) {
  15153. return;
  15154. }
  15155. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15156. };
  15157. /**
  15158. * Set the value of an uniform to a matrix
  15159. * @param uniform defines the webGL uniform location where to store the value
  15160. * @param matrix defines the matrix to store
  15161. */
  15162. Engine.prototype.setMatrix = function (uniform, matrix) {
  15163. if (!uniform) {
  15164. return;
  15165. }
  15166. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15167. };
  15168. /**
  15169. * Set the value of an uniform to a matrix (3x3)
  15170. * @param uniform defines the webGL uniform location where to store the value
  15171. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15172. */
  15173. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15174. if (!uniform) {
  15175. return;
  15176. }
  15177. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15178. };
  15179. /**
  15180. * Set the value of an uniform to a matrix (2x2)
  15181. * @param uniform defines the webGL uniform location where to store the value
  15182. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15183. */
  15184. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15185. if (!uniform) {
  15186. return;
  15187. }
  15188. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15189. };
  15190. /**
  15191. * Set the value of an uniform to a number (int)
  15192. * @param uniform defines the webGL uniform location where to store the value
  15193. * @param value defines the int number to store
  15194. */
  15195. Engine.prototype.setInt = function (uniform, value) {
  15196. if (!uniform) {
  15197. return;
  15198. }
  15199. this._gl.uniform1i(uniform, value);
  15200. };
  15201. /**
  15202. * Set the value of an uniform to a number (float)
  15203. * @param uniform defines the webGL uniform location where to store the value
  15204. * @param value defines the float number to store
  15205. */
  15206. Engine.prototype.setFloat = function (uniform, value) {
  15207. if (!uniform) {
  15208. return;
  15209. }
  15210. this._gl.uniform1f(uniform, value);
  15211. };
  15212. /**
  15213. * Set the value of an uniform to a vec2
  15214. * @param uniform defines the webGL uniform location where to store the value
  15215. * @param x defines the 1st component of the value
  15216. * @param y defines the 2nd component of the value
  15217. */
  15218. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15219. if (!uniform) {
  15220. return;
  15221. }
  15222. this._gl.uniform2f(uniform, x, y);
  15223. };
  15224. /**
  15225. * Set the value of an uniform to a vec3
  15226. * @param uniform defines the webGL uniform location where to store the value
  15227. * @param x defines the 1st component of the value
  15228. * @param y defines the 2nd component of the value
  15229. * @param z defines the 3rd component of the value
  15230. */
  15231. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15232. if (!uniform) {
  15233. return;
  15234. }
  15235. this._gl.uniform3f(uniform, x, y, z);
  15236. };
  15237. /**
  15238. * Set the value of an uniform to a boolean
  15239. * @param uniform defines the webGL uniform location where to store the value
  15240. * @param bool defines the boolean to store
  15241. */
  15242. Engine.prototype.setBool = function (uniform, bool) {
  15243. if (!uniform) {
  15244. return;
  15245. }
  15246. this._gl.uniform1i(uniform, bool);
  15247. };
  15248. /**
  15249. * Set the value of an uniform to a vec4
  15250. * @param uniform defines the webGL uniform location where to store the value
  15251. * @param x defines the 1st component of the value
  15252. * @param y defines the 2nd component of the value
  15253. * @param z defines the 3rd component of the value
  15254. * @param w defines the 4th component of the value
  15255. */
  15256. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15257. if (!uniform) {
  15258. return;
  15259. }
  15260. this._gl.uniform4f(uniform, x, y, z, w);
  15261. };
  15262. /**
  15263. * Set the value of an uniform to a Color3
  15264. * @param uniform defines the webGL uniform location where to store the value
  15265. * @param color3 defines the color to store
  15266. */
  15267. Engine.prototype.setColor3 = function (uniform, color3) {
  15268. if (!uniform) {
  15269. return;
  15270. }
  15271. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15272. };
  15273. /**
  15274. * Set the value of an uniform to a Color3 and an alpha value
  15275. * @param uniform defines the webGL uniform location where to store the value
  15276. * @param color3 defines the color to store
  15277. * @param alpha defines the alpha component to store
  15278. */
  15279. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15280. if (!uniform) {
  15281. return;
  15282. }
  15283. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15284. };
  15285. /**
  15286. * Sets a Color4 on a uniform variable
  15287. * @param uniform defines the uniform location
  15288. * @param color4 defines the value to be set
  15289. */
  15290. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15291. if (!uniform) {
  15292. return;
  15293. }
  15294. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15295. };
  15296. // States
  15297. /**
  15298. * Set various states to the webGL context
  15299. * @param culling defines backface culling state
  15300. * @param zOffset defines the value to apply to zOffset (0 by default)
  15301. * @param force defines if states must be applied even if cache is up to date
  15302. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15303. */
  15304. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15305. if (zOffset === void 0) { zOffset = 0; }
  15306. if (reverseSide === void 0) { reverseSide = false; }
  15307. // Culling
  15308. if (this._depthCullingState.cull !== culling || force) {
  15309. this._depthCullingState.cull = culling;
  15310. }
  15311. // Cull face
  15312. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15313. if (this._depthCullingState.cullFace !== cullFace || force) {
  15314. this._depthCullingState.cullFace = cullFace;
  15315. }
  15316. // Z offset
  15317. this.setZOffset(zOffset);
  15318. // Front face
  15319. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15320. if (this._depthCullingState.frontFace !== frontFace || force) {
  15321. this._depthCullingState.frontFace = frontFace;
  15322. }
  15323. };
  15324. /**
  15325. * Set the z offset to apply to current rendering
  15326. * @param value defines the offset to apply
  15327. */
  15328. Engine.prototype.setZOffset = function (value) {
  15329. this._depthCullingState.zOffset = value;
  15330. };
  15331. /**
  15332. * Gets the current value of the zOffset
  15333. * @returns the current zOffset state
  15334. */
  15335. Engine.prototype.getZOffset = function () {
  15336. return this._depthCullingState.zOffset;
  15337. };
  15338. /**
  15339. * Enable or disable depth buffering
  15340. * @param enable defines the state to set
  15341. */
  15342. Engine.prototype.setDepthBuffer = function (enable) {
  15343. this._depthCullingState.depthTest = enable;
  15344. };
  15345. /**
  15346. * Gets a boolean indicating if depth writing is enabled
  15347. * @returns the current depth writing state
  15348. */
  15349. Engine.prototype.getDepthWrite = function () {
  15350. return this._depthCullingState.depthMask;
  15351. };
  15352. /**
  15353. * Enable or disable depth writing
  15354. * @param enable defines the state to set
  15355. */
  15356. Engine.prototype.setDepthWrite = function (enable) {
  15357. this._depthCullingState.depthMask = enable;
  15358. };
  15359. /**
  15360. * Enable or disable color writing
  15361. * @param enable defines the state to set
  15362. */
  15363. Engine.prototype.setColorWrite = function (enable) {
  15364. this._gl.colorMask(enable, enable, enable, enable);
  15365. this._colorWrite = enable;
  15366. };
  15367. /**
  15368. * Gets a boolean indicating if color writing is enabled
  15369. * @returns the current color writing state
  15370. */
  15371. Engine.prototype.getColorWrite = function () {
  15372. return this._colorWrite;
  15373. };
  15374. /**
  15375. * Sets alpha constants used by some alpha blending modes
  15376. * @param r defines the red component
  15377. * @param g defines the green component
  15378. * @param b defines the blue component
  15379. * @param a defines the alpha component
  15380. */
  15381. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15382. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15383. };
  15384. /**
  15385. * Sets the current alpha mode
  15386. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15387. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15388. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15389. */
  15390. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15391. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15392. if (this._alphaMode === mode) {
  15393. return;
  15394. }
  15395. switch (mode) {
  15396. case Engine.ALPHA_DISABLE:
  15397. this._alphaState.alphaBlend = false;
  15398. break;
  15399. case Engine.ALPHA_PREMULTIPLIED:
  15400. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15401. this._alphaState.alphaBlend = true;
  15402. break;
  15403. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15404. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15405. this._alphaState.alphaBlend = true;
  15406. break;
  15407. case Engine.ALPHA_COMBINE:
  15408. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15409. this._alphaState.alphaBlend = true;
  15410. break;
  15411. case Engine.ALPHA_ONEONE:
  15412. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15413. this._alphaState.alphaBlend = true;
  15414. break;
  15415. case Engine.ALPHA_ADD:
  15416. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15417. this._alphaState.alphaBlend = true;
  15418. break;
  15419. case Engine.ALPHA_SUBTRACT:
  15420. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15421. this._alphaState.alphaBlend = true;
  15422. break;
  15423. case Engine.ALPHA_MULTIPLY:
  15424. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15425. this._alphaState.alphaBlend = true;
  15426. break;
  15427. case Engine.ALPHA_MAXIMIZED:
  15428. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15429. this._alphaState.alphaBlend = true;
  15430. break;
  15431. case Engine.ALPHA_INTERPOLATE:
  15432. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15433. this._alphaState.alphaBlend = true;
  15434. break;
  15435. case Engine.ALPHA_SCREENMODE:
  15436. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15437. this._alphaState.alphaBlend = true;
  15438. break;
  15439. }
  15440. if (!noDepthWriteChange) {
  15441. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15442. }
  15443. this._alphaMode = mode;
  15444. };
  15445. /**
  15446. * Gets the current alpha mode
  15447. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15448. * @returns the current alpha mode
  15449. */
  15450. Engine.prototype.getAlphaMode = function () {
  15451. return this._alphaMode;
  15452. };
  15453. // Textures
  15454. /**
  15455. * Clears the list of texture accessible through engine.
  15456. * This can help preventing texture load conflict due to name collision.
  15457. */
  15458. Engine.prototype.clearInternalTexturesCache = function () {
  15459. this._internalTexturesCache = [];
  15460. };
  15461. /**
  15462. * Force the entire cache to be cleared
  15463. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15464. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15465. */
  15466. Engine.prototype.wipeCaches = function (bruteForce) {
  15467. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15468. return;
  15469. }
  15470. this._currentEffect = null;
  15471. this._viewportCached.x = 0;
  15472. this._viewportCached.y = 0;
  15473. this._viewportCached.z = 0;
  15474. this._viewportCached.w = 0;
  15475. if (bruteForce) {
  15476. this.resetTextureCache();
  15477. this._currentProgram = null;
  15478. this._stencilState.reset();
  15479. this._depthCullingState.reset();
  15480. this.setDepthFunctionToLessOrEqual();
  15481. this._alphaState.reset();
  15482. this._unpackFlipYCached = null;
  15483. }
  15484. this._resetVertexBufferBinding();
  15485. this._cachedIndexBuffer = null;
  15486. this._cachedEffectForVertexBuffers = null;
  15487. this._unbindVertexArrayObject();
  15488. this.bindIndexBuffer(null);
  15489. };
  15490. /**
  15491. * Set the compressed texture format to use, based on the formats you have, and the formats
  15492. * supported by the hardware / browser.
  15493. *
  15494. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15495. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15496. * to API arguments needed to compressed textures. This puts the burden on the container
  15497. * generator to house the arcane code for determining these for current & future formats.
  15498. *
  15499. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15500. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15501. *
  15502. * Note: The result of this call is not taken into account when a texture is base64.
  15503. *
  15504. * @param formatsAvailable defines the list of those format families you have created
  15505. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15506. *
  15507. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15508. * @returns The extension selected.
  15509. */
  15510. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15511. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15512. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15513. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15514. return this._textureFormatInUse = this._texturesSupported[i];
  15515. }
  15516. }
  15517. }
  15518. // actively set format to nothing, to allow this to be called more than once
  15519. // and possibly fail the 2nd time
  15520. this._textureFormatInUse = null;
  15521. return null;
  15522. };
  15523. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15524. var gl = this._gl;
  15525. var magFilter = gl.NEAREST;
  15526. var minFilter = gl.NEAREST;
  15527. switch (samplingMode) {
  15528. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15529. magFilter = gl.LINEAR;
  15530. if (generateMipMaps) {
  15531. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15532. }
  15533. else {
  15534. minFilter = gl.LINEAR;
  15535. }
  15536. break;
  15537. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15538. magFilter = gl.LINEAR;
  15539. if (generateMipMaps) {
  15540. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15541. }
  15542. else {
  15543. minFilter = gl.LINEAR;
  15544. }
  15545. break;
  15546. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15547. magFilter = gl.NEAREST;
  15548. if (generateMipMaps) {
  15549. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15550. }
  15551. else {
  15552. minFilter = gl.NEAREST;
  15553. }
  15554. break;
  15555. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15556. magFilter = gl.NEAREST;
  15557. if (generateMipMaps) {
  15558. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15559. }
  15560. else {
  15561. minFilter = gl.NEAREST;
  15562. }
  15563. break;
  15564. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15565. magFilter = gl.NEAREST;
  15566. if (generateMipMaps) {
  15567. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15568. }
  15569. else {
  15570. minFilter = gl.LINEAR;
  15571. }
  15572. break;
  15573. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15574. magFilter = gl.NEAREST;
  15575. if (generateMipMaps) {
  15576. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15577. }
  15578. else {
  15579. minFilter = gl.LINEAR;
  15580. }
  15581. break;
  15582. case Engine.TEXTURE_NEAREST_LINEAR:
  15583. magFilter = gl.NEAREST;
  15584. minFilter = gl.LINEAR;
  15585. break;
  15586. case Engine.TEXTURE_NEAREST_NEAREST:
  15587. magFilter = gl.NEAREST;
  15588. minFilter = gl.NEAREST;
  15589. break;
  15590. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15591. magFilter = gl.LINEAR;
  15592. if (generateMipMaps) {
  15593. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15594. }
  15595. else {
  15596. minFilter = gl.NEAREST;
  15597. }
  15598. break;
  15599. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15600. magFilter = gl.LINEAR;
  15601. if (generateMipMaps) {
  15602. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15603. }
  15604. else {
  15605. minFilter = gl.NEAREST;
  15606. }
  15607. break;
  15608. case Engine.TEXTURE_LINEAR_LINEAR:
  15609. magFilter = gl.LINEAR;
  15610. minFilter = gl.LINEAR;
  15611. break;
  15612. case Engine.TEXTURE_LINEAR_NEAREST:
  15613. magFilter = gl.LINEAR;
  15614. minFilter = gl.NEAREST;
  15615. break;
  15616. }
  15617. return {
  15618. min: minFilter,
  15619. mag: magFilter
  15620. };
  15621. };
  15622. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15623. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15624. var img;
  15625. var onload = function () {
  15626. loadedImages[index] = img;
  15627. loadedImages._internalCount++;
  15628. if (scene) {
  15629. scene._removePendingData(img);
  15630. }
  15631. if (loadedImages._internalCount === 6) {
  15632. onfinish(loadedImages);
  15633. }
  15634. };
  15635. var onerror = function (message, exception) {
  15636. if (scene) {
  15637. scene._removePendingData(img);
  15638. }
  15639. if (onErrorCallBack) {
  15640. onErrorCallBack(message, exception);
  15641. }
  15642. };
  15643. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15644. if (scene) {
  15645. scene._addPendingData(img);
  15646. }
  15647. };
  15648. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15649. if (onError === void 0) { onError = null; }
  15650. var loadedImages = [];
  15651. loadedImages._internalCount = 0;
  15652. for (var index = 0; index < 6; index++) {
  15653. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15654. }
  15655. };
  15656. /** @hidden */
  15657. Engine.prototype._createTexture = function () {
  15658. var texture = this._gl.createTexture();
  15659. if (!texture) {
  15660. throw new Error("Unable to create texture");
  15661. }
  15662. return texture;
  15663. };
  15664. /**
  15665. * Usually called from BABYLON.Texture.ts.
  15666. * Passed information to create a WebGLTexture
  15667. * @param urlArg defines a value which contains one of the following:
  15668. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15669. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15670. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15671. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15672. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  15673. * @param scene needed for loading to the correct scene
  15674. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15675. * @param onLoad optional callback to be called upon successful completion
  15676. * @param onError optional callback to be called upon failure
  15677. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
  15678. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15679. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15680. * @param forcedExtension defines the extension to use to pick the right loader
  15681. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15682. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15683. */
  15684. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15685. var _this = this;
  15686. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15687. if (onLoad === void 0) { onLoad = null; }
  15688. if (onError === void 0) { onError = null; }
  15689. if (buffer === void 0) { buffer = null; }
  15690. if (fallback === void 0) { fallback = null; }
  15691. if (format === void 0) { format = null; }
  15692. if (forcedExtension === void 0) { forcedExtension = null; }
  15693. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15694. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15695. var fromData = url.substr(0, 5) === "data:";
  15696. var fromBlob = url.substr(0, 5) === "blob:";
  15697. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15698. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15699. // establish the file extension, if possible
  15700. var lastDot = url.lastIndexOf('.');
  15701. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15702. var loader = null;
  15703. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15704. var availableLoader = _a[_i];
  15705. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15706. loader = availableLoader;
  15707. break;
  15708. }
  15709. }
  15710. if (loader) {
  15711. url = loader.transformUrl(url, this._textureFormatInUse);
  15712. }
  15713. if (scene) {
  15714. scene._addPendingData(texture);
  15715. }
  15716. texture.url = url;
  15717. texture.generateMipMaps = !noMipmap;
  15718. texture.samplingMode = samplingMode;
  15719. texture.invertY = invertY;
  15720. if (!this._doNotHandleContextLost) {
  15721. // Keep a link to the buffer only if we plan to handle context lost
  15722. texture._buffer = buffer;
  15723. }
  15724. var onLoadObserver = null;
  15725. if (onLoad && !fallback) {
  15726. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15727. }
  15728. if (!fallback) {
  15729. this._internalTexturesCache.push(texture);
  15730. }
  15731. var onInternalError = function (message, exception) {
  15732. if (scene) {
  15733. scene._removePendingData(texture);
  15734. }
  15735. var customFallback = false;
  15736. if (loader) {
  15737. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15738. if (fallbackUrl) {
  15739. // Add Back
  15740. customFallback = true;
  15741. excludeLoaders.push(loader);
  15742. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15743. _this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15744. return;
  15745. }
  15746. }
  15747. if (!customFallback) {
  15748. if (onLoadObserver) {
  15749. texture.onLoadedObservable.remove(onLoadObserver);
  15750. }
  15751. if (BABYLON.Tools.UseFallbackTexture) {
  15752. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);
  15753. return;
  15754. }
  15755. }
  15756. if (onError) {
  15757. onError(message || "Unknown error", exception);
  15758. }
  15759. };
  15760. // processing for non-image formats
  15761. if (loader) {
  15762. var callback = function (data) {
  15763. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15764. if (loadFailed) {
  15765. onInternalError("TextureLoader failed to load data");
  15766. }
  15767. else {
  15768. _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {
  15769. done();
  15770. return false;
  15771. }, samplingMode);
  15772. }
  15773. });
  15774. };
  15775. if (!buffer) {
  15776. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15777. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15778. });
  15779. }
  15780. else {
  15781. callback(buffer);
  15782. }
  15783. }
  15784. else {
  15785. var onload = function (img) {
  15786. if (fromBlob && !_this._doNotHandleContextLost) {
  15787. // We need to store the image if we need to rebuild the texture
  15788. // in case of a webgl context lost
  15789. texture._buffer = img;
  15790. }
  15791. _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15792. var gl = _this._gl;
  15793. var isPot = (img.width === potWidth && img.height === potHeight);
  15794. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15795. if (isPot) {
  15796. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15797. return false;
  15798. }
  15799. var maxTextureSize = _this._caps.maxTextureSize;
  15800. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15801. _this._prepareWorkingCanvas();
  15802. if (!_this._workingCanvas || !_this._workingContext) {
  15803. return false;
  15804. }
  15805. _this._workingCanvas.width = potWidth;
  15806. _this._workingCanvas.height = potHeight;
  15807. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15808. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15809. texture.width = potWidth;
  15810. texture.height = potHeight;
  15811. return false;
  15812. }
  15813. else {
  15814. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15815. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15816. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15817. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15818. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15819. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15820. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15821. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15822. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15823. _this._releaseTexture(source_1);
  15824. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15825. continuationCallback();
  15826. });
  15827. }
  15828. return true;
  15829. }, samplingMode);
  15830. };
  15831. if (!fromData || isBase64) {
  15832. if (buffer instanceof HTMLImageElement) {
  15833. onload(buffer);
  15834. }
  15835. else {
  15836. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15837. }
  15838. }
  15839. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15840. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15841. }
  15842. else {
  15843. onload(buffer);
  15844. }
  15845. }
  15846. return texture;
  15847. };
  15848. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15849. var _this = this;
  15850. var rtt = this.createRenderTargetTexture({
  15851. width: destination.width,
  15852. height: destination.height,
  15853. }, {
  15854. generateMipMaps: false,
  15855. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15856. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15857. generateDepthBuffer: false,
  15858. generateStencilBuffer: false
  15859. });
  15860. if (!this._rescalePostProcess) {
  15861. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15862. }
  15863. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15864. _this._rescalePostProcess.onApply = function (effect) {
  15865. effect._bindTexture("textureSampler", source);
  15866. };
  15867. var hostingScene = scene;
  15868. if (!hostingScene) {
  15869. hostingScene = _this.scenes[_this.scenes.length - 1];
  15870. }
  15871. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15872. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15873. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15874. _this.unBindFramebuffer(rtt);
  15875. _this._releaseTexture(rtt);
  15876. if (onComplete) {
  15877. onComplete();
  15878. }
  15879. });
  15880. };
  15881. /**
  15882. * Update a raw texture
  15883. * @param texture defines the texture to update
  15884. * @param data defines the data to store in the texture
  15885. * @param format defines the format of the data
  15886. * @param invertY defines if data must be stored with Y axis inverted
  15887. * @param compression defines the compression used (null by default)
  15888. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15889. */
  15890. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15891. if (compression === void 0) { compression = null; }
  15892. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15893. if (!texture) {
  15894. return;
  15895. }
  15896. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15897. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15898. // babylon's internalFormat but gl's texImage2D format
  15899. var internalFormat = this._getInternalFormat(format);
  15900. var textureType = this._getWebGLTextureType(type);
  15901. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15902. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15903. if (!this._doNotHandleContextLost) {
  15904. texture._bufferView = data;
  15905. texture.format = format;
  15906. texture.type = type;
  15907. texture.invertY = invertY;
  15908. texture._compression = compression;
  15909. }
  15910. if (texture.width % 4 !== 0) {
  15911. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15912. }
  15913. if (compression && data) {
  15914. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15915. }
  15916. else {
  15917. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15918. }
  15919. if (texture.generateMipMaps) {
  15920. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15921. }
  15922. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15923. // this.resetTextureCache();
  15924. texture.isReady = true;
  15925. };
  15926. /**
  15927. * Creates a raw texture
  15928. * @param data defines the data to store in the texture
  15929. * @param width defines the width of the texture
  15930. * @param height defines the height of the texture
  15931. * @param format defines the format of the data
  15932. * @param generateMipMaps defines if the engine should generate the mip levels
  15933. * @param invertY defines if data must be stored with Y axis inverted
  15934. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15935. * @param compression defines the compression used (null by default)
  15936. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15937. * @returns the raw texture inside an InternalTexture
  15938. */
  15939. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15940. if (compression === void 0) { compression = null; }
  15941. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15942. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15943. texture.baseWidth = width;
  15944. texture.baseHeight = height;
  15945. texture.width = width;
  15946. texture.height = height;
  15947. texture.format = format;
  15948. texture.generateMipMaps = generateMipMaps;
  15949. texture.samplingMode = samplingMode;
  15950. texture.invertY = invertY;
  15951. texture._compression = compression;
  15952. texture.type = type;
  15953. if (!this._doNotHandleContextLost) {
  15954. texture._bufferView = data;
  15955. }
  15956. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15957. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15958. // Filters
  15959. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15960. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15961. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15962. if (generateMipMaps) {
  15963. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15964. }
  15965. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15966. this._internalTexturesCache.push(texture);
  15967. return texture;
  15968. };
  15969. /** @hidden */
  15970. Engine.prototype._unpackFlipY = function (value) {
  15971. if (this._unpackFlipYCached !== value) {
  15972. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15973. if (this.enableUnpackFlipYCached) {
  15974. this._unpackFlipYCached = value;
  15975. }
  15976. }
  15977. };
  15978. /** @hidden */
  15979. Engine.prototype._getUnpackAlignement = function () {
  15980. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15981. };
  15982. /**
  15983. * Creates a dynamic texture
  15984. * @param width defines the width of the texture
  15985. * @param height defines the height of the texture
  15986. * @param generateMipMaps defines if the engine should generate the mip levels
  15987. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15988. * @returns the dynamic texture inside an InternalTexture
  15989. */
  15990. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15991. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15992. texture.baseWidth = width;
  15993. texture.baseHeight = height;
  15994. if (generateMipMaps) {
  15995. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  15996. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  15997. }
  15998. // this.resetTextureCache();
  15999. texture.width = width;
  16000. texture.height = height;
  16001. texture.isReady = false;
  16002. texture.generateMipMaps = generateMipMaps;
  16003. texture.samplingMode = samplingMode;
  16004. this.updateTextureSamplingMode(samplingMode, texture);
  16005. this._internalTexturesCache.push(texture);
  16006. return texture;
  16007. };
  16008. /**
  16009. * Update the sampling mode of a given texture
  16010. * @param samplingMode defines the required sampling mode
  16011. * @param texture defines the texture to update
  16012. */
  16013. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16014. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16015. if (texture.isCube) {
  16016. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16017. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16018. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16019. }
  16020. else if (texture.is3D) {
  16021. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16022. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16023. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16024. }
  16025. else {
  16026. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16027. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16028. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16029. }
  16030. texture.samplingMode = samplingMode;
  16031. };
  16032. /**
  16033. * Update the content of a dynamic texture
  16034. * @param texture defines the texture to update
  16035. * @param canvas defines the canvas containing the source
  16036. * @param invertY defines if data must be stored with Y axis inverted
  16037. * @param premulAlpha defines if alpha is stored as premultiplied
  16038. * @param format defines the format of the data
  16039. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16040. */
  16041. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16042. if (premulAlpha === void 0) { premulAlpha = false; }
  16043. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16044. if (!texture) {
  16045. return;
  16046. }
  16047. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16048. this._unpackFlipY(invertY);
  16049. if (premulAlpha) {
  16050. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16051. }
  16052. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16053. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16054. if (texture.generateMipMaps) {
  16055. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16056. }
  16057. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16058. if (premulAlpha) {
  16059. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16060. }
  16061. texture.isReady = true;
  16062. };
  16063. /**
  16064. * Update a video texture
  16065. * @param texture defines the texture to update
  16066. * @param video defines the video element to use
  16067. * @param invertY defines if data must be stored with Y axis inverted
  16068. */
  16069. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16070. if (!texture || texture._isDisabled) {
  16071. return;
  16072. }
  16073. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16074. this._unpackFlipY(!invertY); // Video are upside down by default
  16075. try {
  16076. // Testing video texture support
  16077. if (this._videoTextureSupported === undefined) {
  16078. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16079. if (this._gl.getError() !== 0) {
  16080. this._videoTextureSupported = false;
  16081. }
  16082. else {
  16083. this._videoTextureSupported = true;
  16084. }
  16085. }
  16086. // Copy video through the current working canvas if video texture is not supported
  16087. if (!this._videoTextureSupported) {
  16088. if (!texture._workingCanvas) {
  16089. texture._workingCanvas = document.createElement("canvas");
  16090. var context = texture._workingCanvas.getContext("2d");
  16091. if (!context) {
  16092. throw new Error("Unable to get 2d context");
  16093. }
  16094. texture._workingContext = context;
  16095. texture._workingCanvas.width = texture.width;
  16096. texture._workingCanvas.height = texture.height;
  16097. }
  16098. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16099. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16100. }
  16101. else {
  16102. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16103. }
  16104. if (texture.generateMipMaps) {
  16105. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16106. }
  16107. if (!wasPreviouslyBound) {
  16108. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16109. }
  16110. // this.resetTextureCache();
  16111. texture.isReady = true;
  16112. }
  16113. catch (ex) {
  16114. // Something unexpected
  16115. // Let's disable the texture
  16116. texture._isDisabled = true;
  16117. }
  16118. };
  16119. /**
  16120. * Updates a depth texture Comparison Mode and Function.
  16121. * If the comparison Function is equal to 0, the mode will be set to none.
  16122. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16123. * @param texture The texture to set the comparison function for
  16124. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16125. */
  16126. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16127. if (this.webGLVersion === 1) {
  16128. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16129. return;
  16130. }
  16131. var gl = this._gl;
  16132. if (texture.isCube) {
  16133. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16134. if (comparisonFunction === 0) {
  16135. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16136. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16137. }
  16138. else {
  16139. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16140. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16141. }
  16142. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16143. }
  16144. else {
  16145. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16146. if (comparisonFunction === 0) {
  16147. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16148. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16149. }
  16150. else {
  16151. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16152. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16153. }
  16154. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16155. }
  16156. texture._comparisonFunction = comparisonFunction;
  16157. };
  16158. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16159. var width = size.width || size;
  16160. var height = size.height || size;
  16161. internalTexture.baseWidth = width;
  16162. internalTexture.baseHeight = height;
  16163. internalTexture.width = width;
  16164. internalTexture.height = height;
  16165. internalTexture.isReady = true;
  16166. internalTexture.samples = 1;
  16167. internalTexture.generateMipMaps = false;
  16168. internalTexture._generateDepthBuffer = true;
  16169. internalTexture._generateStencilBuffer = generateStencil;
  16170. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16171. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16172. internalTexture._comparisonFunction = comparisonFunction;
  16173. var gl = this._gl;
  16174. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16175. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16176. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16177. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16178. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16179. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16180. if (comparisonFunction === 0) {
  16181. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16182. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16183. }
  16184. else {
  16185. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16186. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16187. }
  16188. };
  16189. /**
  16190. * Creates a depth stencil texture.
  16191. * This is only available in WebGL 2 or with the depth texture extension available.
  16192. * @param size The size of face edge in the texture.
  16193. * @param options The options defining the texture.
  16194. * @returns The texture
  16195. */
  16196. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16197. if (options.isCube) {
  16198. var width = size.width || size;
  16199. return this._createDepthStencilCubeTexture(width, options);
  16200. }
  16201. else {
  16202. return this._createDepthStencilTexture(size, options);
  16203. }
  16204. };
  16205. /**
  16206. * Creates a depth stencil texture.
  16207. * This is only available in WebGL 2 or with the depth texture extension available.
  16208. * @param size The size of face edge in the texture.
  16209. * @param options The options defining the texture.
  16210. * @returns The texture
  16211. */
  16212. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16213. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16214. if (!this._caps.depthTextureExtension) {
  16215. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16216. return internalTexture;
  16217. }
  16218. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16219. var gl = this._gl;
  16220. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16221. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16222. if (this.webGLVersion > 1) {
  16223. if (internalOptions.generateStencil) {
  16224. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16225. }
  16226. else {
  16227. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16228. }
  16229. }
  16230. else {
  16231. if (internalOptions.generateStencil) {
  16232. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16233. }
  16234. else {
  16235. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16236. }
  16237. }
  16238. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16239. return internalTexture;
  16240. };
  16241. /**
  16242. * Creates a depth stencil cube texture.
  16243. * This is only available in WebGL 2.
  16244. * @param size The size of face edge in the cube texture.
  16245. * @param options The options defining the cube texture.
  16246. * @returns The cube texture
  16247. */
  16248. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16249. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16250. internalTexture.isCube = true;
  16251. if (this.webGLVersion === 1) {
  16252. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16253. return internalTexture;
  16254. }
  16255. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16256. var gl = this._gl;
  16257. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16258. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16259. // Create the depth/stencil buffer
  16260. for (var face = 0; face < 6; face++) {
  16261. if (internalOptions.generateStencil) {
  16262. 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);
  16263. }
  16264. else {
  16265. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16266. }
  16267. }
  16268. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16269. return internalTexture;
  16270. };
  16271. /**
  16272. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16273. * @param renderTarget The render target to set the frame buffer for
  16274. */
  16275. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16276. // Create the framebuffer
  16277. var internalTexture = renderTarget.getInternalTexture();
  16278. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16279. return;
  16280. }
  16281. var gl = this._gl;
  16282. var depthStencilTexture = renderTarget.depthStencilTexture;
  16283. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16284. if (depthStencilTexture.isCube) {
  16285. if (depthStencilTexture._generateStencilBuffer) {
  16286. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16287. }
  16288. else {
  16289. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16290. }
  16291. }
  16292. else {
  16293. if (depthStencilTexture._generateStencilBuffer) {
  16294. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16295. }
  16296. else {
  16297. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16298. }
  16299. }
  16300. this.bindUnboundFramebuffer(null);
  16301. };
  16302. /**
  16303. * Creates a new render target texture
  16304. * @param size defines the size of the texture
  16305. * @param options defines the options used to create the texture
  16306. * @returns a new render target texture stored in an InternalTexture
  16307. */
  16308. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16309. var fullOptions = new RenderTargetCreationOptions();
  16310. if (options !== undefined && typeof options === "object") {
  16311. fullOptions.generateMipMaps = options.generateMipMaps;
  16312. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16313. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16314. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16315. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16316. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16317. }
  16318. else {
  16319. fullOptions.generateMipMaps = options;
  16320. fullOptions.generateDepthBuffer = true;
  16321. fullOptions.generateStencilBuffer = false;
  16322. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16323. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16324. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16325. }
  16326. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16327. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16328. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16329. }
  16330. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16331. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16332. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16333. }
  16334. var gl = this._gl;
  16335. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16336. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16337. var width = size.width || size;
  16338. var height = size.height || size;
  16339. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16340. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16341. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16342. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16343. }
  16344. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16345. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16346. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16347. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16348. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16349. // Create the framebuffer
  16350. var currentFrameBuffer = this._currentFramebuffer;
  16351. var framebuffer = gl.createFramebuffer();
  16352. this.bindUnboundFramebuffer(framebuffer);
  16353. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16354. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16355. if (fullOptions.generateMipMaps) {
  16356. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16357. }
  16358. // Unbind
  16359. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16360. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16361. this.bindUnboundFramebuffer(currentFrameBuffer);
  16362. texture._framebuffer = framebuffer;
  16363. texture.baseWidth = width;
  16364. texture.baseHeight = height;
  16365. texture.width = width;
  16366. texture.height = height;
  16367. texture.isReady = true;
  16368. texture.samples = 1;
  16369. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16370. texture.samplingMode = fullOptions.samplingMode;
  16371. texture.type = fullOptions.type;
  16372. texture.format = fullOptions.format;
  16373. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16374. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16375. // this.resetTextureCache();
  16376. this._internalTexturesCache.push(texture);
  16377. return texture;
  16378. };
  16379. /**
  16380. * Create a multi render target texture
  16381. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16382. * @param size defines the size of the texture
  16383. * @param options defines the creation options
  16384. * @returns the cube texture as an InternalTexture
  16385. */
  16386. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16387. var generateMipMaps = false;
  16388. var generateDepthBuffer = true;
  16389. var generateStencilBuffer = false;
  16390. var generateDepthTexture = false;
  16391. var textureCount = 1;
  16392. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16393. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16394. var types = new Array();
  16395. var samplingModes = new Array();
  16396. if (options !== undefined) {
  16397. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16398. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16399. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16400. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16401. textureCount = options.textureCount || 1;
  16402. if (options.types) {
  16403. types = options.types;
  16404. }
  16405. if (options.samplingModes) {
  16406. samplingModes = options.samplingModes;
  16407. }
  16408. }
  16409. var gl = this._gl;
  16410. // Create the framebuffer
  16411. var framebuffer = gl.createFramebuffer();
  16412. this.bindUnboundFramebuffer(framebuffer);
  16413. var width = size.width || size;
  16414. var height = size.height || size;
  16415. var textures = [];
  16416. var attachments = [];
  16417. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16418. for (var i = 0; i < textureCount; i++) {
  16419. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16420. var type = types[i] || defaultType;
  16421. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16422. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16423. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16424. }
  16425. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16426. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16427. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16428. }
  16429. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16430. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16431. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16432. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16433. }
  16434. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16435. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16436. textures.push(texture);
  16437. attachments.push(attachment);
  16438. gl.activeTexture(gl["TEXTURE" + i]);
  16439. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16440. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16441. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16442. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16443. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16444. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16445. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16446. if (generateMipMaps) {
  16447. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16448. }
  16449. // Unbind
  16450. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16451. texture._framebuffer = framebuffer;
  16452. texture._depthStencilBuffer = depthStencilBuffer;
  16453. texture.baseWidth = width;
  16454. texture.baseHeight = height;
  16455. texture.width = width;
  16456. texture.height = height;
  16457. texture.isReady = true;
  16458. texture.samples = 1;
  16459. texture.generateMipMaps = generateMipMaps;
  16460. texture.samplingMode = samplingMode;
  16461. texture.type = type;
  16462. texture._generateDepthBuffer = generateDepthBuffer;
  16463. texture._generateStencilBuffer = generateStencilBuffer;
  16464. texture._attachments = attachments;
  16465. this._internalTexturesCache.push(texture);
  16466. }
  16467. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16468. // Depth texture
  16469. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16470. gl.activeTexture(gl.TEXTURE0);
  16471. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16472. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16473. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16474. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16475. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16476. 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);
  16477. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16478. depthTexture._framebuffer = framebuffer;
  16479. depthTexture.baseWidth = width;
  16480. depthTexture.baseHeight = height;
  16481. depthTexture.width = width;
  16482. depthTexture.height = height;
  16483. depthTexture.isReady = true;
  16484. depthTexture.samples = 1;
  16485. depthTexture.generateMipMaps = generateMipMaps;
  16486. depthTexture.samplingMode = gl.NEAREST;
  16487. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16488. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16489. textures.push(depthTexture);
  16490. this._internalTexturesCache.push(depthTexture);
  16491. }
  16492. gl.drawBuffers(attachments);
  16493. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16494. this.bindUnboundFramebuffer(null);
  16495. this.resetTextureCache();
  16496. return textures;
  16497. };
  16498. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16499. if (samples === void 0) { samples = 1; }
  16500. var depthStencilBuffer = null;
  16501. var gl = this._gl;
  16502. // Create the depth/stencil buffer
  16503. if (generateStencilBuffer) {
  16504. depthStencilBuffer = gl.createRenderbuffer();
  16505. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16506. if (samples > 1) {
  16507. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16508. }
  16509. else {
  16510. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16511. }
  16512. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16513. }
  16514. else if (generateDepthBuffer) {
  16515. depthStencilBuffer = gl.createRenderbuffer();
  16516. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16517. if (samples > 1) {
  16518. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16519. }
  16520. else {
  16521. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16522. }
  16523. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16524. }
  16525. return depthStencilBuffer;
  16526. };
  16527. /**
  16528. * Updates the sample count of a render target texture
  16529. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16530. * @param texture defines the texture to update
  16531. * @param samples defines the sample count to set
  16532. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16533. */
  16534. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16535. if (this.webGLVersion < 2 || !texture) {
  16536. return 1;
  16537. }
  16538. if (texture.samples === samples) {
  16539. return samples;
  16540. }
  16541. var gl = this._gl;
  16542. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16543. // Dispose previous render buffers
  16544. if (texture._depthStencilBuffer) {
  16545. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16546. texture._depthStencilBuffer = null;
  16547. }
  16548. if (texture._MSAAFramebuffer) {
  16549. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16550. texture._MSAAFramebuffer = null;
  16551. }
  16552. if (texture._MSAARenderBuffer) {
  16553. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16554. texture._MSAARenderBuffer = null;
  16555. }
  16556. if (samples > 1) {
  16557. var framebuffer = gl.createFramebuffer();
  16558. if (!framebuffer) {
  16559. throw new Error("Unable to create multi sampled framebuffer");
  16560. }
  16561. texture._MSAAFramebuffer = framebuffer;
  16562. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16563. var colorRenderbuffer = gl.createRenderbuffer();
  16564. if (!colorRenderbuffer) {
  16565. throw new Error("Unable to create multi sampled framebuffer");
  16566. }
  16567. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16568. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16569. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16570. texture._MSAARenderBuffer = colorRenderbuffer;
  16571. }
  16572. else {
  16573. this.bindUnboundFramebuffer(texture._framebuffer);
  16574. }
  16575. texture.samples = samples;
  16576. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16577. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16578. this.bindUnboundFramebuffer(null);
  16579. return samples;
  16580. };
  16581. /**
  16582. * Update the sample count for a given multiple render target texture
  16583. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16584. * @param textures defines the textures to update
  16585. * @param samples defines the sample count to set
  16586. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16587. */
  16588. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16589. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16590. return 1;
  16591. }
  16592. if (textures[0].samples === samples) {
  16593. return samples;
  16594. }
  16595. var gl = this._gl;
  16596. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16597. // Dispose previous render buffers
  16598. if (textures[0]._depthStencilBuffer) {
  16599. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16600. textures[0]._depthStencilBuffer = null;
  16601. }
  16602. if (textures[0]._MSAAFramebuffer) {
  16603. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16604. textures[0]._MSAAFramebuffer = null;
  16605. }
  16606. for (var i = 0; i < textures.length; i++) {
  16607. if (textures[i]._MSAARenderBuffer) {
  16608. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16609. textures[i]._MSAARenderBuffer = null;
  16610. }
  16611. }
  16612. if (samples > 1) {
  16613. var framebuffer = gl.createFramebuffer();
  16614. if (!framebuffer) {
  16615. throw new Error("Unable to create multi sampled framebuffer");
  16616. }
  16617. this.bindUnboundFramebuffer(framebuffer);
  16618. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16619. var attachments = [];
  16620. for (var i = 0; i < textures.length; i++) {
  16621. var texture = textures[i];
  16622. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16623. var colorRenderbuffer = gl.createRenderbuffer();
  16624. if (!colorRenderbuffer) {
  16625. throw new Error("Unable to create multi sampled framebuffer");
  16626. }
  16627. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16628. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16629. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16630. texture._MSAAFramebuffer = framebuffer;
  16631. texture._MSAARenderBuffer = colorRenderbuffer;
  16632. texture.samples = samples;
  16633. texture._depthStencilBuffer = depthStencilBuffer;
  16634. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16635. attachments.push(attachment);
  16636. }
  16637. gl.drawBuffers(attachments);
  16638. }
  16639. else {
  16640. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16641. }
  16642. this.bindUnboundFramebuffer(null);
  16643. return samples;
  16644. };
  16645. /** @hidden */
  16646. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16647. if (faceIndex === void 0) { faceIndex = 0; }
  16648. if (lod === void 0) { lod = 0; }
  16649. var gl = this._gl;
  16650. var target = gl.TEXTURE_2D;
  16651. if (texture.isCube) {
  16652. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16653. }
  16654. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16655. };
  16656. /** @hidden */
  16657. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16658. if (faceIndex === void 0) { faceIndex = 0; }
  16659. if (lod === void 0) { lod = 0; }
  16660. var gl = this._gl;
  16661. var textureType = this._getWebGLTextureType(texture.type);
  16662. var format = this._getInternalFormat(texture.format);
  16663. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16664. this._unpackFlipY(texture.invertY);
  16665. var target = gl.TEXTURE_2D;
  16666. if (texture.isCube) {
  16667. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16668. }
  16669. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16670. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16671. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16672. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16673. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16674. };
  16675. /** @hidden */
  16676. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16677. if (faceIndex === void 0) { faceIndex = 0; }
  16678. if (lod === void 0) { lod = 0; }
  16679. var gl = this._gl;
  16680. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16681. this._bindTextureDirectly(bindTarget, texture, true);
  16682. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16683. this._bindTextureDirectly(bindTarget, null, true);
  16684. };
  16685. /** @hidden */
  16686. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16687. if (faceIndex === void 0) { faceIndex = 0; }
  16688. if (lod === void 0) { lod = 0; }
  16689. var gl = this._gl;
  16690. var textureType = this._getWebGLTextureType(texture.type);
  16691. var format = this._getInternalFormat(texture.format);
  16692. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16693. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16694. this._bindTextureDirectly(bindTarget, texture, true);
  16695. this._unpackFlipY(texture.invertY);
  16696. var target = gl.TEXTURE_2D;
  16697. if (texture.isCube) {
  16698. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16699. }
  16700. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16701. this._bindTextureDirectly(bindTarget, null, true);
  16702. };
  16703. /**
  16704. * Creates a new render target cube texture
  16705. * @param size defines the size of the texture
  16706. * @param options defines the options used to create the texture
  16707. * @returns a new render target cube texture stored in an InternalTexture
  16708. */
  16709. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16710. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16711. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16712. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16713. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16714. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16715. }
  16716. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16717. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16718. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16719. }
  16720. var gl = this._gl;
  16721. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16722. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16723. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16724. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16725. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16726. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16727. }
  16728. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16729. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16730. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16731. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16732. for (var face = 0; face < 6; face++) {
  16733. 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);
  16734. }
  16735. // Create the framebuffer
  16736. var framebuffer = gl.createFramebuffer();
  16737. this.bindUnboundFramebuffer(framebuffer);
  16738. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16739. // MipMaps
  16740. if (fullOptions.generateMipMaps) {
  16741. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16742. }
  16743. // Unbind
  16744. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16745. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16746. this.bindUnboundFramebuffer(null);
  16747. texture._framebuffer = framebuffer;
  16748. texture.width = size;
  16749. texture.height = size;
  16750. texture.isReady = true;
  16751. texture.isCube = true;
  16752. texture.samples = 1;
  16753. texture.generateMipMaps = fullOptions.generateMipMaps;
  16754. texture.samplingMode = fullOptions.samplingMode;
  16755. texture.type = fullOptions.type;
  16756. texture.format = fullOptions.format;
  16757. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16758. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16759. this._internalTexturesCache.push(texture);
  16760. return texture;
  16761. };
  16762. /**
  16763. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16764. * @param rootUrl defines the url where the file to load is located
  16765. * @param scene defines the current scene
  16766. * @param lodScale defines scale to apply to the mip map selection
  16767. * @param lodOffset defines offset to apply to the mip map selection
  16768. * @param onLoad defines an optional callback raised when the texture is loaded
  16769. * @param onError defines an optional callback raised if there is an issue to load the texture
  16770. * @param format defines the format of the data
  16771. * @param forcedExtension defines the extension to use to pick the right loader
  16772. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16773. * @returns the cube texture as an InternalTexture
  16774. */
  16775. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16776. var _this = this;
  16777. if (onLoad === void 0) { onLoad = null; }
  16778. if (onError === void 0) { onError = null; }
  16779. if (forcedExtension === void 0) { forcedExtension = null; }
  16780. if (createPolynomials === void 0) { createPolynomials = true; }
  16781. var callback = function (loadData) {
  16782. if (!loadData) {
  16783. if (onLoad) {
  16784. onLoad(null);
  16785. }
  16786. return;
  16787. }
  16788. var texture = loadData.texture;
  16789. if (!createPolynomials) {
  16790. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16791. }
  16792. else if (loadData.info.sphericalPolynomial) {
  16793. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16794. }
  16795. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16796. if (_this._caps.textureLOD) {
  16797. // Do not add extra process if texture lod is supported.
  16798. if (onLoad) {
  16799. onLoad(texture);
  16800. }
  16801. return;
  16802. }
  16803. var mipSlices = 3;
  16804. var gl = _this._gl;
  16805. var width = loadData.width;
  16806. if (!width) {
  16807. return;
  16808. }
  16809. var textures = [];
  16810. for (var i = 0; i < mipSlices; i++) {
  16811. //compute LOD from even spacing in smoothness (matching shader calculation)
  16812. var smoothness = i / (mipSlices - 1);
  16813. var roughness = 1 - smoothness;
  16814. var minLODIndex = lodOffset; // roughness = 0
  16815. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16816. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16817. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16818. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16819. glTextureFromLod.type = texture.type;
  16820. glTextureFromLod.format = texture.format;
  16821. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16822. glTextureFromLod.height = glTextureFromLod.width;
  16823. glTextureFromLod.isCube = true;
  16824. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16825. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16826. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16827. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16828. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16829. if (loadData.isDDS) {
  16830. var info = loadData.info;
  16831. var data = loadData.data;
  16832. _this._unpackFlipY(info.isCompressed);
  16833. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16834. }
  16835. else {
  16836. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16837. }
  16838. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16839. // Wrap in a base texture for easy binding.
  16840. var lodTexture = new BABYLON.BaseTexture(scene);
  16841. lodTexture.isCube = true;
  16842. lodTexture._texture = glTextureFromLod;
  16843. glTextureFromLod.isReady = true;
  16844. textures.push(lodTexture);
  16845. }
  16846. texture._lodTextureHigh = textures[2];
  16847. texture._lodTextureMid = textures[1];
  16848. texture._lodTextureLow = textures[0];
  16849. if (onLoad) {
  16850. onLoad(texture);
  16851. }
  16852. };
  16853. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16854. };
  16855. /**
  16856. * Creates a cube texture
  16857. * @param rootUrl defines the url where the files to load is located
  16858. * @param scene defines the current scene
  16859. * @param files defines the list of files to load (1 per face)
  16860. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16861. * @param onLoad defines an optional callback raised when the texture is loaded
  16862. * @param onError defines an optional callback raised if there is an issue to load the texture
  16863. * @param format defines the format of the data
  16864. * @param forcedExtension defines the extension to use to pick the right loader
  16865. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16866. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16867. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16868. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16869. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16870. * @returns the cube texture as an InternalTexture
  16871. */
  16872. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16873. var _this = this;
  16874. if (onLoad === void 0) { onLoad = null; }
  16875. if (onError === void 0) { onError = null; }
  16876. if (forcedExtension === void 0) { forcedExtension = null; }
  16877. if (createPolynomials === void 0) { createPolynomials = false; }
  16878. if (lodScale === void 0) { lodScale = 0; }
  16879. if (lodOffset === void 0) { lodOffset = 0; }
  16880. if (fallback === void 0) { fallback = null; }
  16881. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16882. var gl = this._gl;
  16883. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16884. texture.isCube = true;
  16885. texture.url = rootUrl;
  16886. texture.generateMipMaps = !noMipmap;
  16887. texture._lodGenerationScale = lodScale;
  16888. texture._lodGenerationOffset = lodOffset;
  16889. if (!this._doNotHandleContextLost) {
  16890. texture._extension = forcedExtension;
  16891. texture._files = files;
  16892. }
  16893. var lastDot = rootUrl.lastIndexOf('.');
  16894. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16895. var loader = null;
  16896. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16897. var availableLoader = _a[_i];
  16898. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16899. loader = availableLoader;
  16900. break;
  16901. }
  16902. }
  16903. var onInternalError = function (request, exception) {
  16904. if (loader) {
  16905. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16906. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16907. if (fallbackUrl) {
  16908. excludeLoaders.push(loader);
  16909. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16910. return;
  16911. }
  16912. }
  16913. if (onError && request) {
  16914. onError(request.status + " " + request.statusText, exception);
  16915. }
  16916. };
  16917. if (loader) {
  16918. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16919. var onloaddata = function (data) {
  16920. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16921. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16922. };
  16923. if (files && files.length === 6) {
  16924. if (loader.supportCascades) {
  16925. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16926. }
  16927. else if (onError) {
  16928. onError("Textures type does not support cascades.");
  16929. }
  16930. }
  16931. else {
  16932. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16933. }
  16934. }
  16935. else {
  16936. if (!files) {
  16937. throw new Error("Cannot load cubemap because files were not defined");
  16938. }
  16939. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16940. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16941. var height = width;
  16942. _this._prepareWorkingCanvas();
  16943. if (!_this._workingCanvas || !_this._workingContext) {
  16944. return;
  16945. }
  16946. _this._workingCanvas.width = width;
  16947. _this._workingCanvas.height = height;
  16948. var faces = [
  16949. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16950. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16951. ];
  16952. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16953. _this._unpackFlipY(false);
  16954. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16955. for (var index = 0; index < faces.length; index++) {
  16956. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16957. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16958. }
  16959. if (!noMipmap) {
  16960. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16961. }
  16962. _this._setCubeMapTextureParams(!noMipmap);
  16963. texture.width = width;
  16964. texture.height = height;
  16965. texture.isReady = true;
  16966. if (format) {
  16967. texture.format = format;
  16968. }
  16969. texture.onLoadedObservable.notifyObservers(texture);
  16970. texture.onLoadedObservable.clear();
  16971. if (onLoad) {
  16972. onLoad();
  16973. }
  16974. }, files, onError);
  16975. }
  16976. this._internalTexturesCache.push(texture);
  16977. return texture;
  16978. };
  16979. /**
  16980. * @hidden
  16981. */
  16982. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16983. var gl = this._gl;
  16984. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16985. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16986. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16987. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16988. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16989. // this.resetTextureCache();
  16990. };
  16991. /**
  16992. * Update a raw cube texture
  16993. * @param texture defines the texture to udpdate
  16994. * @param data defines the data to store
  16995. * @param format defines the data format
  16996. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  16997. * @param invertY defines if data must be stored with Y axis inverted
  16998. * @param compression defines the compression used (null by default)
  16999. * @param level defines which level of the texture to update
  17000. */
  17001. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  17002. if (compression === void 0) { compression = null; }
  17003. if (level === void 0) { level = 0; }
  17004. texture._bufferViewArray = data;
  17005. texture.format = format;
  17006. texture.type = type;
  17007. texture.invertY = invertY;
  17008. texture._compression = compression;
  17009. var gl = this._gl;
  17010. var textureType = this._getWebGLTextureType(type);
  17011. var internalFormat = this._getInternalFormat(format);
  17012. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17013. var needConversion = false;
  17014. if (internalFormat === gl.RGB) {
  17015. internalFormat = gl.RGBA;
  17016. needConversion = true;
  17017. }
  17018. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17019. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17020. if (texture.width % 4 !== 0) {
  17021. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17022. }
  17023. // Data are known to be in +X +Y +Z -X -Y -Z
  17024. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17025. var faceData = data[faceIndex];
  17026. if (compression) {
  17027. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17028. }
  17029. else {
  17030. if (needConversion) {
  17031. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17032. }
  17033. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17034. }
  17035. }
  17036. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17037. if (isPot && texture.generateMipMaps && level === 0) {
  17038. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17039. }
  17040. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17041. // this.resetTextureCache();
  17042. texture.isReady = true;
  17043. };
  17044. /**
  17045. * Creates a new raw cube texture
  17046. * @param data defines the array of data to use to create each face
  17047. * @param size defines the size of the textures
  17048. * @param format defines the format of the data
  17049. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17050. * @param generateMipMaps defines if the engine should generate the mip levels
  17051. * @param invertY defines if data must be stored with Y axis inverted
  17052. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17053. * @param compression defines the compression used (null by default)
  17054. * @returns the cube texture as an InternalTexture
  17055. */
  17056. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17057. if (compression === void 0) { compression = null; }
  17058. var gl = this._gl;
  17059. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17060. texture.isCube = true;
  17061. texture.format = format;
  17062. texture.type = type;
  17063. if (!this._doNotHandleContextLost) {
  17064. texture._bufferViewArray = data;
  17065. }
  17066. var textureType = this._getWebGLTextureType(type);
  17067. var internalFormat = this._getInternalFormat(format);
  17068. if (internalFormat === gl.RGB) {
  17069. internalFormat = gl.RGBA;
  17070. }
  17071. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17072. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17073. generateMipMaps = false;
  17074. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17075. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17076. }
  17077. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17078. generateMipMaps = false;
  17079. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17080. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17081. }
  17082. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17083. generateMipMaps = false;
  17084. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17085. }
  17086. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17087. generateMipMaps = false;
  17088. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17089. }
  17090. var width = size;
  17091. var height = width;
  17092. texture.width = width;
  17093. texture.height = height;
  17094. // Double check on POT to generate Mips.
  17095. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17096. if (!isPot) {
  17097. generateMipMaps = false;
  17098. }
  17099. // Upload data if needed. The texture won't be ready until then.
  17100. if (data) {
  17101. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17102. }
  17103. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17104. // Filters
  17105. if (data && generateMipMaps) {
  17106. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17107. }
  17108. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17109. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17110. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17111. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17112. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17113. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17114. texture.generateMipMaps = generateMipMaps;
  17115. return texture;
  17116. };
  17117. /**
  17118. * Creates a new raw cube texture from a specified url
  17119. * @param url defines the url where the data is located
  17120. * @param scene defines the current scene
  17121. * @param size defines the size of the textures
  17122. * @param format defines the format of the data
  17123. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17124. * @param noMipmap defines if the engine should avoid generating the mip levels
  17125. * @param callback defines a callback used to extract texture data from loaded data
  17126. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17127. * @param onLoad defines a callback called when texture is loaded
  17128. * @param onError defines a callback called if there is an error
  17129. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17130. * @param invertY defines if data must be stored with Y axis inverted
  17131. * @returns the cube texture as an InternalTexture
  17132. */
  17133. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17134. var _this = this;
  17135. if (onLoad === void 0) { onLoad = null; }
  17136. if (onError === void 0) { onError = null; }
  17137. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17138. if (invertY === void 0) { invertY = false; }
  17139. var gl = this._gl;
  17140. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17141. scene._addPendingData(texture);
  17142. texture.url = url;
  17143. this._internalTexturesCache.push(texture);
  17144. var onerror = function (request, exception) {
  17145. scene._removePendingData(texture);
  17146. if (onError && request) {
  17147. onError(request.status + " " + request.statusText, exception);
  17148. }
  17149. };
  17150. var internalCallback = function (data) {
  17151. var width = texture.width;
  17152. var faceDataArrays = callback(data);
  17153. if (!faceDataArrays) {
  17154. return;
  17155. }
  17156. if (mipmapGenerator) {
  17157. var textureType = _this._getWebGLTextureType(type);
  17158. var internalFormat = _this._getInternalFormat(format);
  17159. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17160. var needConversion = false;
  17161. if (internalFormat === gl.RGB) {
  17162. internalFormat = gl.RGBA;
  17163. needConversion = true;
  17164. }
  17165. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17166. _this._unpackFlipY(false);
  17167. var mipData = mipmapGenerator(faceDataArrays);
  17168. for (var level = 0; level < mipData.length; level++) {
  17169. var mipSize = width >> level;
  17170. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17171. var mipFaceData = mipData[level][faceIndex];
  17172. if (needConversion) {
  17173. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17174. }
  17175. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17176. }
  17177. }
  17178. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17179. }
  17180. else {
  17181. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17182. }
  17183. texture.isReady = true;
  17184. // this.resetTextureCache();
  17185. scene._removePendingData(texture);
  17186. if (onLoad) {
  17187. onLoad();
  17188. }
  17189. };
  17190. this._loadFile(url, function (data) {
  17191. internalCallback(data);
  17192. }, undefined, scene.offlineProvider, true, onerror);
  17193. return texture;
  17194. };
  17195. /**
  17196. * Update a raw 3D texture
  17197. * @param texture defines the texture to update
  17198. * @param data defines the data to store
  17199. * @param format defines the data format
  17200. * @param invertY defines if data must be stored with Y axis inverted
  17201. * @param compression defines the used compression (can be null)
  17202. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17203. */
  17204. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17205. if (compression === void 0) { compression = null; }
  17206. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17207. var internalType = this._getWebGLTextureType(textureType);
  17208. var internalFormat = this._getInternalFormat(format);
  17209. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17210. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17211. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17212. if (!this._doNotHandleContextLost) {
  17213. texture._bufferView = data;
  17214. texture.format = format;
  17215. texture.invertY = invertY;
  17216. texture._compression = compression;
  17217. }
  17218. if (texture.width % 4 !== 0) {
  17219. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17220. }
  17221. if (compression && data) {
  17222. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17223. }
  17224. else {
  17225. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17226. }
  17227. if (texture.generateMipMaps) {
  17228. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17229. }
  17230. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17231. // this.resetTextureCache();
  17232. texture.isReady = true;
  17233. };
  17234. /**
  17235. * Creates a new raw 3D texture
  17236. * @param data defines the data used to create the texture
  17237. * @param width defines the width of the texture
  17238. * @param height defines the height of the texture
  17239. * @param depth defines the depth of the texture
  17240. * @param format defines the format of the texture
  17241. * @param generateMipMaps defines if the engine must generate mip levels
  17242. * @param invertY defines if data must be stored with Y axis inverted
  17243. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17244. * @param compression defines the compressed used (can be null)
  17245. * @param textureType defines the compressed used (can be null)
  17246. * @returns a new raw 3D texture (stored in an InternalTexture)
  17247. */
  17248. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17249. if (compression === void 0) { compression = null; }
  17250. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17251. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17252. texture.baseWidth = width;
  17253. texture.baseHeight = height;
  17254. texture.baseDepth = depth;
  17255. texture.width = width;
  17256. texture.height = height;
  17257. texture.depth = depth;
  17258. texture.format = format;
  17259. texture.type = textureType;
  17260. texture.generateMipMaps = generateMipMaps;
  17261. texture.samplingMode = samplingMode;
  17262. texture.is3D = true;
  17263. if (!this._doNotHandleContextLost) {
  17264. texture._bufferView = data;
  17265. }
  17266. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17267. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17268. // Filters
  17269. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17270. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17271. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17272. if (generateMipMaps) {
  17273. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17274. }
  17275. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17276. this._internalTexturesCache.push(texture);
  17277. return texture;
  17278. };
  17279. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17280. var gl = this._gl;
  17281. if (!gl) {
  17282. return;
  17283. }
  17284. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17285. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17286. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17287. if (!noMipmap && !isCompressed) {
  17288. gl.generateMipmap(gl.TEXTURE_2D);
  17289. }
  17290. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17291. // this.resetTextureCache();
  17292. if (scene) {
  17293. scene._removePendingData(texture);
  17294. }
  17295. texture.onLoadedObservable.notifyObservers(texture);
  17296. texture.onLoadedObservable.clear();
  17297. };
  17298. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17299. var _this = this;
  17300. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17301. var maxTextureSize = this.getCaps().maxTextureSize;
  17302. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17303. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17304. var gl = this._gl;
  17305. if (!gl) {
  17306. return;
  17307. }
  17308. if (!texture._webGLTexture) {
  17309. // this.resetTextureCache();
  17310. if (scene) {
  17311. scene._removePendingData(texture);
  17312. }
  17313. return;
  17314. }
  17315. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17316. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17317. texture.baseWidth = width;
  17318. texture.baseHeight = height;
  17319. texture.width = potWidth;
  17320. texture.height = potHeight;
  17321. texture.isReady = true;
  17322. if (processFunction(potWidth, potHeight, function () {
  17323. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17324. })) {
  17325. // Returning as texture needs extra async steps
  17326. return;
  17327. }
  17328. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17329. };
  17330. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17331. // Create new RGBA data container.
  17332. var rgbaData;
  17333. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17334. rgbaData = new Float32Array(width * height * 4);
  17335. }
  17336. else {
  17337. rgbaData = new Uint32Array(width * height * 4);
  17338. }
  17339. // Convert each pixel.
  17340. for (var x = 0; x < width; x++) {
  17341. for (var y = 0; y < height; y++) {
  17342. var index = (y * width + x) * 3;
  17343. var newIndex = (y * width + x) * 4;
  17344. // Map Old Value to new value.
  17345. rgbaData[newIndex + 0] = rgbData[index + 0];
  17346. rgbaData[newIndex + 1] = rgbData[index + 1];
  17347. rgbaData[newIndex + 2] = rgbData[index + 2];
  17348. // Add fully opaque alpha channel.
  17349. rgbaData[newIndex + 3] = 1;
  17350. }
  17351. }
  17352. return rgbaData;
  17353. };
  17354. /** @hidden */
  17355. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17356. var gl = this._gl;
  17357. if (texture._framebuffer) {
  17358. gl.deleteFramebuffer(texture._framebuffer);
  17359. texture._framebuffer = null;
  17360. }
  17361. if (texture._depthStencilBuffer) {
  17362. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17363. texture._depthStencilBuffer = null;
  17364. }
  17365. if (texture._MSAAFramebuffer) {
  17366. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17367. texture._MSAAFramebuffer = null;
  17368. }
  17369. if (texture._MSAARenderBuffer) {
  17370. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17371. texture._MSAARenderBuffer = null;
  17372. }
  17373. };
  17374. /** @hidden */
  17375. Engine.prototype._releaseTexture = function (texture) {
  17376. var gl = this._gl;
  17377. this._releaseFramebufferObjects(texture);
  17378. gl.deleteTexture(texture._webGLTexture);
  17379. // Unbind channels
  17380. this.unbindAllTextures();
  17381. var index = this._internalTexturesCache.indexOf(texture);
  17382. if (index !== -1) {
  17383. this._internalTexturesCache.splice(index, 1);
  17384. }
  17385. // Integrated fixed lod samplers.
  17386. if (texture._lodTextureHigh) {
  17387. texture._lodTextureHigh.dispose();
  17388. }
  17389. if (texture._lodTextureMid) {
  17390. texture._lodTextureMid.dispose();
  17391. }
  17392. if (texture._lodTextureLow) {
  17393. texture._lodTextureLow.dispose();
  17394. }
  17395. // Set output texture of post process to null if the texture has been released/disposed
  17396. this.scenes.forEach(function (scene) {
  17397. scene.postProcesses.forEach(function (postProcess) {
  17398. if (postProcess._outputTexture == texture) {
  17399. postProcess._outputTexture = null;
  17400. }
  17401. });
  17402. scene.cameras.forEach(function (camera) {
  17403. camera._postProcesses.forEach(function (postProcess) {
  17404. if (postProcess) {
  17405. if (postProcess._outputTexture == texture) {
  17406. postProcess._outputTexture = null;
  17407. }
  17408. }
  17409. });
  17410. });
  17411. });
  17412. };
  17413. Engine.prototype.setProgram = function (program) {
  17414. if (this._currentProgram !== program) {
  17415. this._gl.useProgram(program);
  17416. this._currentProgram = program;
  17417. }
  17418. };
  17419. /**
  17420. * Binds an effect to the webGL context
  17421. * @param effect defines the effect to bind
  17422. */
  17423. Engine.prototype.bindSamplers = function (effect) {
  17424. this.setProgram(effect.getProgram());
  17425. var samplers = effect.getSamplers();
  17426. for (var index = 0; index < samplers.length; index++) {
  17427. var uniform = effect.getUniform(samplers[index]);
  17428. if (uniform) {
  17429. this._boundUniforms[index] = uniform;
  17430. }
  17431. }
  17432. this._currentEffect = null;
  17433. };
  17434. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17435. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17436. return;
  17437. }
  17438. // Remove
  17439. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17440. // Bind last to it
  17441. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17442. // Bind to dummy
  17443. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17444. };
  17445. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17446. if (!internalTexture) {
  17447. return -1;
  17448. }
  17449. internalTexture._initialSlot = channel;
  17450. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17451. if (channel !== internalTexture._designatedSlot) {
  17452. this._textureCollisions.addCount(1, false);
  17453. }
  17454. }
  17455. else {
  17456. if (channel !== internalTexture._designatedSlot) {
  17457. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17458. return internalTexture._designatedSlot;
  17459. }
  17460. else {
  17461. // No slot for this texture, let's pick a new one (if we find a free slot)
  17462. if (this._nextFreeTextureSlots.length) {
  17463. return this._nextFreeTextureSlots[0];
  17464. }
  17465. // We need to recycle the oldest bound texture, sorry.
  17466. this._textureCollisions.addCount(1, false);
  17467. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17468. }
  17469. }
  17470. }
  17471. return channel;
  17472. };
  17473. Engine.prototype._linkTrackers = function (previous, next) {
  17474. previous.next = next;
  17475. next.previous = previous;
  17476. };
  17477. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17478. var currentSlot = internalTexture._designatedSlot;
  17479. if (currentSlot === -1) {
  17480. return -1;
  17481. }
  17482. internalTexture._designatedSlot = -1;
  17483. if (this.disableTextureBindingOptimization) {
  17484. return -1;
  17485. }
  17486. // Remove from bound list
  17487. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17488. // Free the slot
  17489. this._boundTexturesCache[currentSlot] = null;
  17490. this._nextFreeTextureSlots.push(currentSlot);
  17491. return currentSlot;
  17492. };
  17493. Engine.prototype._activateCurrentTexture = function () {
  17494. if (this._currentTextureChannel !== this._activeChannel) {
  17495. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17496. this._currentTextureChannel = this._activeChannel;
  17497. }
  17498. };
  17499. /** @hidden */
  17500. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17501. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17502. if (force === void 0) { force = false; }
  17503. var wasPreviouslyBound = false;
  17504. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17505. this._activeChannel = texture._designatedSlot;
  17506. }
  17507. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17508. var isTextureForRendering = texture && texture._initialSlot > -1;
  17509. if (currentTextureBound !== texture || force) {
  17510. if (currentTextureBound) {
  17511. this._removeDesignatedSlot(currentTextureBound);
  17512. }
  17513. this._activateCurrentTexture();
  17514. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17515. this._boundTexturesCache[this._activeChannel] = texture;
  17516. if (texture) {
  17517. if (!this.disableTextureBindingOptimization) {
  17518. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17519. if (slotIndex > -1) {
  17520. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17521. }
  17522. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17523. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17524. }
  17525. texture._designatedSlot = this._activeChannel;
  17526. }
  17527. }
  17528. else if (forTextureDataUpdate) {
  17529. wasPreviouslyBound = true;
  17530. this._activateCurrentTexture();
  17531. }
  17532. if (isTextureForRendering && !forTextureDataUpdate) {
  17533. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17534. }
  17535. return wasPreviouslyBound;
  17536. };
  17537. /** @hidden */
  17538. Engine.prototype._bindTexture = function (channel, texture) {
  17539. if (channel < 0) {
  17540. return;
  17541. }
  17542. if (texture) {
  17543. channel = this._getCorrectTextureChannel(channel, texture);
  17544. }
  17545. this._activeChannel = channel;
  17546. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17547. };
  17548. /**
  17549. * Sets a texture to the webGL context from a postprocess
  17550. * @param channel defines the channel to use
  17551. * @param postProcess defines the source postprocess
  17552. */
  17553. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17554. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17555. };
  17556. /**
  17557. * Binds the output of the passed in post process to the texture channel specified
  17558. * @param channel The channel the texture should be bound to
  17559. * @param postProcess The post process which's output should be bound
  17560. */
  17561. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17562. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17563. };
  17564. /**
  17565. * Unbind all textures from the webGL context
  17566. */
  17567. Engine.prototype.unbindAllTextures = function () {
  17568. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17569. this._activeChannel = channel;
  17570. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17571. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17572. if (this.webGLVersion > 1) {
  17573. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17574. }
  17575. }
  17576. };
  17577. /**
  17578. * Sets a texture to the according uniform.
  17579. * @param channel The texture channel
  17580. * @param uniform The uniform to set
  17581. * @param texture The texture to apply
  17582. */
  17583. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17584. if (channel < 0) {
  17585. return;
  17586. }
  17587. if (uniform) {
  17588. this._boundUniforms[channel] = uniform;
  17589. }
  17590. this._setTexture(channel, texture);
  17591. };
  17592. /**
  17593. * Sets a depth stencil texture from a render target to the according uniform.
  17594. * @param channel The texture channel
  17595. * @param uniform The uniform to set
  17596. * @param texture The render target texture containing the depth stencil texture to apply
  17597. */
  17598. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17599. if (channel < 0) {
  17600. return;
  17601. }
  17602. if (uniform) {
  17603. this._boundUniforms[channel] = uniform;
  17604. }
  17605. if (!texture || !texture.depthStencilTexture) {
  17606. this._setTexture(channel, null);
  17607. }
  17608. else {
  17609. this._setTexture(channel, texture, false, true);
  17610. }
  17611. };
  17612. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17613. var uniform = this._boundUniforms[sourceSlot];
  17614. if (uniform._currentState === destination) {
  17615. return;
  17616. }
  17617. this._gl.uniform1i(uniform, destination);
  17618. uniform._currentState = destination;
  17619. };
  17620. Engine.prototype._getTextureWrapMode = function (mode) {
  17621. switch (mode) {
  17622. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17623. return this._gl.REPEAT;
  17624. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17625. return this._gl.CLAMP_TO_EDGE;
  17626. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17627. return this._gl.MIRRORED_REPEAT;
  17628. }
  17629. return this._gl.REPEAT;
  17630. };
  17631. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17632. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17633. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17634. // Not ready?
  17635. if (!texture) {
  17636. if (this._boundTexturesCache[channel] != null) {
  17637. this._activeChannel = channel;
  17638. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17639. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17640. if (this.webGLVersion > 1) {
  17641. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17642. }
  17643. }
  17644. return false;
  17645. }
  17646. // Video
  17647. if (texture.video) {
  17648. this._activeChannel = channel;
  17649. texture.update();
  17650. }
  17651. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17652. texture.delayLoad();
  17653. return false;
  17654. }
  17655. var internalTexture;
  17656. if (depthStencilTexture) {
  17657. internalTexture = texture.depthStencilTexture;
  17658. }
  17659. else if (texture.isReady()) {
  17660. internalTexture = texture.getInternalTexture();
  17661. }
  17662. else if (texture.isCube) {
  17663. internalTexture = this.emptyCubeTexture;
  17664. }
  17665. else if (texture.is3D) {
  17666. internalTexture = this.emptyTexture3D;
  17667. }
  17668. else {
  17669. internalTexture = this.emptyTexture;
  17670. }
  17671. if (!isPartOfTextureArray) {
  17672. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17673. }
  17674. var needToBind = true;
  17675. if (this._boundTexturesCache[channel] === internalTexture) {
  17676. this._moveBoundTextureOnTop(internalTexture);
  17677. if (!isPartOfTextureArray) {
  17678. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17679. }
  17680. needToBind = false;
  17681. }
  17682. this._activeChannel = channel;
  17683. if (internalTexture && internalTexture.is3D) {
  17684. if (needToBind) {
  17685. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17686. }
  17687. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17688. internalTexture._cachedWrapU = texture.wrapU;
  17689. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17690. }
  17691. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17692. internalTexture._cachedWrapV = texture.wrapV;
  17693. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17694. }
  17695. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17696. internalTexture._cachedWrapR = texture.wrapR;
  17697. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17698. }
  17699. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17700. }
  17701. else if (internalTexture && internalTexture.isCube) {
  17702. if (needToBind) {
  17703. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17704. }
  17705. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17706. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17707. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17708. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17709. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17710. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17711. }
  17712. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17713. }
  17714. else {
  17715. if (needToBind) {
  17716. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17717. }
  17718. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17719. internalTexture._cachedWrapU = texture.wrapU;
  17720. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17721. }
  17722. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17723. internalTexture._cachedWrapV = texture.wrapV;
  17724. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17725. }
  17726. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17727. }
  17728. return true;
  17729. };
  17730. /**
  17731. * Sets an array of texture to the webGL context
  17732. * @param channel defines the channel where the texture array must be set
  17733. * @param uniform defines the associated uniform location
  17734. * @param textures defines the array of textures to bind
  17735. */
  17736. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17737. if (channel < 0 || !uniform) {
  17738. return;
  17739. }
  17740. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17741. this._textureUnits = new Int32Array(textures.length);
  17742. }
  17743. for (var i = 0; i < textures.length; i++) {
  17744. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17745. }
  17746. this._gl.uniform1iv(uniform, this._textureUnits);
  17747. for (var index = 0; index < textures.length; index++) {
  17748. this._setTexture(this._textureUnits[index], textures[index], true);
  17749. }
  17750. };
  17751. /** @hidden */
  17752. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17753. var internalTexture = texture.getInternalTexture();
  17754. if (!internalTexture) {
  17755. return;
  17756. }
  17757. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17758. var value = texture.anisotropicFilteringLevel;
  17759. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17760. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17761. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17762. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17763. }
  17764. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17765. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17766. internalTexture._cachedAnisotropicFilteringLevel = value;
  17767. }
  17768. };
  17769. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17770. this._bindTextureDirectly(target, texture, true, true);
  17771. this._gl.texParameterf(target, parameter, value);
  17772. };
  17773. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17774. if (texture) {
  17775. this._bindTextureDirectly(target, texture, true, true);
  17776. }
  17777. this._gl.texParameteri(target, parameter, value);
  17778. };
  17779. /**
  17780. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17781. * @param x defines the x coordinate of the rectangle where pixels must be read
  17782. * @param y defines the y coordinate of the rectangle where pixels must be read
  17783. * @param width defines the width of the rectangle where pixels must be read
  17784. * @param height defines the height of the rectangle where pixels must be read
  17785. * @returns a Uint8Array containing RGBA colors
  17786. */
  17787. Engine.prototype.readPixels = function (x, y, width, height) {
  17788. var data = new Uint8Array(height * width * 4);
  17789. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17790. return data;
  17791. };
  17792. /**
  17793. * Add an externaly attached data from its key.
  17794. * This method call will fail and return false, if such key already exists.
  17795. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17796. * @param key the unique key that identifies the data
  17797. * @param data the data object to associate to the key for this Engine instance
  17798. * @return true if no such key were already present and the data was added successfully, false otherwise
  17799. */
  17800. Engine.prototype.addExternalData = function (key, data) {
  17801. if (!this._externalData) {
  17802. this._externalData = new BABYLON.StringDictionary();
  17803. }
  17804. return this._externalData.add(key, data);
  17805. };
  17806. /**
  17807. * Get an externaly attached data from its key
  17808. * @param key the unique key that identifies the data
  17809. * @return the associated data, if present (can be null), or undefined if not present
  17810. */
  17811. Engine.prototype.getExternalData = function (key) {
  17812. if (!this._externalData) {
  17813. this._externalData = new BABYLON.StringDictionary();
  17814. }
  17815. return this._externalData.get(key);
  17816. };
  17817. /**
  17818. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17819. * @param key the unique key that identifies the data
  17820. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17821. * @return the associated data, can be null if the factory returned null.
  17822. */
  17823. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17824. if (!this._externalData) {
  17825. this._externalData = new BABYLON.StringDictionary();
  17826. }
  17827. return this._externalData.getOrAddWithFactory(key, factory);
  17828. };
  17829. /**
  17830. * Remove an externaly attached data from the Engine instance
  17831. * @param key the unique key that identifies the data
  17832. * @return true if the data was successfully removed, false if it doesn't exist
  17833. */
  17834. Engine.prototype.removeExternalData = function (key) {
  17835. if (!this._externalData) {
  17836. this._externalData = new BABYLON.StringDictionary();
  17837. }
  17838. return this._externalData.remove(key);
  17839. };
  17840. /**
  17841. * Unbind all vertex attributes from the webGL context
  17842. */
  17843. Engine.prototype.unbindAllAttributes = function () {
  17844. if (this._mustWipeVertexAttributes) {
  17845. this._mustWipeVertexAttributes = false;
  17846. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17847. this._gl.disableVertexAttribArray(i);
  17848. this._vertexAttribArraysEnabled[i] = false;
  17849. this._currentBufferPointers[i].active = false;
  17850. }
  17851. return;
  17852. }
  17853. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17854. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17855. continue;
  17856. }
  17857. this._gl.disableVertexAttribArray(i);
  17858. this._vertexAttribArraysEnabled[i] = false;
  17859. this._currentBufferPointers[i].active = false;
  17860. }
  17861. };
  17862. /**
  17863. * 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
  17864. */
  17865. Engine.prototype.releaseEffects = function () {
  17866. for (var name in this._compiledEffects) {
  17867. this._deleteProgram(this._compiledEffects[name]._program);
  17868. }
  17869. this._compiledEffects = {};
  17870. };
  17871. /**
  17872. * Dispose and release all associated resources
  17873. */
  17874. Engine.prototype.dispose = function () {
  17875. this.hideLoadingUI();
  17876. this.stopRenderLoop();
  17877. this.onNewSceneAddedObservable.clear();
  17878. // Release postProcesses
  17879. while (this.postProcesses.length) {
  17880. this.postProcesses[0].dispose();
  17881. }
  17882. // Empty texture
  17883. if (this._emptyTexture) {
  17884. this._releaseTexture(this._emptyTexture);
  17885. this._emptyTexture = null;
  17886. }
  17887. if (this._emptyCubeTexture) {
  17888. this._releaseTexture(this._emptyCubeTexture);
  17889. this._emptyCubeTexture = null;
  17890. }
  17891. // Rescale PP
  17892. if (this._rescalePostProcess) {
  17893. this._rescalePostProcess.dispose();
  17894. }
  17895. // Release scenes
  17896. while (this.scenes.length) {
  17897. this.scenes[0].dispose();
  17898. }
  17899. // Release audio engine
  17900. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17901. Engine.audioEngine.dispose();
  17902. }
  17903. // Release effects
  17904. this.releaseEffects();
  17905. // Unbind
  17906. this.unbindAllAttributes();
  17907. this._boundUniforms = [];
  17908. if (this._dummyFramebuffer) {
  17909. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17910. }
  17911. //WebVR
  17912. this.disableVR();
  17913. // Events
  17914. if (BABYLON.Tools.IsWindowObjectExist()) {
  17915. window.removeEventListener("blur", this._onBlur);
  17916. window.removeEventListener("focus", this._onFocus);
  17917. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17918. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17919. if (this._renderingCanvas) {
  17920. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17921. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17922. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17923. if (!this._doNotHandleContextLost) {
  17924. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17925. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17926. }
  17927. }
  17928. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17929. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17930. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17931. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17932. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17933. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17934. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17935. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17936. if (this._onVrDisplayConnect) {
  17937. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17938. if (this._onVrDisplayDisconnect) {
  17939. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17940. }
  17941. if (this._onVrDisplayPresentChange) {
  17942. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17943. }
  17944. this._onVrDisplayConnect = null;
  17945. this._onVrDisplayDisconnect = null;
  17946. }
  17947. }
  17948. // Remove from Instances
  17949. var index = Engine.Instances.indexOf(this);
  17950. if (index >= 0) {
  17951. Engine.Instances.splice(index, 1);
  17952. }
  17953. this._workingCanvas = null;
  17954. this._workingContext = null;
  17955. this._currentBufferPointers = [];
  17956. this._renderingCanvas = null;
  17957. this._currentProgram = null;
  17958. this._bindedRenderFunction = null;
  17959. this.onResizeObservable.clear();
  17960. this.onCanvasBlurObservable.clear();
  17961. this.onCanvasFocusObservable.clear();
  17962. this.onCanvasPointerOutObservable.clear();
  17963. this.onBeginFrameObservable.clear();
  17964. this.onEndFrameObservable.clear();
  17965. BABYLON.Effect.ResetCache();
  17966. // Abort active requests
  17967. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17968. var request = _a[_i];
  17969. request.abort();
  17970. }
  17971. };
  17972. // Loading screen
  17973. /**
  17974. * Display the loading screen
  17975. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17976. */
  17977. Engine.prototype.displayLoadingUI = function () {
  17978. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17979. return;
  17980. }
  17981. var loadingScreen = this.loadingScreen;
  17982. if (loadingScreen) {
  17983. loadingScreen.displayLoadingUI();
  17984. }
  17985. };
  17986. /**
  17987. * Hide the loading screen
  17988. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17989. */
  17990. Engine.prototype.hideLoadingUI = function () {
  17991. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17992. return;
  17993. }
  17994. var loadingScreen = this.loadingScreen;
  17995. if (loadingScreen) {
  17996. loadingScreen.hideLoadingUI();
  17997. }
  17998. };
  17999. Object.defineProperty(Engine.prototype, "loadingScreen", {
  18000. /**
  18001. * Gets the current loading screen object
  18002. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18003. */
  18004. get: function () {
  18005. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18006. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18007. }
  18008. return this._loadingScreen;
  18009. },
  18010. /**
  18011. * Sets the current loading screen object
  18012. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18013. */
  18014. set: function (loadingScreen) {
  18015. this._loadingScreen = loadingScreen;
  18016. },
  18017. enumerable: true,
  18018. configurable: true
  18019. });
  18020. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18021. /**
  18022. * Sets the current loading screen text
  18023. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18024. */
  18025. set: function (text) {
  18026. this.loadingScreen.loadingUIText = text;
  18027. },
  18028. enumerable: true,
  18029. configurable: true
  18030. });
  18031. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18032. /**
  18033. * Sets the current loading screen background color
  18034. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18035. */
  18036. set: function (color) {
  18037. this.loadingScreen.loadingUIBackgroundColor = color;
  18038. },
  18039. enumerable: true,
  18040. configurable: true
  18041. });
  18042. /**
  18043. * Attach a new callback raised when context lost event is fired
  18044. * @param callback defines the callback to call
  18045. */
  18046. Engine.prototype.attachContextLostEvent = function (callback) {
  18047. if (this._renderingCanvas) {
  18048. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18049. }
  18050. };
  18051. /**
  18052. * Attach a new callback raised when context restored event is fired
  18053. * @param callback defines the callback to call
  18054. */
  18055. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18056. if (this._renderingCanvas) {
  18057. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18058. }
  18059. };
  18060. /**
  18061. * Gets the source code of the vertex shader associated with a specific webGL program
  18062. * @param program defines the program to use
  18063. * @returns a string containing the source code of the vertex shader associated with the program
  18064. */
  18065. Engine.prototype.getVertexShaderSource = function (program) {
  18066. var shaders = this._gl.getAttachedShaders(program);
  18067. if (!shaders) {
  18068. return null;
  18069. }
  18070. return this._gl.getShaderSource(shaders[0]);
  18071. };
  18072. /**
  18073. * Gets the source code of the fragment shader associated with a specific webGL program
  18074. * @param program defines the program to use
  18075. * @returns a string containing the source code of the fragment shader associated with the program
  18076. */
  18077. Engine.prototype.getFragmentShaderSource = function (program) {
  18078. var shaders = this._gl.getAttachedShaders(program);
  18079. if (!shaders) {
  18080. return null;
  18081. }
  18082. return this._gl.getShaderSource(shaders[1]);
  18083. };
  18084. /**
  18085. * Get the current error code of the webGL context
  18086. * @returns the error code
  18087. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18088. */
  18089. Engine.prototype.getError = function () {
  18090. return this._gl.getError();
  18091. };
  18092. // FPS
  18093. /**
  18094. * Gets the current framerate
  18095. * @returns a number representing the framerate
  18096. */
  18097. Engine.prototype.getFps = function () {
  18098. return this._fps;
  18099. };
  18100. /**
  18101. * Gets the time spent between current and previous frame
  18102. * @returns a number representing the delta time in ms
  18103. */
  18104. Engine.prototype.getDeltaTime = function () {
  18105. return this._deltaTime;
  18106. };
  18107. Engine.prototype._measureFps = function () {
  18108. this._performanceMonitor.sampleFrame();
  18109. this._fps = this._performanceMonitor.averageFPS;
  18110. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18111. };
  18112. /** @hidden */
  18113. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18114. if (faceIndex === void 0) { faceIndex = -1; }
  18115. if (level === void 0) { level = 0; }
  18116. if (buffer === void 0) { buffer = null; }
  18117. var gl = this._gl;
  18118. if (!this._dummyFramebuffer) {
  18119. var dummy = gl.createFramebuffer();
  18120. if (!dummy) {
  18121. throw new Error("Unable to create dummy framebuffer");
  18122. }
  18123. this._dummyFramebuffer = dummy;
  18124. }
  18125. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18126. if (faceIndex > -1) {
  18127. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18128. }
  18129. else {
  18130. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18131. }
  18132. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18133. switch (readType) {
  18134. case gl.UNSIGNED_BYTE:
  18135. if (!buffer) {
  18136. buffer = new Uint8Array(4 * width * height);
  18137. }
  18138. readType = gl.UNSIGNED_BYTE;
  18139. break;
  18140. default:
  18141. if (!buffer) {
  18142. buffer = new Float32Array(4 * width * height);
  18143. }
  18144. readType = gl.FLOAT;
  18145. break;
  18146. }
  18147. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18148. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18149. return buffer;
  18150. };
  18151. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18152. if (this._webGLVersion > 1) {
  18153. return this._caps.colorBufferFloat;
  18154. }
  18155. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18156. };
  18157. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18158. if (this._webGLVersion > 1) {
  18159. return this._caps.colorBufferFloat;
  18160. }
  18161. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18162. };
  18163. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18164. Engine.prototype._canRenderToFramebuffer = function (type) {
  18165. var gl = this._gl;
  18166. //clear existing errors
  18167. while (gl.getError() !== gl.NO_ERROR) { }
  18168. var successful = true;
  18169. var texture = gl.createTexture();
  18170. gl.bindTexture(gl.TEXTURE_2D, texture);
  18171. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18172. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18173. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18174. var fb = gl.createFramebuffer();
  18175. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18176. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18177. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18178. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18179. successful = successful && (gl.getError() === gl.NO_ERROR);
  18180. //try render by clearing frame buffer's color buffer
  18181. if (successful) {
  18182. gl.clear(gl.COLOR_BUFFER_BIT);
  18183. successful = successful && (gl.getError() === gl.NO_ERROR);
  18184. }
  18185. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18186. if (successful) {
  18187. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18188. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18189. var readFormat = gl.RGBA;
  18190. var readType = gl.UNSIGNED_BYTE;
  18191. var buffer = new Uint8Array(4);
  18192. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18193. successful = successful && (gl.getError() === gl.NO_ERROR);
  18194. }
  18195. //clean up
  18196. gl.deleteTexture(texture);
  18197. gl.deleteFramebuffer(fb);
  18198. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18199. //clear accumulated errors
  18200. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18201. return successful;
  18202. };
  18203. /** @hidden */
  18204. Engine.prototype._getWebGLTextureType = function (type) {
  18205. if (this._webGLVersion === 1) {
  18206. switch (type) {
  18207. case Engine.TEXTURETYPE_FLOAT:
  18208. return this._gl.FLOAT;
  18209. case Engine.TEXTURETYPE_HALF_FLOAT:
  18210. return this._gl.HALF_FLOAT_OES;
  18211. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18212. return this._gl.UNSIGNED_BYTE;
  18213. }
  18214. return this._gl.UNSIGNED_BYTE;
  18215. }
  18216. switch (type) {
  18217. case Engine.TEXTURETYPE_BYTE:
  18218. return this._gl.BYTE;
  18219. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18220. return this._gl.UNSIGNED_BYTE;
  18221. case Engine.TEXTURETYPE_SHORT:
  18222. return this._gl.SHORT;
  18223. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18224. return this._gl.UNSIGNED_SHORT;
  18225. case Engine.TEXTURETYPE_INT:
  18226. return this._gl.INT;
  18227. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18228. return this._gl.UNSIGNED_INT;
  18229. case Engine.TEXTURETYPE_FLOAT:
  18230. return this._gl.FLOAT;
  18231. case Engine.TEXTURETYPE_HALF_FLOAT:
  18232. return this._gl.HALF_FLOAT;
  18233. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18234. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18235. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18236. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18237. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18238. return this._gl.UNSIGNED_SHORT_5_6_5;
  18239. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18240. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18241. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18242. return this._gl.UNSIGNED_INT_24_8;
  18243. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18244. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18245. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18246. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18247. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18248. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18249. }
  18250. return this._gl.UNSIGNED_BYTE;
  18251. };
  18252. Engine.prototype._getInternalFormat = function (format) {
  18253. var internalFormat = this._gl.RGBA;
  18254. switch (format) {
  18255. case Engine.TEXTUREFORMAT_ALPHA:
  18256. internalFormat = this._gl.ALPHA;
  18257. break;
  18258. case Engine.TEXTUREFORMAT_LUMINANCE:
  18259. internalFormat = this._gl.LUMINANCE;
  18260. break;
  18261. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18262. internalFormat = this._gl.LUMINANCE_ALPHA;
  18263. break;
  18264. case Engine.TEXTUREFORMAT_RED:
  18265. internalFormat = this._gl.RED;
  18266. break;
  18267. case Engine.TEXTUREFORMAT_RG:
  18268. internalFormat = this._gl.RG;
  18269. break;
  18270. case Engine.TEXTUREFORMAT_RGB:
  18271. internalFormat = this._gl.RGB;
  18272. break;
  18273. case Engine.TEXTUREFORMAT_RGBA:
  18274. internalFormat = this._gl.RGBA;
  18275. break;
  18276. }
  18277. if (this._webGLVersion > 1) {
  18278. switch (format) {
  18279. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18280. internalFormat = this._gl.RED_INTEGER;
  18281. break;
  18282. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18283. internalFormat = this._gl.RG_INTEGER;
  18284. break;
  18285. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18286. internalFormat = this._gl.RGB_INTEGER;
  18287. break;
  18288. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18289. internalFormat = this._gl.RGBA_INTEGER;
  18290. break;
  18291. }
  18292. }
  18293. return internalFormat;
  18294. };
  18295. /** @hidden */
  18296. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18297. if (this._webGLVersion === 1) {
  18298. if (format !== undefined) {
  18299. switch (format) {
  18300. case Engine.TEXTUREFORMAT_ALPHA:
  18301. return this._gl.ALPHA;
  18302. case Engine.TEXTUREFORMAT_LUMINANCE:
  18303. return this._gl.LUMINANCE;
  18304. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18305. return this._gl.LUMINANCE_ALPHA;
  18306. }
  18307. }
  18308. return this._gl.RGBA;
  18309. }
  18310. switch (type) {
  18311. case Engine.TEXTURETYPE_BYTE:
  18312. switch (format) {
  18313. case Engine.TEXTUREFORMAT_RED:
  18314. return this._gl.R8_SNORM;
  18315. case Engine.TEXTUREFORMAT_RG:
  18316. return this._gl.RG8_SNORM;
  18317. case Engine.TEXTUREFORMAT_RGB:
  18318. return this._gl.RGB8_SNORM;
  18319. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18320. return this._gl.R8I;
  18321. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18322. return this._gl.RG8I;
  18323. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18324. return this._gl.RGB8I;
  18325. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18326. return this._gl.RGBA8I;
  18327. default:
  18328. return this._gl.RGBA8_SNORM;
  18329. }
  18330. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18331. switch (format) {
  18332. case Engine.TEXTUREFORMAT_RED:
  18333. return this._gl.R8;
  18334. case Engine.TEXTUREFORMAT_RG:
  18335. return this._gl.RG8;
  18336. case Engine.TEXTUREFORMAT_RGB:
  18337. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18338. case Engine.TEXTUREFORMAT_RGBA:
  18339. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18340. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18341. return this._gl.R8UI;
  18342. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18343. return this._gl.RG8UI;
  18344. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18345. return this._gl.RGB8UI;
  18346. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18347. return this._gl.RGBA8UI;
  18348. default:
  18349. return this._gl.RGBA8;
  18350. }
  18351. case Engine.TEXTURETYPE_SHORT:
  18352. switch (format) {
  18353. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18354. return this._gl.R16I;
  18355. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18356. return this._gl.RG16I;
  18357. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18358. return this._gl.RGB16I;
  18359. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18360. return this._gl.RGBA16I;
  18361. default:
  18362. return this._gl.RGBA16I;
  18363. }
  18364. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18365. switch (format) {
  18366. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18367. return this._gl.R16UI;
  18368. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18369. return this._gl.RG16UI;
  18370. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18371. return this._gl.RGB16UI;
  18372. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18373. return this._gl.RGBA16UI;
  18374. default:
  18375. return this._gl.RGBA16UI;
  18376. }
  18377. case Engine.TEXTURETYPE_INT:
  18378. switch (format) {
  18379. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18380. return this._gl.R32I;
  18381. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18382. return this._gl.RG32I;
  18383. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18384. return this._gl.RGB32I;
  18385. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18386. return this._gl.RGBA32I;
  18387. default:
  18388. return this._gl.RGBA32I;
  18389. }
  18390. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18391. switch (format) {
  18392. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18393. return this._gl.R32UI;
  18394. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18395. return this._gl.RG32UI;
  18396. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18397. return this._gl.RGB32UI;
  18398. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18399. return this._gl.RGBA32UI;
  18400. default:
  18401. return this._gl.RGBA32UI;
  18402. }
  18403. case Engine.TEXTURETYPE_FLOAT:
  18404. switch (format) {
  18405. case Engine.TEXTUREFORMAT_RED:
  18406. return this._gl.R32F; // By default. Other possibility is R16F.
  18407. case Engine.TEXTUREFORMAT_RG:
  18408. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18409. case Engine.TEXTUREFORMAT_RGB:
  18410. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18411. case Engine.TEXTUREFORMAT_RGBA:
  18412. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18413. default:
  18414. return this._gl.RGBA32F;
  18415. }
  18416. case Engine.TEXTURETYPE_HALF_FLOAT:
  18417. switch (format) {
  18418. case Engine.TEXTUREFORMAT_RED:
  18419. return this._gl.R16F;
  18420. case Engine.TEXTUREFORMAT_RG:
  18421. return this._gl.RG16F;
  18422. case Engine.TEXTUREFORMAT_RGB:
  18423. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18424. case Engine.TEXTUREFORMAT_RGBA:
  18425. return this._gl.RGBA16F;
  18426. default:
  18427. return this._gl.RGBA16F;
  18428. }
  18429. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18430. return this._gl.RGB565;
  18431. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18432. return this._gl.R11F_G11F_B10F;
  18433. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18434. return this._gl.RGB9_E5;
  18435. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18436. return this._gl.RGBA4;
  18437. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18438. return this._gl.RGB5_A1;
  18439. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18440. switch (format) {
  18441. case Engine.TEXTUREFORMAT_RGBA:
  18442. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18443. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18444. return this._gl.RGB10_A2UI;
  18445. default:
  18446. return this._gl.RGB10_A2;
  18447. }
  18448. }
  18449. return this._gl.RGBA8;
  18450. };
  18451. /** @hidden */
  18452. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18453. if (type === Engine.TEXTURETYPE_FLOAT) {
  18454. return this._gl.RGBA32F;
  18455. }
  18456. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18457. return this._gl.RGBA16F;
  18458. }
  18459. return this._gl.RGBA8;
  18460. };
  18461. /** @hidden */
  18462. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18463. var _this = this;
  18464. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18465. this._activeRequests.push(request);
  18466. request.onCompleteObservable.add(function (request) {
  18467. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18468. });
  18469. return request;
  18470. };
  18471. /** @hidden */
  18472. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18473. var _this = this;
  18474. return new Promise(function (resolve, reject) {
  18475. _this._loadFile(url, function (data) {
  18476. resolve(data);
  18477. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18478. reject(exception);
  18479. });
  18480. });
  18481. };
  18482. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18483. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18484. var onload = function (data) {
  18485. loadedFiles[index] = data;
  18486. loadedFiles._internalCount++;
  18487. if (loadedFiles._internalCount === 6) {
  18488. onfinish(loadedFiles);
  18489. }
  18490. };
  18491. var onerror = function (request, exception) {
  18492. if (onErrorCallBack && request) {
  18493. onErrorCallBack(request.status + " " + request.statusText, exception);
  18494. }
  18495. };
  18496. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18497. };
  18498. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18499. if (onError === void 0) { onError = null; }
  18500. var loadedFiles = [];
  18501. loadedFiles._internalCount = 0;
  18502. for (var index = 0; index < 6; index++) {
  18503. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18504. }
  18505. };
  18506. // Statics
  18507. /**
  18508. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18509. * @returns true if the engine can be created
  18510. * @ignorenaming
  18511. */
  18512. Engine.isSupported = function () {
  18513. try {
  18514. var tempcanvas = document.createElement("canvas");
  18515. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18516. return gl != null && !!window.WebGLRenderingContext;
  18517. }
  18518. catch (e) {
  18519. return false;
  18520. }
  18521. };
  18522. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18523. Engine.ExceptionList = [
  18524. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18525. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18526. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18527. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18528. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18529. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18530. ];
  18531. /** Gets the list of created engines */
  18532. Engine.Instances = new Array();
  18533. /**
  18534. * Hidden
  18535. */
  18536. Engine._TextureLoaders = [];
  18537. // Const statics
  18538. /** Defines that alpha blending is disabled */
  18539. Engine.ALPHA_DISABLE = 0;
  18540. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18541. Engine.ALPHA_ADD = 1;
  18542. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18543. Engine.ALPHA_COMBINE = 2;
  18544. /** Defines that alpha blending to DEST - SRC * DEST */
  18545. Engine.ALPHA_SUBTRACT = 3;
  18546. /** Defines that alpha blending to SRC * DEST */
  18547. Engine.ALPHA_MULTIPLY = 4;
  18548. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18549. Engine.ALPHA_MAXIMIZED = 5;
  18550. /** Defines that alpha blending to SRC + DEST */
  18551. Engine.ALPHA_ONEONE = 6;
  18552. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18553. Engine.ALPHA_PREMULTIPLIED = 7;
  18554. /**
  18555. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18556. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18557. */
  18558. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18559. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18560. Engine.ALPHA_INTERPOLATE = 9;
  18561. /**
  18562. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18563. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18564. */
  18565. Engine.ALPHA_SCREENMODE = 10;
  18566. /** Defines that the ressource is not delayed*/
  18567. Engine.DELAYLOADSTATE_NONE = 0;
  18568. /** Defines that the ressource was successfully delay loaded */
  18569. Engine.DELAYLOADSTATE_LOADED = 1;
  18570. /** Defines that the ressource is currently delay loading */
  18571. Engine.DELAYLOADSTATE_LOADING = 2;
  18572. /** Defines that the ressource is delayed and has not started loading */
  18573. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18574. // Depht or Stencil test Constants.
  18575. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18576. Engine.NEVER = 0x0200;
  18577. /** 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 */
  18578. Engine.ALWAYS = 0x0207;
  18579. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18580. Engine.LESS = 0x0201;
  18581. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18582. Engine.EQUAL = 0x0202;
  18583. /** 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 */
  18584. Engine.LEQUAL = 0x0203;
  18585. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18586. Engine.GREATER = 0x0204;
  18587. /** 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 */
  18588. Engine.GEQUAL = 0x0206;
  18589. /** 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 */
  18590. Engine.NOTEQUAL = 0x0205;
  18591. // Stencil Actions Constants.
  18592. /** Passed to stencilOperation to specify that stencil value must be kept */
  18593. Engine.KEEP = 0x1E00;
  18594. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18595. Engine.REPLACE = 0x1E01;
  18596. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18597. Engine.INCR = 0x1E02;
  18598. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18599. Engine.DECR = 0x1E03;
  18600. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18601. Engine.INVERT = 0x150A;
  18602. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18603. Engine.INCR_WRAP = 0x8507;
  18604. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18605. Engine.DECR_WRAP = 0x8508;
  18606. /** Texture is not repeating outside of 0..1 UVs */
  18607. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18608. /** Texture is repeating outside of 0..1 UVs */
  18609. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18610. /** Texture is repeating and mirrored */
  18611. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18612. /** ALPHA */
  18613. Engine.TEXTUREFORMAT_ALPHA = 0;
  18614. /** LUMINANCE */
  18615. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18616. /** LUMINANCE_ALPHA */
  18617. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18618. /** RGB */
  18619. Engine.TEXTUREFORMAT_RGB = 4;
  18620. /** RGBA */
  18621. Engine.TEXTUREFORMAT_RGBA = 5;
  18622. /** RED */
  18623. Engine.TEXTUREFORMAT_RED = 6;
  18624. /** RED (2nd reference) */
  18625. Engine.TEXTUREFORMAT_R = 6;
  18626. /** RG */
  18627. Engine.TEXTUREFORMAT_RG = 7;
  18628. /** RED_INTEGER */
  18629. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18630. /** RED_INTEGER (2nd reference) */
  18631. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18632. /** RG_INTEGER */
  18633. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18634. /** RGB_INTEGER */
  18635. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18636. /** RGBA_INTEGER */
  18637. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18638. /** UNSIGNED_BYTE */
  18639. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18640. /** UNSIGNED_BYTE (2nd reference) */
  18641. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18642. /** FLOAT */
  18643. Engine.TEXTURETYPE_FLOAT = 1;
  18644. /** HALF_FLOAT */
  18645. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18646. /** BYTE */
  18647. Engine.TEXTURETYPE_BYTE = 3;
  18648. /** SHORT */
  18649. Engine.TEXTURETYPE_SHORT = 4;
  18650. /** UNSIGNED_SHORT */
  18651. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18652. /** INT */
  18653. Engine.TEXTURETYPE_INT = 6;
  18654. /** UNSIGNED_INT */
  18655. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18656. /** UNSIGNED_SHORT_4_4_4_4 */
  18657. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18658. /** UNSIGNED_SHORT_5_5_5_1 */
  18659. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18660. /** UNSIGNED_SHORT_5_6_5 */
  18661. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18662. /** UNSIGNED_INT_2_10_10_10_REV */
  18663. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18664. /** UNSIGNED_INT_24_8 */
  18665. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18666. /** UNSIGNED_INT_10F_11F_11F_REV */
  18667. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18668. /** UNSIGNED_INT_5_9_9_9_REV */
  18669. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18670. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18671. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18672. /** nearest is mag = nearest and min = nearest and mip = linear */
  18673. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18674. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18675. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18676. /** Trilinear is mag = linear and min = linear and mip = linear */
  18677. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18678. /** nearest is mag = nearest and min = nearest and mip = linear */
  18679. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18680. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18681. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18682. /** Trilinear is mag = linear and min = linear and mip = linear */
  18683. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18684. /** mag = nearest and min = nearest and mip = nearest */
  18685. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18686. /** mag = nearest and min = linear and mip = nearest */
  18687. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18688. /** mag = nearest and min = linear and mip = linear */
  18689. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18690. /** mag = nearest and min = linear and mip = none */
  18691. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18692. /** mag = nearest and min = nearest and mip = none */
  18693. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18694. /** mag = linear and min = nearest and mip = nearest */
  18695. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18696. /** mag = linear and min = nearest and mip = linear */
  18697. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18698. /** mag = linear and min = linear and mip = none */
  18699. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18700. /** mag = linear and min = nearest and mip = none */
  18701. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18702. /** Explicit coordinates mode */
  18703. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18704. /** Spherical coordinates mode */
  18705. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18706. /** Planar coordinates mode */
  18707. Engine.TEXTURE_PLANAR_MODE = 2;
  18708. /** Cubic coordinates mode */
  18709. Engine.TEXTURE_CUBIC_MODE = 3;
  18710. /** Projection coordinates mode */
  18711. Engine.TEXTURE_PROJECTION_MODE = 4;
  18712. /** Skybox coordinates mode */
  18713. Engine.TEXTURE_SKYBOX_MODE = 5;
  18714. /** Inverse Cubic coordinates mode */
  18715. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18716. /** Equirectangular coordinates mode */
  18717. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18718. /** Equirectangular Fixed coordinates mode */
  18719. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18720. /** Equirectangular Fixed Mirrored coordinates mode */
  18721. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18722. // Texture rescaling mode
  18723. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18724. Engine.SCALEMODE_FLOOR = 1;
  18725. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18726. Engine.SCALEMODE_NEAREST = 2;
  18727. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18728. Engine.SCALEMODE_CEILING = 3;
  18729. // Updatable statics so stick with vars here
  18730. /**
  18731. * Gets or sets the epsilon value used by collision engine
  18732. */
  18733. Engine.CollisionsEpsilon = 0.001;
  18734. /**
  18735. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18736. */
  18737. Engine.CodeRepository = "src/";
  18738. /**
  18739. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18740. */
  18741. Engine.ShadersRepository = "src/Shaders/";
  18742. return Engine;
  18743. }());
  18744. BABYLON.Engine = Engine;
  18745. })(BABYLON || (BABYLON = {}));
  18746. //# sourceMappingURL=babylon.engine.js.map
  18747. var BABYLON;
  18748. (function (BABYLON) {
  18749. /**
  18750. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18751. */
  18752. var Node = /** @class */ (function () {
  18753. /**
  18754. * Creates a new Node
  18755. * @param name the name and id to be given to this node
  18756. * @param scene the scene this node will be added to
  18757. * @param addToRootNodes the node will be added to scene.rootNodes
  18758. */
  18759. function Node(name, scene, addToRootNodes) {
  18760. if (scene === void 0) { scene = null; }
  18761. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18762. /**
  18763. * Gets or sets a string used to store user defined state for the node
  18764. */
  18765. this.state = "";
  18766. /**
  18767. * Gets or sets an object used to store user defined information for the node
  18768. */
  18769. this.metadata = null;
  18770. /**
  18771. * For internal use only. Please do not use.
  18772. */
  18773. this.reservedDataStore = null;
  18774. /**
  18775. * Gets or sets a boolean used to define if the node must be serialized
  18776. */
  18777. this.doNotSerialize = false;
  18778. /** @hidden */
  18779. this._isDisposed = false;
  18780. /**
  18781. * Gets a list of Animations associated with the node
  18782. */
  18783. this.animations = new Array();
  18784. this._ranges = {};
  18785. this._isEnabled = true;
  18786. this._isParentEnabled = true;
  18787. this._isReady = true;
  18788. /** @hidden */
  18789. this._currentRenderId = -1;
  18790. this._parentRenderId = -1;
  18791. this._childRenderId = -1;
  18792. /** @hidden */
  18793. this._worldMatrix = BABYLON.Matrix.Identity();
  18794. /** @hidden */
  18795. this._worldMatrixDeterminant = 0;
  18796. /** @hidden */
  18797. this._sceneRootNodesIndex = -1;
  18798. this._animationPropertiesOverride = null;
  18799. /**
  18800. * An event triggered when the mesh is disposed
  18801. */
  18802. this.onDisposeObservable = new BABYLON.Observable();
  18803. // Behaviors
  18804. this._behaviors = new Array();
  18805. this.name = name;
  18806. this.id = name;
  18807. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18808. this.uniqueId = this._scene.getUniqueId();
  18809. this._initCache();
  18810. if (addToRootNodes) {
  18811. this.addToSceneRootNodes();
  18812. }
  18813. }
  18814. /**
  18815. * Add a new node constructor
  18816. * @param type defines the type name of the node to construct
  18817. * @param constructorFunc defines the constructor function
  18818. */
  18819. Node.AddNodeConstructor = function (type, constructorFunc) {
  18820. this._NodeConstructors[type] = constructorFunc;
  18821. };
  18822. /**
  18823. * Returns a node constructor based on type name
  18824. * @param type defines the type name
  18825. * @param name defines the new node name
  18826. * @param scene defines the hosting scene
  18827. * @param options defines optional options to transmit to constructors
  18828. * @returns the new constructor or null
  18829. */
  18830. Node.Construct = function (type, name, scene, options) {
  18831. var constructorFunc = this._NodeConstructors[type];
  18832. if (!constructorFunc) {
  18833. return null;
  18834. }
  18835. return constructorFunc(name, scene, options);
  18836. };
  18837. /**
  18838. * Gets a boolean indicating if the node has been disposed
  18839. * @returns true if the node was disposed
  18840. */
  18841. Node.prototype.isDisposed = function () {
  18842. return this._isDisposed;
  18843. };
  18844. Object.defineProperty(Node.prototype, "parent", {
  18845. get: function () {
  18846. return this._parentNode;
  18847. },
  18848. /**
  18849. * Gets or sets the parent of the node
  18850. */
  18851. set: function (parent) {
  18852. if (this._parentNode === parent) {
  18853. return;
  18854. }
  18855. var previousParentNode = this._parentNode;
  18856. // Remove self from list of children of parent
  18857. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18858. var index = this._parentNode._children.indexOf(this);
  18859. if (index !== -1) {
  18860. this._parentNode._children.splice(index, 1);
  18861. }
  18862. if (!parent && !this._isDisposed) {
  18863. this.addToSceneRootNodes();
  18864. }
  18865. }
  18866. // Store new parent
  18867. this._parentNode = parent;
  18868. // Add as child to new parent
  18869. if (this._parentNode) {
  18870. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18871. this._parentNode._children = new Array();
  18872. }
  18873. this._parentNode._children.push(this);
  18874. if (!previousParentNode) {
  18875. this.removeFromSceneRootNodes();
  18876. }
  18877. }
  18878. // Enabled state
  18879. this._syncParentEnabledState();
  18880. },
  18881. enumerable: true,
  18882. configurable: true
  18883. });
  18884. Node.prototype.addToSceneRootNodes = function () {
  18885. if (this._sceneRootNodesIndex === -1) {
  18886. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18887. this._scene.rootNodes.push(this);
  18888. }
  18889. };
  18890. Node.prototype.removeFromSceneRootNodes = function () {
  18891. if (this._sceneRootNodesIndex !== -1) {
  18892. var rootNodes = this._scene.rootNodes;
  18893. var lastIdx = rootNodes.length - 1;
  18894. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18895. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18896. this._scene.rootNodes.pop();
  18897. this._sceneRootNodesIndex = -1;
  18898. }
  18899. };
  18900. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18901. /**
  18902. * Gets or sets the animation properties override
  18903. */
  18904. get: function () {
  18905. if (!this._animationPropertiesOverride) {
  18906. return this._scene.animationPropertiesOverride;
  18907. }
  18908. return this._animationPropertiesOverride;
  18909. },
  18910. set: function (value) {
  18911. this._animationPropertiesOverride = value;
  18912. },
  18913. enumerable: true,
  18914. configurable: true
  18915. });
  18916. /**
  18917. * Gets a string idenfifying the name of the class
  18918. * @returns "Node" string
  18919. */
  18920. Node.prototype.getClassName = function () {
  18921. return "Node";
  18922. };
  18923. Object.defineProperty(Node.prototype, "onDispose", {
  18924. /**
  18925. * Sets a callback that will be raised when the node will be disposed
  18926. */
  18927. set: function (callback) {
  18928. if (this._onDisposeObserver) {
  18929. this.onDisposeObservable.remove(this._onDisposeObserver);
  18930. }
  18931. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18932. },
  18933. enumerable: true,
  18934. configurable: true
  18935. });
  18936. /**
  18937. * Gets the scene of the node
  18938. * @returns a scene
  18939. */
  18940. Node.prototype.getScene = function () {
  18941. return this._scene;
  18942. };
  18943. /**
  18944. * Gets the engine of the node
  18945. * @returns a Engine
  18946. */
  18947. Node.prototype.getEngine = function () {
  18948. return this._scene.getEngine();
  18949. };
  18950. /**
  18951. * Attach a behavior to the node
  18952. * @see http://doc.babylonjs.com/features/behaviour
  18953. * @param behavior defines the behavior to attach
  18954. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18955. * @returns the current Node
  18956. */
  18957. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18958. var _this = this;
  18959. if (attachImmediately === void 0) { attachImmediately = false; }
  18960. var index = this._behaviors.indexOf(behavior);
  18961. if (index !== -1) {
  18962. return this;
  18963. }
  18964. behavior.init();
  18965. if (this._scene.isLoading && !attachImmediately) {
  18966. // We defer the attach when the scene will be loaded
  18967. this._scene.onDataLoadedObservable.addOnce(function () {
  18968. behavior.attach(_this);
  18969. });
  18970. }
  18971. else {
  18972. behavior.attach(this);
  18973. }
  18974. this._behaviors.push(behavior);
  18975. return this;
  18976. };
  18977. /**
  18978. * Remove an attached behavior
  18979. * @see http://doc.babylonjs.com/features/behaviour
  18980. * @param behavior defines the behavior to attach
  18981. * @returns the current Node
  18982. */
  18983. Node.prototype.removeBehavior = function (behavior) {
  18984. var index = this._behaviors.indexOf(behavior);
  18985. if (index === -1) {
  18986. return this;
  18987. }
  18988. this._behaviors[index].detach();
  18989. this._behaviors.splice(index, 1);
  18990. return this;
  18991. };
  18992. Object.defineProperty(Node.prototype, "behaviors", {
  18993. /**
  18994. * Gets the list of attached behaviors
  18995. * @see http://doc.babylonjs.com/features/behaviour
  18996. */
  18997. get: function () {
  18998. return this._behaviors;
  18999. },
  19000. enumerable: true,
  19001. configurable: true
  19002. });
  19003. /**
  19004. * Gets an attached behavior by name
  19005. * @param name defines the name of the behavior to look for
  19006. * @see http://doc.babylonjs.com/features/behaviour
  19007. * @returns null if behavior was not found else the requested behavior
  19008. */
  19009. Node.prototype.getBehaviorByName = function (name) {
  19010. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19011. var behavior = _a[_i];
  19012. if (behavior.name === name) {
  19013. return behavior;
  19014. }
  19015. }
  19016. return null;
  19017. };
  19018. /**
  19019. * Returns the latest update of the World matrix
  19020. * @returns a Matrix
  19021. */
  19022. Node.prototype.getWorldMatrix = function () {
  19023. if (this._currentRenderId !== this._scene.getRenderId()) {
  19024. this.computeWorldMatrix();
  19025. }
  19026. return this._worldMatrix;
  19027. };
  19028. /** @hidden */
  19029. Node.prototype._getWorldMatrixDeterminant = function () {
  19030. return this._worldMatrixDeterminant;
  19031. };
  19032. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19033. /**
  19034. * Returns directly the latest state of the mesh World matrix.
  19035. * A Matrix is returned.
  19036. */
  19037. get: function () {
  19038. return this._worldMatrix;
  19039. },
  19040. enumerable: true,
  19041. configurable: true
  19042. });
  19043. // override it in derived class if you add new variables to the cache
  19044. // and call the parent class method
  19045. /** @hidden */
  19046. Node.prototype._initCache = function () {
  19047. this._cache = {};
  19048. this._cache.parent = undefined;
  19049. };
  19050. /** @hidden */
  19051. Node.prototype.updateCache = function (force) {
  19052. if (!force && this.isSynchronized()) {
  19053. return;
  19054. }
  19055. this._cache.parent = this.parent;
  19056. this._updateCache();
  19057. };
  19058. // override it in derived class if you add new variables to the cache
  19059. // and call the parent class method if !ignoreParentClass
  19060. /** @hidden */
  19061. Node.prototype._updateCache = function (ignoreParentClass) {
  19062. };
  19063. // override it in derived class if you add new variables to the cache
  19064. /** @hidden */
  19065. Node.prototype._isSynchronized = function () {
  19066. return true;
  19067. };
  19068. /** @hidden */
  19069. Node.prototype._markSyncedWithParent = function () {
  19070. if (this._parentNode) {
  19071. this._parentRenderId = this._parentNode._childRenderId;
  19072. }
  19073. };
  19074. /** @hidden */
  19075. Node.prototype.isSynchronizedWithParent = function () {
  19076. if (!this._parentNode) {
  19077. return true;
  19078. }
  19079. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19080. return false;
  19081. }
  19082. return this._parentNode.isSynchronized();
  19083. };
  19084. /** @hidden */
  19085. Node.prototype.isSynchronized = function () {
  19086. if (this._cache.parent != this._parentNode) {
  19087. this._cache.parent = this._parentNode;
  19088. return false;
  19089. }
  19090. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19091. return false;
  19092. }
  19093. return this._isSynchronized();
  19094. };
  19095. /**
  19096. * Is this node ready to be used/rendered
  19097. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19098. * @return true if the node is ready
  19099. */
  19100. Node.prototype.isReady = function (completeCheck) {
  19101. if (completeCheck === void 0) { completeCheck = false; }
  19102. return this._isReady;
  19103. };
  19104. /**
  19105. * Is this node enabled?
  19106. * 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
  19107. * @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
  19108. * @return whether this node (and its parent) is enabled
  19109. */
  19110. Node.prototype.isEnabled = function (checkAncestors) {
  19111. if (checkAncestors === void 0) { checkAncestors = true; }
  19112. if (checkAncestors === false) {
  19113. return this._isEnabled;
  19114. }
  19115. if (!this._isEnabled) {
  19116. return false;
  19117. }
  19118. return this._isParentEnabled;
  19119. };
  19120. /** @hidden */
  19121. Node.prototype._syncParentEnabledState = function () {
  19122. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19123. if (this._children) {
  19124. this._children.forEach(function (c) {
  19125. c._syncParentEnabledState(); // Force children to update accordingly
  19126. });
  19127. }
  19128. };
  19129. /**
  19130. * Set the enabled state of this node
  19131. * @param value defines the new enabled state
  19132. */
  19133. Node.prototype.setEnabled = function (value) {
  19134. this._isEnabled = value;
  19135. this._syncParentEnabledState();
  19136. };
  19137. /**
  19138. * Is this node a descendant of the given node?
  19139. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19140. * @param ancestor defines the parent node to inspect
  19141. * @returns a boolean indicating if this node is a descendant of the given node
  19142. */
  19143. Node.prototype.isDescendantOf = function (ancestor) {
  19144. if (this.parent) {
  19145. if (this.parent === ancestor) {
  19146. return true;
  19147. }
  19148. return this.parent.isDescendantOf(ancestor);
  19149. }
  19150. return false;
  19151. };
  19152. /** @hidden */
  19153. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19154. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19155. if (!this._children) {
  19156. return;
  19157. }
  19158. for (var index = 0; index < this._children.length; index++) {
  19159. var item = this._children[index];
  19160. if (!predicate || predicate(item)) {
  19161. results.push(item);
  19162. }
  19163. if (!directDescendantsOnly) {
  19164. item._getDescendants(results, false, predicate);
  19165. }
  19166. }
  19167. };
  19168. /**
  19169. * Will return all nodes that have this node as ascendant
  19170. * @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
  19171. * @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
  19172. * @return all children nodes of all types
  19173. */
  19174. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19175. var results = new Array();
  19176. this._getDescendants(results, directDescendantsOnly, predicate);
  19177. return results;
  19178. };
  19179. /**
  19180. * Get all child-meshes of this node
  19181. * @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
  19182. * @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
  19183. * @returns an array of AbstractMesh
  19184. */
  19185. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19186. var results = [];
  19187. this._getDescendants(results, directDescendantsOnly, function (node) {
  19188. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19189. });
  19190. return results;
  19191. };
  19192. /**
  19193. * Get all child-transformNodes of this node
  19194. * @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
  19195. * @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
  19196. * @returns an array of TransformNode
  19197. */
  19198. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19199. var results = [];
  19200. this._getDescendants(results, directDescendantsOnly, function (node) {
  19201. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19202. });
  19203. return results;
  19204. };
  19205. /**
  19206. * Get all direct children of this node
  19207. * @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
  19208. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  19209. * @returns an array of Node
  19210. */
  19211. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19212. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19213. return this.getDescendants(directDescendantsOnly, predicate);
  19214. };
  19215. /** @hidden */
  19216. Node.prototype._setReady = function (state) {
  19217. if (state === this._isReady) {
  19218. return;
  19219. }
  19220. if (!state) {
  19221. this._isReady = false;
  19222. return;
  19223. }
  19224. if (this.onReady) {
  19225. this.onReady(this);
  19226. }
  19227. this._isReady = true;
  19228. };
  19229. /**
  19230. * Get an animation by name
  19231. * @param name defines the name of the animation to look for
  19232. * @returns null if not found else the requested animation
  19233. */
  19234. Node.prototype.getAnimationByName = function (name) {
  19235. for (var i = 0; i < this.animations.length; i++) {
  19236. var animation = this.animations[i];
  19237. if (animation.name === name) {
  19238. return animation;
  19239. }
  19240. }
  19241. return null;
  19242. };
  19243. /**
  19244. * Creates an animation range for this node
  19245. * @param name defines the name of the range
  19246. * @param from defines the starting key
  19247. * @param to defines the end key
  19248. */
  19249. Node.prototype.createAnimationRange = function (name, from, to) {
  19250. // check name not already in use
  19251. if (!this._ranges[name]) {
  19252. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19253. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19254. if (this.animations[i]) {
  19255. this.animations[i].createRange(name, from, to);
  19256. }
  19257. }
  19258. }
  19259. };
  19260. /**
  19261. * Delete a specific animation range
  19262. * @param name defines the name of the range to delete
  19263. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19264. */
  19265. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19266. if (deleteFrames === void 0) { deleteFrames = true; }
  19267. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19268. if (this.animations[i]) {
  19269. this.animations[i].deleteRange(name, deleteFrames);
  19270. }
  19271. }
  19272. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19273. };
  19274. /**
  19275. * Get an animation range by name
  19276. * @param name defines the name of the animation range to look for
  19277. * @returns null if not found else the requested animation range
  19278. */
  19279. Node.prototype.getAnimationRange = function (name) {
  19280. return this._ranges[name];
  19281. };
  19282. /**
  19283. * Will start the animation sequence
  19284. * @param name defines the range frames for animation sequence
  19285. * @param loop defines if the animation should loop (false by default)
  19286. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19287. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19288. * @returns the object created for this animation. If range does not exist, it will return null
  19289. */
  19290. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19291. var range = this.getAnimationRange(name);
  19292. if (!range) {
  19293. return null;
  19294. }
  19295. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19296. };
  19297. /**
  19298. * Serialize animation ranges into a JSON compatible object
  19299. * @returns serialization object
  19300. */
  19301. Node.prototype.serializeAnimationRanges = function () {
  19302. var serializationRanges = [];
  19303. for (var name in this._ranges) {
  19304. var localRange = this._ranges[name];
  19305. if (!localRange) {
  19306. continue;
  19307. }
  19308. var range = {};
  19309. range.name = name;
  19310. range.from = localRange.from;
  19311. range.to = localRange.to;
  19312. serializationRanges.push(range);
  19313. }
  19314. return serializationRanges;
  19315. };
  19316. /**
  19317. * Computes the world matrix of the node
  19318. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19319. * @returns the world matrix
  19320. */
  19321. Node.prototype.computeWorldMatrix = function (force) {
  19322. if (!this._worldMatrix) {
  19323. this._worldMatrix = BABYLON.Matrix.Identity();
  19324. }
  19325. return this._worldMatrix;
  19326. };
  19327. /**
  19328. * Releases resources associated with this node.
  19329. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19330. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19331. */
  19332. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19333. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19334. this._isDisposed = true;
  19335. if (!doNotRecurse) {
  19336. var nodes = this.getDescendants(true);
  19337. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19338. var node = nodes_1[_i];
  19339. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19340. }
  19341. }
  19342. else {
  19343. var transformNodes = this.getChildTransformNodes(true);
  19344. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19345. var transformNode = transformNodes_1[_a];
  19346. transformNode.parent = null;
  19347. transformNode.computeWorldMatrix(true);
  19348. }
  19349. }
  19350. if (!this.parent) {
  19351. this.removeFromSceneRootNodes();
  19352. }
  19353. else {
  19354. this.parent = null;
  19355. }
  19356. // Callback
  19357. this.onDisposeObservable.notifyObservers(this);
  19358. this.onDisposeObservable.clear();
  19359. // Behaviors
  19360. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19361. var behavior = _c[_b];
  19362. behavior.detach();
  19363. }
  19364. this._behaviors = [];
  19365. };
  19366. /**
  19367. * Parse animation range data from a serialization object and store them into a given node
  19368. * @param node defines where to store the animation ranges
  19369. * @param parsedNode defines the serialization object to read data from
  19370. * @param scene defines the hosting scene
  19371. */
  19372. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19373. if (parsedNode.ranges) {
  19374. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19375. var data = parsedNode.ranges[index];
  19376. node.createAnimationRange(data.name, data.from, data.to);
  19377. }
  19378. }
  19379. };
  19380. Node._NodeConstructors = {};
  19381. __decorate([
  19382. BABYLON.serialize()
  19383. ], Node.prototype, "name", void 0);
  19384. __decorate([
  19385. BABYLON.serialize()
  19386. ], Node.prototype, "id", void 0);
  19387. __decorate([
  19388. BABYLON.serialize()
  19389. ], Node.prototype, "uniqueId", void 0);
  19390. __decorate([
  19391. BABYLON.serialize()
  19392. ], Node.prototype, "state", void 0);
  19393. __decorate([
  19394. BABYLON.serialize()
  19395. ], Node.prototype, "metadata", void 0);
  19396. return Node;
  19397. }());
  19398. BABYLON.Node = Node;
  19399. })(BABYLON || (BABYLON = {}));
  19400. //# sourceMappingURL=babylon.node.js.map
  19401. var BABYLON;
  19402. (function (BABYLON) {
  19403. /**
  19404. * Class used to store bounding sphere information
  19405. */
  19406. var BoundingSphere = /** @class */ (function () {
  19407. /**
  19408. * Creates a new bounding sphere
  19409. * @param min defines the minimum vector (in local space)
  19410. * @param max defines the maximum vector (in local space)
  19411. * @param worldMatrix defines the new world matrix
  19412. */
  19413. function BoundingSphere(min, max, worldMatrix) {
  19414. /**
  19415. * Gets the center of the bounding sphere in local space
  19416. */
  19417. this.center = BABYLON.Vector3.Zero();
  19418. /**
  19419. * Gets the center of the bounding sphere in world space
  19420. */
  19421. this.centerWorld = BABYLON.Vector3.Zero();
  19422. /**
  19423. * Gets the minimum vector in local space
  19424. */
  19425. this.minimum = BABYLON.Vector3.Zero();
  19426. /**
  19427. * Gets the maximum vector in local space
  19428. */
  19429. this.maximum = BABYLON.Vector3.Zero();
  19430. this.reConstruct(min, max, worldMatrix);
  19431. }
  19432. /**
  19433. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19434. * @param min defines the new minimum vector (in local space)
  19435. * @param max defines the new maximum vector (in local space)
  19436. * @param worldMatrix defines the new world matrix
  19437. */
  19438. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19439. this.minimum.copyFrom(min);
  19440. this.maximum.copyFrom(max);
  19441. var distance = BABYLON.Vector3.Distance(min, max);
  19442. max.addToRef(min, this.center).scaleInPlace(0.5);
  19443. this.radius = distance * 0.5;
  19444. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19445. };
  19446. /**
  19447. * Scale the current bounding sphere by applying a scale factor
  19448. * @param factor defines the scale factor to apply
  19449. * @returns the current bounding box
  19450. */
  19451. BoundingSphere.prototype.scale = function (factor) {
  19452. var newRadius = this.radius * factor;
  19453. var tmpVectors = BoundingSphere.TmpVector3;
  19454. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19455. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19456. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19457. this.reConstruct(min, max, this._worldMatrix);
  19458. return this;
  19459. };
  19460. /**
  19461. * Gets the world matrix of the bounding box
  19462. * @returns a matrix
  19463. */
  19464. BoundingSphere.prototype.getWorldMatrix = function () {
  19465. return this._worldMatrix;
  19466. };
  19467. // Methods
  19468. /** @hidden */
  19469. BoundingSphere.prototype._update = function (worldMatrix) {
  19470. if (!worldMatrix.isIdentity()) {
  19471. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19472. var tempVector = BoundingSphere.TmpVector3[0];
  19473. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19474. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19475. }
  19476. else {
  19477. this.centerWorld.copyFrom(this.center);
  19478. this.radiusWorld = this.radius;
  19479. }
  19480. };
  19481. /**
  19482. * Tests if the bounding sphere is intersecting the frustum planes
  19483. * @param frustumPlanes defines the frustum planes to test
  19484. * @returns true if there is an intersection
  19485. */
  19486. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19487. for (var i = 0; i < 6; i++) {
  19488. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19489. return false;
  19490. }
  19491. }
  19492. return true;
  19493. };
  19494. /**
  19495. * Tests if a point is inside the bounding sphere
  19496. * @param point defines the point to test
  19497. * @returns true if the point is inside the bounding sphere
  19498. */
  19499. BoundingSphere.prototype.intersectsPoint = function (point) {
  19500. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19501. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19502. return false;
  19503. }
  19504. return true;
  19505. };
  19506. // Statics
  19507. /**
  19508. * Checks if two sphere intersct
  19509. * @param sphere0 sphere 0
  19510. * @param sphere1 sphere 1
  19511. * @returns true if the speres intersect
  19512. */
  19513. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19514. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19515. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19516. if (radiusSum * radiusSum < squareDistance) {
  19517. return false;
  19518. }
  19519. return true;
  19520. };
  19521. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19522. return BoundingSphere;
  19523. }());
  19524. BABYLON.BoundingSphere = BoundingSphere;
  19525. })(BABYLON || (BABYLON = {}));
  19526. //# sourceMappingURL=babylon.boundingSphere.js.map
  19527. var BABYLON;
  19528. (function (BABYLON) {
  19529. /**
  19530. * Class used to store bounding box information
  19531. */
  19532. var BoundingBox = /** @class */ (function () {
  19533. /**
  19534. * Creates a new bounding box
  19535. * @param min defines the minimum vector (in local space)
  19536. * @param max defines the maximum vector (in local space)
  19537. * @param worldMatrix defines the new world matrix
  19538. */
  19539. function BoundingBox(min, max, worldMatrix) {
  19540. /**
  19541. * Gets the 8 vectors representing the bounding box in local space
  19542. */
  19543. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19544. /**
  19545. * Gets the center of the bounding box in local space
  19546. */
  19547. this.center = BABYLON.Vector3.Zero();
  19548. /**
  19549. * Gets the center of the bounding box in world space
  19550. */
  19551. this.centerWorld = BABYLON.Vector3.Zero();
  19552. /**
  19553. * Gets the extend size in local space
  19554. */
  19555. this.extendSize = BABYLON.Vector3.Zero();
  19556. /**
  19557. * Gets the extend size in world space
  19558. */
  19559. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19560. /**
  19561. * Gets the OBB (object bounding box) directions
  19562. */
  19563. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19564. /**
  19565. * Gets the 8 vectors representing the bounding box in world space
  19566. */
  19567. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19568. /**
  19569. * Gets the minimum vector in world space
  19570. */
  19571. this.minimumWorld = BABYLON.Vector3.Zero();
  19572. /**
  19573. * Gets the maximum vector in world space
  19574. */
  19575. this.maximumWorld = BABYLON.Vector3.Zero();
  19576. /**
  19577. * Gets the minimum vector in local space
  19578. */
  19579. this.minimum = BABYLON.Vector3.Zero();
  19580. /**
  19581. * Gets the maximum vector in local space
  19582. */
  19583. this.maximum = BABYLON.Vector3.Zero();
  19584. this.reConstruct(min, max, worldMatrix);
  19585. }
  19586. // Methods
  19587. /**
  19588. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19589. * @param min defines the new minimum vector (in local space)
  19590. * @param max defines the new maximum vector (in local space)
  19591. * @param worldMatrix defines the new world matrix
  19592. */
  19593. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19594. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19595. var vectors = this.vectors;
  19596. this.minimum.copyFromFloats(minX, minY, minZ);
  19597. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19598. vectors[0].copyFromFloats(minX, minY, minZ);
  19599. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19600. vectors[2].copyFromFloats(maxX, minY, minZ);
  19601. vectors[3].copyFromFloats(minX, maxY, minZ);
  19602. vectors[4].copyFromFloats(minX, minY, maxZ);
  19603. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19604. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19605. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19606. // OBB
  19607. max.addToRef(min, this.center).scaleInPlace(0.5);
  19608. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19609. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19610. };
  19611. /**
  19612. * Scale the current bounding box by applying a scale factor
  19613. * @param factor defines the scale factor to apply
  19614. * @returns the current bounding box
  19615. */
  19616. BoundingBox.prototype.scale = function (factor) {
  19617. var tmpVectors = BoundingBox.TmpVector3;
  19618. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19619. var len = diff.length();
  19620. diff.normalizeFromLength(len);
  19621. var distance = len * factor;
  19622. var newRadius = diff.scaleInPlace(distance * 0.5);
  19623. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19624. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19625. this.reConstruct(min, max, this._worldMatrix);
  19626. return this;
  19627. };
  19628. /**
  19629. * Gets the world matrix of the bounding box
  19630. * @returns a matrix
  19631. */
  19632. BoundingBox.prototype.getWorldMatrix = function () {
  19633. return this._worldMatrix;
  19634. };
  19635. /** @hidden */
  19636. BoundingBox.prototype._update = function (world) {
  19637. var minWorld = this.minimumWorld;
  19638. var maxWorld = this.maximumWorld;
  19639. var directions = this.directions;
  19640. var vectorsWorld = this.vectorsWorld;
  19641. var vectors = this.vectors;
  19642. if (!world.isIdentity()) {
  19643. minWorld.setAll(Number.MAX_VALUE);
  19644. maxWorld.setAll(-Number.MAX_VALUE);
  19645. for (var index = 0; index < 8; ++index) {
  19646. var v = vectorsWorld[index];
  19647. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19648. minWorld.minimizeInPlace(v);
  19649. maxWorld.maximizeInPlace(v);
  19650. }
  19651. // Extend
  19652. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19653. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19654. }
  19655. else {
  19656. minWorld.copyFrom(this.minimum);
  19657. maxWorld.copyFrom(this.maximum);
  19658. for (var index = 0; index < 8; ++index) {
  19659. vectorsWorld[index].copyFrom(vectors[index]);
  19660. }
  19661. // Extend
  19662. this.extendSizeWorld.copyFrom(this.extendSize);
  19663. this.centerWorld.copyFrom(this.center);
  19664. }
  19665. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19666. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19667. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19668. this._worldMatrix = world;
  19669. };
  19670. /**
  19671. * Tests if the bounding box is intersecting the frustum planes
  19672. * @param frustumPlanes defines the frustum planes to test
  19673. * @returns true if there is an intersection
  19674. */
  19675. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19676. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19677. };
  19678. /**
  19679. * Tests if the bounding box is entirely inside the frustum planes
  19680. * @param frustumPlanes defines the frustum planes to test
  19681. * @returns true if there is an inclusion
  19682. */
  19683. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19684. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19685. };
  19686. /**
  19687. * Tests if a point is inside the bounding box
  19688. * @param point defines the point to test
  19689. * @returns true if the point is inside the bounding box
  19690. */
  19691. BoundingBox.prototype.intersectsPoint = function (point) {
  19692. var min = this.minimumWorld;
  19693. var max = this.maximumWorld;
  19694. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19695. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19696. var delta = -BABYLON.Epsilon;
  19697. if (maxX - pointX < delta || delta > pointX - minX) {
  19698. return false;
  19699. }
  19700. if (maxY - pointY < delta || delta > pointY - minY) {
  19701. return false;
  19702. }
  19703. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19704. return false;
  19705. }
  19706. return true;
  19707. };
  19708. /**
  19709. * Tests if the bounding box intersects with a bounding sphere
  19710. * @param sphere defines the sphere to test
  19711. * @returns true if there is an intersection
  19712. */
  19713. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19714. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19715. };
  19716. /**
  19717. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19718. * @param min defines the min vector to use
  19719. * @param max defines the max vector to use
  19720. * @returns true if there is an intersection
  19721. */
  19722. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19723. var myMin = this.minimumWorld;
  19724. var myMax = this.maximumWorld;
  19725. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19726. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19727. if (myMaxX < minX || myMinX > maxX) {
  19728. return false;
  19729. }
  19730. if (myMaxY < minY || myMinY > maxY) {
  19731. return false;
  19732. }
  19733. if (myMaxZ < minZ || myMinZ > maxZ) {
  19734. return false;
  19735. }
  19736. return true;
  19737. };
  19738. // Statics
  19739. /**
  19740. * Tests if two bounding boxes are intersections
  19741. * @param box0 defines the first box to test
  19742. * @param box1 defines the second box to test
  19743. * @returns true if there is an intersection
  19744. */
  19745. BoundingBox.Intersects = function (box0, box1) {
  19746. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19747. };
  19748. /**
  19749. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19750. * @param minPoint defines the minimum vector of the bounding box
  19751. * @param maxPoint defines the maximum vector of the bounding box
  19752. * @param sphereCenter defines the sphere center
  19753. * @param sphereRadius defines the sphere radius
  19754. * @returns true if there is an intersection
  19755. */
  19756. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19757. var vector = BoundingBox.TmpVector3[0];
  19758. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19759. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19760. return (num <= (sphereRadius * sphereRadius));
  19761. };
  19762. /**
  19763. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19764. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19765. * @param frustumPlanes defines the frustum planes to test
  19766. * @return true if there is an inclusion
  19767. */
  19768. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19769. for (var p = 0; p < 6; ++p) {
  19770. var frustumPlane = frustumPlanes[p];
  19771. for (var i = 0; i < 8; ++i) {
  19772. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19773. return false;
  19774. }
  19775. }
  19776. }
  19777. return true;
  19778. };
  19779. /**
  19780. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19781. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19782. * @param frustumPlanes defines the frustum planes to test
  19783. * @return true if there is an intersection
  19784. */
  19785. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19786. for (var p = 0; p < 6; ++p) {
  19787. var canReturnFalse = true;
  19788. var frustumPlane = frustumPlanes[p];
  19789. for (var i = 0; i < 8; ++i) {
  19790. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19791. canReturnFalse = false;
  19792. break;
  19793. }
  19794. }
  19795. if (canReturnFalse) {
  19796. return false;
  19797. }
  19798. }
  19799. return true;
  19800. };
  19801. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19802. return BoundingBox;
  19803. }());
  19804. BABYLON.BoundingBox = BoundingBox;
  19805. })(BABYLON || (BABYLON = {}));
  19806. //# sourceMappingURL=babylon.boundingBox.js.map
  19807. var BABYLON;
  19808. (function (BABYLON) {
  19809. var _result0 = { min: 0, max: 0 };
  19810. var _result1 = { min: 0, max: 0 };
  19811. var computeBoxExtents = function (axis, box, result) {
  19812. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19813. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19814. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19815. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19816. var r = r0 + r1 + r2;
  19817. result.min = p - r;
  19818. result.max = p + r;
  19819. };
  19820. var axisOverlap = function (axis, box0, box1) {
  19821. computeBoxExtents(axis, box0, _result0);
  19822. computeBoxExtents(axis, box1, _result1);
  19823. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19824. };
  19825. /**
  19826. * Info for a bounding data of a mesh
  19827. */
  19828. var BoundingInfo = /** @class */ (function () {
  19829. /**
  19830. * Constructs bounding info
  19831. * @param minimum min vector of the bounding box/sphere
  19832. * @param maximum max vector of the bounding box/sphere
  19833. * @param worldMatrix defines the new world matrix
  19834. */
  19835. function BoundingInfo(minimum, maximum, worldMatrix) {
  19836. this._isLocked = false;
  19837. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19838. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19839. }
  19840. /**
  19841. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19842. * @param min defines the new minimum vector (in local space)
  19843. * @param max defines the new maximum vector (in local space)
  19844. * @param worldMatrix defines the new world matrix
  19845. */
  19846. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19847. this.boundingBox.reConstruct(min, max, worldMatrix);
  19848. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19849. };
  19850. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19851. /**
  19852. * min vector of the bounding box/sphere
  19853. */
  19854. get: function () {
  19855. return this.boundingBox.minimum;
  19856. },
  19857. enumerable: true,
  19858. configurable: true
  19859. });
  19860. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19861. /**
  19862. * max vector of the bounding box/sphere
  19863. */
  19864. get: function () {
  19865. return this.boundingBox.maximum;
  19866. },
  19867. enumerable: true,
  19868. configurable: true
  19869. });
  19870. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19871. /**
  19872. * If the info is locked and won't be updated to avoid perf overhead
  19873. */
  19874. get: function () {
  19875. return this._isLocked;
  19876. },
  19877. set: function (value) {
  19878. this._isLocked = value;
  19879. },
  19880. enumerable: true,
  19881. configurable: true
  19882. });
  19883. // Methods
  19884. /**
  19885. * Updates the bounding sphere and box
  19886. * @param world world matrix to be used to update
  19887. */
  19888. BoundingInfo.prototype.update = function (world) {
  19889. if (this._isLocked) {
  19890. return;
  19891. }
  19892. this.boundingBox._update(world);
  19893. this.boundingSphere._update(world);
  19894. };
  19895. /**
  19896. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19897. * @param center New center of the bounding info
  19898. * @param extend New extend of the bounding info
  19899. * @returns the current bounding info
  19900. */
  19901. BoundingInfo.prototype.centerOn = function (center, extend) {
  19902. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19903. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19904. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19905. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19906. return this;
  19907. };
  19908. /**
  19909. * Scale the current bounding info by applying a scale factor
  19910. * @param factor defines the scale factor to apply
  19911. * @returns the current bounding info
  19912. */
  19913. BoundingInfo.prototype.scale = function (factor) {
  19914. this.boundingBox.scale(factor);
  19915. this.boundingSphere.scale(factor);
  19916. return this;
  19917. };
  19918. /**
  19919. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19920. * @param frustumPlanes defines the frustum to test
  19921. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19922. * @returns true if the bounding info is in the frustum planes
  19923. */
  19924. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19925. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19926. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19927. return false;
  19928. }
  19929. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19930. return true;
  19931. }
  19932. return this.boundingBox.isInFrustum(frustumPlanes);
  19933. };
  19934. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19935. /**
  19936. * Gets the world distance between the min and max points of the bounding box
  19937. */
  19938. get: function () {
  19939. var boundingBox = this.boundingBox;
  19940. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19941. return diag.length();
  19942. },
  19943. enumerable: true,
  19944. configurable: true
  19945. });
  19946. /**
  19947. * Checks if a cullable object (mesh...) is in the camera frustum
  19948. * Unlike isInFrustum this cheks the full bounding box
  19949. * @param frustumPlanes Camera near/planes
  19950. * @returns true if the object is in frustum otherwise false
  19951. */
  19952. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19953. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19954. };
  19955. /** @hidden */
  19956. BoundingInfo.prototype._checkCollision = function (collider) {
  19957. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19958. };
  19959. /**
  19960. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19961. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19962. * @param point the point to check intersection with
  19963. * @returns if the point intersects
  19964. */
  19965. BoundingInfo.prototype.intersectsPoint = function (point) {
  19966. if (!this.boundingSphere.centerWorld) {
  19967. return false;
  19968. }
  19969. if (!this.boundingSphere.intersectsPoint(point)) {
  19970. return false;
  19971. }
  19972. if (!this.boundingBox.intersectsPoint(point)) {
  19973. return false;
  19974. }
  19975. return true;
  19976. };
  19977. /**
  19978. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19979. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19980. * @param boundingInfo the bounding info to check intersection with
  19981. * @param precise if the intersection should be done using OBB
  19982. * @returns if the bounding info intersects
  19983. */
  19984. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19985. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19986. return false;
  19987. }
  19988. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19989. return false;
  19990. }
  19991. if (!precise) {
  19992. return true;
  19993. }
  19994. var box0 = this.boundingBox;
  19995. var box1 = boundingInfo.boundingBox;
  19996. if (!axisOverlap(box0.directions[0], box0, box1)) {
  19997. return false;
  19998. }
  19999. if (!axisOverlap(box0.directions[1], box0, box1)) {
  20000. return false;
  20001. }
  20002. if (!axisOverlap(box0.directions[2], box0, box1)) {
  20003. return false;
  20004. }
  20005. if (!axisOverlap(box1.directions[0], box0, box1)) {
  20006. return false;
  20007. }
  20008. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20009. return false;
  20010. }
  20011. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20012. return false;
  20013. }
  20014. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20015. return false;
  20016. }
  20017. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20018. return false;
  20019. }
  20020. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20021. return false;
  20022. }
  20023. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20024. return false;
  20025. }
  20026. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20027. return false;
  20028. }
  20029. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20030. return false;
  20031. }
  20032. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20033. return false;
  20034. }
  20035. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20036. return false;
  20037. }
  20038. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20039. return false;
  20040. }
  20041. return true;
  20042. };
  20043. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20044. return BoundingInfo;
  20045. }());
  20046. BABYLON.BoundingInfo = BoundingInfo;
  20047. })(BABYLON || (BABYLON = {}));
  20048. //# sourceMappingURL=babylon.boundingInfo.js.map
  20049. var BABYLON;
  20050. (function (BABYLON) {
  20051. /**
  20052. * A TransformNode is an object that is not rendered but can be used as a center of transformation. This can decrease memory usage and increase rendering speed compared to using an empty mesh as a parent and is less complicated than using a pivot matrix.
  20053. * @see https://doc.babylonjs.com/how_to/transformnode
  20054. */
  20055. var TransformNode = /** @class */ (function (_super) {
  20056. __extends(TransformNode, _super);
  20057. function TransformNode(name, scene, isPure) {
  20058. if (scene === void 0) { scene = null; }
  20059. if (isPure === void 0) { isPure = true; }
  20060. var _this = _super.call(this, name, scene) || this;
  20061. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20062. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20063. _this._up = new BABYLON.Vector3(0, 1, 0);
  20064. _this._right = new BABYLON.Vector3(1, 0, 0);
  20065. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20066. // Properties
  20067. _this._position = BABYLON.Vector3.Zero();
  20068. _this._rotation = BABYLON.Vector3.Zero();
  20069. _this._scaling = BABYLON.Vector3.One();
  20070. _this._isDirty = false;
  20071. /**
  20072. * Set the billboard mode. Default is 0.
  20073. *
  20074. * | Value | Type | Description |
  20075. * | --- | --- | --- |
  20076. * | 0 | BILLBOARDMODE_NONE | |
  20077. * | 1 | BILLBOARDMODE_X | |
  20078. * | 2 | BILLBOARDMODE_Y | |
  20079. * | 4 | BILLBOARDMODE_Z | |
  20080. * | 7 | BILLBOARDMODE_ALL | |
  20081. *
  20082. */
  20083. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20084. /**
  20085. * Multiplication factor on scale x/y/z when computing the world matrix. Eg. for a 1x1x1 cube setting this to 2 will make it a 2x2x2 cube
  20086. */
  20087. _this.scalingDeterminant = 1;
  20088. /**
  20089. * Sets the distance of the object to max, often used by skybox
  20090. */
  20091. _this.infiniteDistance = false;
  20092. /**
  20093. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20094. * By default the system will update normals to compensate
  20095. */
  20096. _this.ignoreNonUniformScaling = false;
  20097. /** @hidden */
  20098. _this._localMatrix = BABYLON.Matrix.Zero();
  20099. _this._absolutePosition = BABYLON.Vector3.Zero();
  20100. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20101. _this._postMultiplyPivotMatrix = false;
  20102. _this._isWorldMatrixFrozen = false;
  20103. /** @hidden */
  20104. _this._indexInSceneTransformNodesArray = -1;
  20105. /**
  20106. * An event triggered after the world matrix is updated
  20107. */
  20108. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20109. _this._nonUniformScaling = false;
  20110. if (isPure) {
  20111. _this.getScene().addTransformNode(_this);
  20112. }
  20113. return _this;
  20114. }
  20115. /**
  20116. * Gets a string identifying the name of the class
  20117. * @returns "TransformNode" string
  20118. */
  20119. TransformNode.prototype.getClassName = function () {
  20120. return "TransformNode";
  20121. };
  20122. Object.defineProperty(TransformNode.prototype, "position", {
  20123. /**
  20124. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20125. */
  20126. get: function () {
  20127. return this._position;
  20128. },
  20129. set: function (newPosition) {
  20130. this._position = newPosition;
  20131. this._isDirty = true;
  20132. },
  20133. enumerable: true,
  20134. configurable: true
  20135. });
  20136. Object.defineProperty(TransformNode.prototype, "rotation", {
  20137. /**
  20138. * Gets or sets the rotation property : a Vector3 defining the rotation value in radians around each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  20139. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20140. */
  20141. get: function () {
  20142. return this._rotation;
  20143. },
  20144. set: function (newRotation) {
  20145. this._rotation = newRotation;
  20146. this._isDirty = true;
  20147. },
  20148. enumerable: true,
  20149. configurable: true
  20150. });
  20151. Object.defineProperty(TransformNode.prototype, "scaling", {
  20152. /**
  20153. * Gets or sets the scaling property : a Vector3 defining the node scaling along each local axis X, Y, Z (default is (0.0, 0.0, 0.0)).
  20154. */
  20155. get: function () {
  20156. return this._scaling;
  20157. },
  20158. set: function (newScaling) {
  20159. this._scaling = newScaling;
  20160. this._isDirty = true;
  20161. },
  20162. enumerable: true,
  20163. configurable: true
  20164. });
  20165. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20166. /**
  20167. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20168. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20169. */
  20170. get: function () {
  20171. return this._rotationQuaternion;
  20172. },
  20173. set: function (quaternion) {
  20174. this._rotationQuaternion = quaternion;
  20175. //reset the rotation vector.
  20176. if (quaternion) {
  20177. this.rotation.setAll(0.0);
  20178. }
  20179. },
  20180. enumerable: true,
  20181. configurable: true
  20182. });
  20183. Object.defineProperty(TransformNode.prototype, "forward", {
  20184. /**
  20185. * The forward direction of that transform in world space.
  20186. */
  20187. get: function () {
  20188. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20189. },
  20190. enumerable: true,
  20191. configurable: true
  20192. });
  20193. Object.defineProperty(TransformNode.prototype, "up", {
  20194. /**
  20195. * The up direction of that transform in world space.
  20196. */
  20197. get: function () {
  20198. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20199. },
  20200. enumerable: true,
  20201. configurable: true
  20202. });
  20203. Object.defineProperty(TransformNode.prototype, "right", {
  20204. /**
  20205. * The right direction of that transform in world space.
  20206. */
  20207. get: function () {
  20208. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20209. },
  20210. enumerable: true,
  20211. configurable: true
  20212. });
  20213. /**
  20214. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20215. * @param matrix the matrix to copy the pose from
  20216. * @returns this TransformNode.
  20217. */
  20218. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20219. this._poseMatrix.copyFrom(matrix);
  20220. return this;
  20221. };
  20222. /**
  20223. * Returns the mesh Pose matrix.
  20224. * @returns the pose matrix
  20225. */
  20226. TransformNode.prototype.getPoseMatrix = function () {
  20227. return this._poseMatrix;
  20228. };
  20229. /** @hidden */
  20230. TransformNode.prototype._isSynchronized = function () {
  20231. if (this._isDirty) {
  20232. return false;
  20233. }
  20234. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20235. return false;
  20236. }
  20237. if (this._cache.pivotMatrixUpdated) {
  20238. return false;
  20239. }
  20240. if (this.infiniteDistance) {
  20241. return false;
  20242. }
  20243. if (!this._cache.position.equals(this._position)) {
  20244. return false;
  20245. }
  20246. if (this._rotationQuaternion) {
  20247. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20248. return false;
  20249. }
  20250. }
  20251. if (!this._cache.rotation.equals(this._rotation)) {
  20252. return false;
  20253. }
  20254. if (!this._cache.scaling.equals(this._scaling)) {
  20255. return false;
  20256. }
  20257. return true;
  20258. };
  20259. /** @hidden */
  20260. TransformNode.prototype._initCache = function () {
  20261. _super.prototype._initCache.call(this);
  20262. this._cache.localMatrixUpdated = false;
  20263. this._cache.position = BABYLON.Vector3.Zero();
  20264. this._cache.scaling = BABYLON.Vector3.Zero();
  20265. this._cache.rotation = BABYLON.Vector3.Zero();
  20266. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20267. this._cache.billboardMode = -1;
  20268. this._cache.infiniteDistance = false;
  20269. };
  20270. /**
  20271. * Flag the transform node as dirty (Forcing it to update everything)
  20272. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20273. * @returns this transform node
  20274. */
  20275. TransformNode.prototype.markAsDirty = function (property) {
  20276. if (property === "rotation") {
  20277. this.rotationQuaternion = null;
  20278. }
  20279. this._currentRenderId = Number.MAX_VALUE;
  20280. this._isDirty = true;
  20281. return this;
  20282. };
  20283. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20284. /**
  20285. * Returns the current mesh absolute position.
  20286. * Returns a Vector3.
  20287. */
  20288. get: function () {
  20289. return this._absolutePosition;
  20290. },
  20291. enumerable: true,
  20292. configurable: true
  20293. });
  20294. /**
  20295. * Sets a new matrix to apply before all other transformation
  20296. * @param matrix defines the transform matrix
  20297. * @returns the current TransformNode
  20298. */
  20299. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20300. return this.setPivotMatrix(matrix, false);
  20301. };
  20302. /**
  20303. * Sets a new pivot matrix to the current node
  20304. * @param matrix defines the new pivot matrix to use
  20305. * @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
  20306. * @returns the current TransformNode
  20307. */
  20308. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20309. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20310. this._pivotMatrix.copyFrom(matrix);
  20311. this._cache.pivotMatrixUpdated = true;
  20312. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20313. if (this._postMultiplyPivotMatrix) {
  20314. if (!this._pivotMatrixInverse) {
  20315. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20316. }
  20317. else {
  20318. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20319. }
  20320. }
  20321. return this;
  20322. };
  20323. /**
  20324. * Returns the mesh pivot matrix.
  20325. * Default : Identity.
  20326. * @returns the matrix
  20327. */
  20328. TransformNode.prototype.getPivotMatrix = function () {
  20329. return this._pivotMatrix;
  20330. };
  20331. /**
  20332. * Prevents the World matrix to be computed any longer.
  20333. * @returns the TransformNode.
  20334. */
  20335. TransformNode.prototype.freezeWorldMatrix = function () {
  20336. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20337. this.computeWorldMatrix(true);
  20338. this._isWorldMatrixFrozen = true;
  20339. return this;
  20340. };
  20341. /**
  20342. * Allows back the World matrix computation.
  20343. * @returns the TransformNode.
  20344. */
  20345. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20346. this._isWorldMatrixFrozen = false;
  20347. this.computeWorldMatrix(true);
  20348. return this;
  20349. };
  20350. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20351. /**
  20352. * True if the World matrix has been frozen.
  20353. */
  20354. get: function () {
  20355. return this._isWorldMatrixFrozen;
  20356. },
  20357. enumerable: true,
  20358. configurable: true
  20359. });
  20360. /**
  20361. * Retuns the mesh absolute position in the World.
  20362. * @returns a Vector3.
  20363. */
  20364. TransformNode.prototype.getAbsolutePosition = function () {
  20365. this.computeWorldMatrix();
  20366. return this._absolutePosition;
  20367. };
  20368. /**
  20369. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20370. * @param absolutePosition the absolute position to set
  20371. * @returns the TransformNode.
  20372. */
  20373. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20374. if (!absolutePosition) {
  20375. return this;
  20376. }
  20377. var absolutePositionX;
  20378. var absolutePositionY;
  20379. var absolutePositionZ;
  20380. if (absolutePosition.x === undefined) {
  20381. if (arguments.length < 3) {
  20382. return this;
  20383. }
  20384. absolutePositionX = arguments[0];
  20385. absolutePositionY = arguments[1];
  20386. absolutePositionZ = arguments[2];
  20387. }
  20388. else {
  20389. absolutePositionX = absolutePosition.x;
  20390. absolutePositionY = absolutePosition.y;
  20391. absolutePositionZ = absolutePosition.z;
  20392. }
  20393. if (this.parent) {
  20394. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20395. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20396. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20397. }
  20398. else {
  20399. this.position.x = absolutePositionX;
  20400. this.position.y = absolutePositionY;
  20401. this.position.z = absolutePositionZ;
  20402. }
  20403. return this;
  20404. };
  20405. /**
  20406. * Sets the mesh position in its local space.
  20407. * @param vector3 the position to set in localspace
  20408. * @returns the TransformNode.
  20409. */
  20410. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20411. this.computeWorldMatrix();
  20412. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localMatrix);
  20413. return this;
  20414. };
  20415. /**
  20416. * Returns the mesh position in the local space from the current World matrix values.
  20417. * @returns a new Vector3.
  20418. */
  20419. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20420. this.computeWorldMatrix();
  20421. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20422. this._localMatrix.invertToRef(invLocalWorldMatrix);
  20423. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20424. };
  20425. /**
  20426. * Translates the mesh along the passed Vector3 in its local space.
  20427. * @param vector3 the distance to translate in localspace
  20428. * @returns the TransformNode.
  20429. */
  20430. TransformNode.prototype.locallyTranslate = function (vector3) {
  20431. this.computeWorldMatrix(true);
  20432. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localMatrix);
  20433. return this;
  20434. };
  20435. /**
  20436. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20437. * @param targetPoint the position (must be in same space as current mesh) to look at
  20438. * @param yawCor optional yaw (y-axis) correction in radians
  20439. * @param pitchCor optional pitch (x-axis) correction in radians
  20440. * @param rollCor optional roll (z-axis) correction in radians
  20441. * @param space the choosen space of the target
  20442. * @returns the TransformNode.
  20443. */
  20444. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20445. if (yawCor === void 0) { yawCor = 0; }
  20446. if (pitchCor === void 0) { pitchCor = 0; }
  20447. if (rollCor === void 0) { rollCor = 0; }
  20448. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20449. var dv = TransformNode._lookAtVectorCache;
  20450. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20451. targetPoint.subtractToRef(pos, dv);
  20452. this.setDirection(dv, yawCor, pitchCor, rollCor);
  20453. // Correct for parent's rotation offset
  20454. if (space === BABYLON.Space.WORLD && this.parent) {
  20455. if (this.rotationQuaternion) {
  20456. // Get local rotation matrix of the looking object
  20457. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20458. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20459. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20460. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20461. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20462. parentRotationMatrix.invert();
  20463. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20464. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20465. }
  20466. else {
  20467. // Get local rotation matrix of the looking object
  20468. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20469. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20470. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20471. quaternionRotation.toRotationMatrix(rotationMatrix);
  20472. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20473. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20474. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20475. parentRotationMatrix.invert();
  20476. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20477. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20478. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20479. }
  20480. }
  20481. return this;
  20482. };
  20483. /**
  20484. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20485. * This Vector3 is expressed in the World space.
  20486. * @param localAxis axis to rotate
  20487. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20488. */
  20489. TransformNode.prototype.getDirection = function (localAxis) {
  20490. var result = BABYLON.Vector3.Zero();
  20491. this.getDirectionToRef(localAxis, result);
  20492. return result;
  20493. };
  20494. /**
  20495. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20496. * localAxis is expressed in the mesh local space.
  20497. * result is computed in the Wordl space from the mesh World matrix.
  20498. * @param localAxis axis to rotate
  20499. * @param result the resulting transformnode
  20500. * @returns this TransformNode.
  20501. */
  20502. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20503. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20504. return this;
  20505. };
  20506. /**
  20507. * Sets this transform node rotation to the given local axis.
  20508. * @param localAxis the axis in local space
  20509. * @param yawCor optional yaw (y-axis) correction in radians
  20510. * @param pitchCor optional pitch (x-axis) correction in radians
  20511. * @param rollCor optional roll (z-axis) correction in radians
  20512. * @returns this TransformNode
  20513. */
  20514. TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {
  20515. if (yawCor === void 0) { yawCor = 0; }
  20516. if (pitchCor === void 0) { pitchCor = 0; }
  20517. if (rollCor === void 0) { rollCor = 0; }
  20518. var yaw = -Math.atan2(localAxis.z, localAxis.x) - Math.PI / 2;
  20519. var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
  20520. var pitch = Math.atan2(localAxis.y, len);
  20521. if (this.rotationQuaternion) {
  20522. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20523. }
  20524. else {
  20525. this.rotation.x = pitch + pitchCor;
  20526. this.rotation.y = yaw + yawCor;
  20527. this.rotation.z = rollCor;
  20528. }
  20529. return this;
  20530. };
  20531. /**
  20532. * Sets a new pivot point to the current node
  20533. * @param point defines the new pivot point to use
  20534. * @param space defines if the point is in world or local space (local by default)
  20535. * @returns the current TransformNode
  20536. */
  20537. TransformNode.prototype.setPivotPoint = function (point, space) {
  20538. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20539. if (this.getScene().getRenderId() == 0) {
  20540. this.computeWorldMatrix(true);
  20541. }
  20542. var wm = this.getWorldMatrix();
  20543. if (space == BABYLON.Space.WORLD) {
  20544. var tmat = BABYLON.Tmp.Matrix[0];
  20545. wm.invertToRef(tmat);
  20546. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20547. }
  20548. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20549. };
  20550. /**
  20551. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20552. * @returns the pivot point
  20553. */
  20554. TransformNode.prototype.getPivotPoint = function () {
  20555. var point = BABYLON.Vector3.Zero();
  20556. this.getPivotPointToRef(point);
  20557. return point;
  20558. };
  20559. /**
  20560. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20561. * @param result the vector3 to store the result
  20562. * @returns this TransformNode.
  20563. */
  20564. TransformNode.prototype.getPivotPointToRef = function (result) {
  20565. result.x = -this._pivotMatrix.m[12];
  20566. result.y = -this._pivotMatrix.m[13];
  20567. result.z = -this._pivotMatrix.m[14];
  20568. return this;
  20569. };
  20570. /**
  20571. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20572. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20573. */
  20574. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20575. var point = BABYLON.Vector3.Zero();
  20576. this.getAbsolutePivotPointToRef(point);
  20577. return point;
  20578. };
  20579. /**
  20580. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20581. * @param result vector3 to store the result
  20582. * @returns this TransformNode.
  20583. */
  20584. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20585. result.x = this._pivotMatrix.m[12];
  20586. result.y = this._pivotMatrix.m[13];
  20587. result.z = this._pivotMatrix.m[14];
  20588. this.getPivotPointToRef(result);
  20589. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20590. return this;
  20591. };
  20592. /**
  20593. * Defines the passed node as the parent of the current node.
  20594. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20595. * @param node the node ot set as the parent
  20596. * @returns this TransformNode.
  20597. */
  20598. TransformNode.prototype.setParent = function (node) {
  20599. if (!node && !this.parent) {
  20600. return this;
  20601. }
  20602. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20603. var position = BABYLON.Tmp.Vector3[0];
  20604. var scale = BABYLON.Tmp.Vector3[1];
  20605. if (!node) {
  20606. if (this.parent && this.parent.computeWorldMatrix) {
  20607. this.parent.computeWorldMatrix(true);
  20608. }
  20609. this.computeWorldMatrix(true);
  20610. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20611. }
  20612. else {
  20613. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20614. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20615. this.computeWorldMatrix(true);
  20616. node.computeWorldMatrix(true);
  20617. node.getWorldMatrix().invertToRef(invParentMatrix);
  20618. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20619. diffMatrix.decompose(scale, quatRotation, position);
  20620. }
  20621. if (this.rotationQuaternion) {
  20622. this.rotationQuaternion.copyFrom(quatRotation);
  20623. }
  20624. else {
  20625. quatRotation.toEulerAnglesToRef(this.rotation);
  20626. }
  20627. this.scaling.copyFrom(scale);
  20628. this.position.copyFrom(position);
  20629. this.parent = node;
  20630. return this;
  20631. };
  20632. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20633. /**
  20634. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20635. */
  20636. get: function () {
  20637. return this._nonUniformScaling;
  20638. },
  20639. enumerable: true,
  20640. configurable: true
  20641. });
  20642. /** @hidden */
  20643. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20644. if (this._nonUniformScaling === value) {
  20645. return false;
  20646. }
  20647. this._nonUniformScaling = value;
  20648. return true;
  20649. };
  20650. /**
  20651. * Attach the current TransformNode to another TransformNode associated with a bone
  20652. * @param bone Bone affecting the TransformNode
  20653. * @param affectedTransformNode TransformNode associated with the bone
  20654. * @returns this object
  20655. */
  20656. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20657. this._transformToBoneReferal = affectedTransformNode;
  20658. this.parent = bone;
  20659. if (bone.getWorldMatrix().determinant() < 0) {
  20660. this.scalingDeterminant *= -1;
  20661. }
  20662. return this;
  20663. };
  20664. /**
  20665. * Detach the transform node if its associated with a bone
  20666. * @returns this object
  20667. */
  20668. TransformNode.prototype.detachFromBone = function () {
  20669. if (!this.parent) {
  20670. return this;
  20671. }
  20672. if (this.parent.getWorldMatrix().determinant() < 0) {
  20673. this.scalingDeterminant *= -1;
  20674. }
  20675. this._transformToBoneReferal = null;
  20676. this.parent = null;
  20677. return this;
  20678. };
  20679. /**
  20680. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20681. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20682. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20683. * The passed axis is also normalized.
  20684. * @param axis the axis to rotate around
  20685. * @param amount the amount to rotate in radians
  20686. * @param space Space to rotate in (Default: local)
  20687. * @returns the TransformNode.
  20688. */
  20689. TransformNode.prototype.rotate = function (axis, amount, space) {
  20690. axis.normalize();
  20691. if (!this.rotationQuaternion) {
  20692. this.rotationQuaternion = this.rotation.toQuaternion();
  20693. this.rotation.setAll(0);
  20694. }
  20695. var rotationQuaternion;
  20696. if (!space || space === BABYLON.Space.LOCAL) {
  20697. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20698. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20699. }
  20700. else {
  20701. if (this.parent) {
  20702. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20703. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20704. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20705. }
  20706. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20707. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20708. }
  20709. return this;
  20710. };
  20711. /**
  20712. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20713. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20714. * The passed axis is also normalized. .
  20715. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20716. * @param point the point to rotate around
  20717. * @param axis the axis to rotate around
  20718. * @param amount the amount to rotate in radians
  20719. * @returns the TransformNode
  20720. */
  20721. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20722. axis.normalize();
  20723. if (!this.rotationQuaternion) {
  20724. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20725. this.rotation.setAll(0);
  20726. }
  20727. var tmpVector = BABYLON.Tmp.Vector3[0];
  20728. var finalScale = BABYLON.Tmp.Vector3[1];
  20729. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20730. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20731. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20732. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20733. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20734. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20735. point.subtractToRef(this.position, tmpVector);
  20736. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20737. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20738. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20739. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20740. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20741. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20742. this.position.addInPlace(finalTranslation);
  20743. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20744. return this;
  20745. };
  20746. /**
  20747. * Translates the mesh along the axis vector for the passed distance in the given space.
  20748. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20749. * @param axis the axis to translate in
  20750. * @param distance the distance to translate
  20751. * @param space Space to rotate in (Default: local)
  20752. * @returns the TransformNode.
  20753. */
  20754. TransformNode.prototype.translate = function (axis, distance, space) {
  20755. var displacementVector = axis.scale(distance);
  20756. if (!space || space === BABYLON.Space.LOCAL) {
  20757. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20758. this.setPositionWithLocalVector(tempV3);
  20759. }
  20760. else {
  20761. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20762. }
  20763. return this;
  20764. };
  20765. /**
  20766. * Adds a rotation step to the mesh current rotation.
  20767. * x, y, z are Euler angles expressed in radians.
  20768. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20769. * This means this rotation is made in the mesh local space only.
  20770. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20771. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20772. * ```javascript
  20773. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20774. * ```
  20775. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20776. * 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.
  20777. * @param x Rotation to add
  20778. * @param y Rotation to add
  20779. * @param z Rotation to add
  20780. * @returns the TransformNode.
  20781. */
  20782. TransformNode.prototype.addRotation = function (x, y, z) {
  20783. var rotationQuaternion;
  20784. if (this.rotationQuaternion) {
  20785. rotationQuaternion = this.rotationQuaternion;
  20786. }
  20787. else {
  20788. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20789. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20790. }
  20791. var accumulation = BABYLON.Tmp.Quaternion[0];
  20792. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20793. rotationQuaternion.multiplyInPlace(accumulation);
  20794. if (!this.rotationQuaternion) {
  20795. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20796. }
  20797. return this;
  20798. };
  20799. /**
  20800. * Computes the world matrix of the node
  20801. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20802. * @returns the world matrix
  20803. */
  20804. TransformNode.prototype.computeWorldMatrix = function (force) {
  20805. if (this._isWorldMatrixFrozen) {
  20806. return this._worldMatrix;
  20807. }
  20808. if (!force && this.isSynchronized()) {
  20809. this._currentRenderId = this.getScene().getRenderId();
  20810. return this._worldMatrix;
  20811. }
  20812. this._updateCache();
  20813. this._cache.position.copyFrom(this.position);
  20814. this._cache.scaling.copyFrom(this.scaling);
  20815. this._cache.pivotMatrixUpdated = false;
  20816. this._cache.billboardMode = this.billboardMode;
  20817. this._cache.infiniteDistance = this.infiniteDistance;
  20818. this._currentRenderId = this.getScene().getRenderId();
  20819. this._childRenderId = this.getScene().getRenderId();
  20820. this._isDirty = false;
  20821. // Scaling
  20822. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20823. // Rotation
  20824. //rotate, if quaternion is set and rotation was used
  20825. if (this.rotationQuaternion) {
  20826. var len = this.rotation.length();
  20827. if (len) {
  20828. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20829. this.rotation.copyFromFloats(0, 0, 0);
  20830. }
  20831. }
  20832. if (this.rotationQuaternion) {
  20833. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20834. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20835. }
  20836. else {
  20837. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20838. this._cache.rotation.copyFrom(this.rotation);
  20839. }
  20840. // Translation
  20841. var camera = this.getScene().activeCamera;
  20842. if (this.infiniteDistance && !this.parent && camera) {
  20843. var cameraWorldMatrix = camera.getWorldMatrix();
  20844. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20845. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20846. }
  20847. else {
  20848. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20849. }
  20850. // Composing transformations
  20851. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20852. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20853. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20854. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20855. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20856. // Need to decompose each rotation here
  20857. var currentPosition = BABYLON.Tmp.Vector3[3];
  20858. if (this.parent && this.parent.getWorldMatrix) {
  20859. if (this._transformToBoneReferal) {
  20860. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20861. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20862. }
  20863. else {
  20864. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20865. }
  20866. }
  20867. else {
  20868. currentPosition.copyFrom(this.position);
  20869. }
  20870. currentPosition.subtractInPlace(camera.globalPosition);
  20871. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20872. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20873. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20874. }
  20875. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20876. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20877. }
  20878. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20879. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20880. }
  20881. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20882. }
  20883. else {
  20884. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20885. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20886. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20887. }
  20888. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20889. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20890. }
  20891. // Post multiply inverse of pivotMatrix
  20892. if (this._postMultiplyPivotMatrix) {
  20893. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20894. }
  20895. // Local world
  20896. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localMatrix);
  20897. // Parent
  20898. if (this.parent && this.parent.getWorldMatrix) {
  20899. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20900. if (this._transformToBoneReferal) {
  20901. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20902. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20903. }
  20904. else {
  20905. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20906. }
  20907. this._localMatrix.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20908. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20909. this._worldMatrix.copyFrom(this._localMatrix);
  20910. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20911. }
  20912. else {
  20913. if (this._transformToBoneReferal) {
  20914. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20915. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20916. }
  20917. else {
  20918. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20919. }
  20920. }
  20921. this._markSyncedWithParent();
  20922. }
  20923. else {
  20924. this._worldMatrix.copyFrom(this._localMatrix);
  20925. }
  20926. // Normal matrix
  20927. if (!this.ignoreNonUniformScaling) {
  20928. if (this.scaling.isNonUniform) {
  20929. this._updateNonUniformScalingState(true);
  20930. }
  20931. else if (this.parent && this.parent._nonUniformScaling) {
  20932. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20933. }
  20934. else {
  20935. this._updateNonUniformScalingState(false);
  20936. }
  20937. }
  20938. else {
  20939. this._updateNonUniformScalingState(false);
  20940. }
  20941. this._afterComputeWorldMatrix();
  20942. // Absolute position
  20943. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20944. // Callbacks
  20945. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20946. if (!this._poseMatrix) {
  20947. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20948. }
  20949. // Cache the determinant
  20950. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20951. return this._worldMatrix;
  20952. };
  20953. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20954. };
  20955. /**
  20956. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20957. * @param func callback function to add
  20958. *
  20959. * @returns the TransformNode.
  20960. */
  20961. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20962. this.onAfterWorldMatrixUpdateObservable.add(func);
  20963. return this;
  20964. };
  20965. /**
  20966. * Removes a registered callback function.
  20967. * @param func callback function to remove
  20968. * @returns the TransformNode.
  20969. */
  20970. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20971. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20972. return this;
  20973. };
  20974. /**
  20975. * Gets the position of the current mesh in camera space
  20976. * @param camera defines the camera to use
  20977. * @returns a position
  20978. */
  20979. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20980. if (camera === void 0) { camera = null; }
  20981. if (!camera) {
  20982. camera = this.getScene().activeCamera;
  20983. }
  20984. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20985. };
  20986. /**
  20987. * Returns the distance from the mesh to the active camera
  20988. * @param camera defines the camera to use
  20989. * @returns the distance
  20990. */
  20991. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20992. if (camera === void 0) { camera = null; }
  20993. if (!camera) {
  20994. camera = this.getScene().activeCamera;
  20995. }
  20996. return this.absolutePosition.subtract(camera.position).length();
  20997. };
  20998. /**
  20999. * Clone the current transform node
  21000. * @param name Name of the new clone
  21001. * @param newParent New parent for the clone
  21002. * @param doNotCloneChildren Do not clone children hierarchy
  21003. * @returns the new transform node
  21004. */
  21005. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  21006. var _this = this;
  21007. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  21008. result.name = name;
  21009. result.id = name;
  21010. if (newParent) {
  21011. result.parent = newParent;
  21012. }
  21013. if (!doNotCloneChildren) {
  21014. // Children
  21015. var directDescendants = this.getDescendants(true);
  21016. for (var index = 0; index < directDescendants.length; index++) {
  21017. var child = directDescendants[index];
  21018. if (child.clone) {
  21019. child.clone(name + "." + child.name, result);
  21020. }
  21021. }
  21022. }
  21023. return result;
  21024. };
  21025. /**
  21026. * Serializes the objects information.
  21027. * @param currentSerializationObject defines the object to serialize in
  21028. * @returns the serialized object
  21029. */
  21030. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21031. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21032. serializationObject.type = this.getClassName();
  21033. // Parent
  21034. if (this.parent) {
  21035. serializationObject.parentId = this.parent.id;
  21036. }
  21037. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21038. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21039. }
  21040. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21041. serializationObject.isEnabled = this.isEnabled();
  21042. // Parent
  21043. if (this.parent) {
  21044. serializationObject.parentId = this.parent.id;
  21045. }
  21046. return serializationObject;
  21047. };
  21048. // Statics
  21049. /**
  21050. * Returns a new TransformNode object parsed from the source provided.
  21051. * @param parsedTransformNode is the source.
  21052. * @param scene the scne the object belongs to
  21053. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21054. * @returns a new TransformNode object parsed from the source provided.
  21055. */
  21056. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21057. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21058. if (BABYLON.Tags) {
  21059. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21060. }
  21061. if (parsedTransformNode.localMatrix) {
  21062. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21063. }
  21064. else if (parsedTransformNode.pivotMatrix) {
  21065. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21066. }
  21067. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21068. // Parent
  21069. if (parsedTransformNode.parentId) {
  21070. transformNode._waitingParentId = parsedTransformNode.parentId;
  21071. }
  21072. return transformNode;
  21073. };
  21074. /**
  21075. * Releases resources associated with this transform node.
  21076. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21077. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21078. */
  21079. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21080. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21081. // Animations
  21082. this.getScene().stopAnimation(this);
  21083. // Remove from scene
  21084. this.getScene().removeTransformNode(this);
  21085. this.onAfterWorldMatrixUpdateObservable.clear();
  21086. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21087. };
  21088. // Statics
  21089. /**
  21090. * Object will not rotate to face the camera
  21091. */
  21092. TransformNode.BILLBOARDMODE_NONE = 0;
  21093. /**
  21094. * Object will rotate to face the camera but only on the x axis
  21095. */
  21096. TransformNode.BILLBOARDMODE_X = 1;
  21097. /**
  21098. * Object will rotate to face the camera but only on the y axis
  21099. */
  21100. TransformNode.BILLBOARDMODE_Y = 2;
  21101. /**
  21102. * Object will rotate to face the camera but only on the z axis
  21103. */
  21104. TransformNode.BILLBOARDMODE_Z = 4;
  21105. /**
  21106. * Object will rotate to face the camera
  21107. */
  21108. TransformNode.BILLBOARDMODE_ALL = 7;
  21109. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21110. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21111. __decorate([
  21112. BABYLON.serializeAsVector3("position")
  21113. ], TransformNode.prototype, "_position", void 0);
  21114. __decorate([
  21115. BABYLON.serializeAsVector3("rotation")
  21116. ], TransformNode.prototype, "_rotation", void 0);
  21117. __decorate([
  21118. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21119. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21120. __decorate([
  21121. BABYLON.serializeAsVector3("scaling")
  21122. ], TransformNode.prototype, "_scaling", void 0);
  21123. __decorate([
  21124. BABYLON.serialize()
  21125. ], TransformNode.prototype, "billboardMode", void 0);
  21126. __decorate([
  21127. BABYLON.serialize()
  21128. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21129. __decorate([
  21130. BABYLON.serialize()
  21131. ], TransformNode.prototype, "infiniteDistance", void 0);
  21132. __decorate([
  21133. BABYLON.serialize()
  21134. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21135. return TransformNode;
  21136. }(BABYLON.Node));
  21137. BABYLON.TransformNode = TransformNode;
  21138. })(BABYLON || (BABYLON = {}));
  21139. //# sourceMappingURL=babylon.transformNode.js.map
  21140. var BABYLON;
  21141. (function (BABYLON) {
  21142. /** @hidden */
  21143. var _FacetDataStorage = /** @class */ (function () {
  21144. function _FacetDataStorage() {
  21145. this.facetNb = 0; // facet number
  21146. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21147. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21148. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21149. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21150. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21151. this.subDiv = {
  21152. max: 1,
  21153. X: 1,
  21154. Y: 1,
  21155. Z: 1
  21156. };
  21157. this.facetDepthSort = false; // is the facet depth sort to be computed
  21158. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21159. }
  21160. return _FacetDataStorage;
  21161. }());
  21162. /**
  21163. * Class used to store all common mesh properties
  21164. */
  21165. var AbstractMesh = /** @class */ (function (_super) {
  21166. __extends(AbstractMesh, _super);
  21167. // Constructor
  21168. /**
  21169. * Creates a new AbstractMesh
  21170. * @param name defines the name of the mesh
  21171. * @param scene defines the hosting scene
  21172. */
  21173. function AbstractMesh(name, scene) {
  21174. if (scene === void 0) { scene = null; }
  21175. var _this = _super.call(this, name, scene, false) || this;
  21176. _this._facetData = new _FacetDataStorage();
  21177. /** Gets ot sets the culling strategy to use to find visible meshes */
  21178. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21179. // Events
  21180. /**
  21181. * An event triggered when this mesh collides with another one
  21182. */
  21183. _this.onCollideObservable = new BABYLON.Observable();
  21184. /**
  21185. * An event triggered when the collision's position changes
  21186. */
  21187. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21188. /**
  21189. * An event triggered when material is changed
  21190. */
  21191. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21192. // Properties
  21193. /**
  21194. * Gets or sets the orientation for POV movement & rotation
  21195. */
  21196. _this.definedFacingForward = true;
  21197. _this._visibility = 1.0;
  21198. /** Gets or sets the alpha index used to sort transparent meshes
  21199. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21200. */
  21201. _this.alphaIndex = Number.MAX_VALUE;
  21202. /**
  21203. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21204. */
  21205. _this.isVisible = true;
  21206. /**
  21207. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21208. */
  21209. _this.isPickable = true;
  21210. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21211. _this.showSubMeshesBoundingBox = false;
  21212. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21213. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21214. */
  21215. _this.isBlocker = false;
  21216. /**
  21217. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21218. */
  21219. _this.enablePointerMoveEvents = false;
  21220. /**
  21221. * Specifies the rendering group id for this mesh (0 by default)
  21222. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21223. */
  21224. _this.renderingGroupId = 0;
  21225. _this._receiveShadows = false;
  21226. /** Defines color to use when rendering outline */
  21227. _this.outlineColor = BABYLON.Color3.Red();
  21228. /** Define width to use when rendering outline */
  21229. _this.outlineWidth = 0.02;
  21230. /** Defines color to use when rendering overlay */
  21231. _this.overlayColor = BABYLON.Color3.Red();
  21232. /** Defines alpha to use when rendering overlay */
  21233. _this.overlayAlpha = 0.5;
  21234. _this._hasVertexAlpha = false;
  21235. _this._useVertexColors = true;
  21236. _this._computeBonesUsingShaders = true;
  21237. _this._numBoneInfluencers = 4;
  21238. _this._applyFog = true;
  21239. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21240. _this.useOctreeForRenderingSelection = true;
  21241. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21242. _this.useOctreeForPicking = true;
  21243. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21244. _this.useOctreeForCollisions = true;
  21245. _this._layerMask = 0x0FFFFFFF;
  21246. /**
  21247. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21248. */
  21249. _this.alwaysSelectAsActiveMesh = false;
  21250. /**
  21251. * Gets or sets the current action manager
  21252. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21253. */
  21254. _this.actionManager = null;
  21255. // Collisions
  21256. _this._checkCollisions = false;
  21257. _this._collisionMask = -1;
  21258. _this._collisionGroup = -1;
  21259. /**
  21260. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21261. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21262. */
  21263. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21264. /**
  21265. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21266. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21267. */
  21268. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21269. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21270. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21271. // Edges
  21272. /**
  21273. * Defines edge width used when edgesRenderer is enabled
  21274. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21275. */
  21276. _this.edgesWidth = 1;
  21277. /**
  21278. * Defines edge color used when edgesRenderer is enabled
  21279. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21280. */
  21281. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21282. /** @hidden */
  21283. _this._renderId = 0;
  21284. /** @hidden */
  21285. _this._intersectionsInProgress = new Array();
  21286. /** @hidden */
  21287. _this._unIndexed = false;
  21288. /** @hidden */
  21289. _this._lightSources = new Array();
  21290. /**
  21291. * An event triggered when the mesh is rebuilt.
  21292. */
  21293. _this.onRebuildObservable = new BABYLON.Observable();
  21294. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21295. if (collidedMesh === void 0) { collidedMesh = null; }
  21296. //TODO move this to the collision coordinator!
  21297. if (_this.getScene().workerCollisions) {
  21298. newPosition.multiplyInPlace(_this._collider._radius);
  21299. }
  21300. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21301. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21302. _this.position.addInPlace(_this._diffPositionForCollisions);
  21303. }
  21304. if (collidedMesh) {
  21305. _this.onCollideObservable.notifyObservers(collidedMesh);
  21306. }
  21307. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21308. };
  21309. _this.getScene().addMesh(_this);
  21310. _this._resyncLightSources();
  21311. return _this;
  21312. }
  21313. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21314. /**
  21315. * No billboard
  21316. */
  21317. get: function () {
  21318. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21319. },
  21320. enumerable: true,
  21321. configurable: true
  21322. });
  21323. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21324. /** Billboard on X axis */
  21325. get: function () {
  21326. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21327. },
  21328. enumerable: true,
  21329. configurable: true
  21330. });
  21331. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21332. /** Billboard on Y axis */
  21333. get: function () {
  21334. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21335. },
  21336. enumerable: true,
  21337. configurable: true
  21338. });
  21339. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21340. /** Billboard on Z axis */
  21341. get: function () {
  21342. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21343. },
  21344. enumerable: true,
  21345. configurable: true
  21346. });
  21347. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21348. /** Billboard on all axes */
  21349. get: function () {
  21350. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21351. },
  21352. enumerable: true,
  21353. configurable: true
  21354. });
  21355. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21356. /**
  21357. * Gets the number of facets in the mesh
  21358. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21359. */
  21360. get: function () {
  21361. return this._facetData.facetNb;
  21362. },
  21363. enumerable: true,
  21364. configurable: true
  21365. });
  21366. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21367. /**
  21368. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21369. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21370. */
  21371. get: function () {
  21372. return this._facetData.partitioningSubdivisions;
  21373. },
  21374. set: function (nb) {
  21375. this._facetData.partitioningSubdivisions = nb;
  21376. },
  21377. enumerable: true,
  21378. configurable: true
  21379. });
  21380. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21381. /**
  21382. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21383. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21384. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21385. */
  21386. get: function () {
  21387. return this._facetData.partitioningBBoxRatio;
  21388. },
  21389. set: function (ratio) {
  21390. this._facetData.partitioningBBoxRatio = ratio;
  21391. },
  21392. enumerable: true,
  21393. configurable: true
  21394. });
  21395. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21396. /**
  21397. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21398. * Works only for updatable meshes.
  21399. * Doesn't work with multi-materials
  21400. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21401. */
  21402. get: function () {
  21403. return this._facetData.facetDepthSort;
  21404. },
  21405. set: function (sort) {
  21406. this._facetData.facetDepthSort = sort;
  21407. },
  21408. enumerable: true,
  21409. configurable: true
  21410. });
  21411. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21412. /**
  21413. * The location (Vector3) where the facet depth sort must be computed from.
  21414. * By default, the active camera position.
  21415. * Used only when facet depth sort is enabled
  21416. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21417. */
  21418. get: function () {
  21419. return this._facetData.facetDepthSortFrom;
  21420. },
  21421. set: function (location) {
  21422. this._facetData.facetDepthSortFrom = location;
  21423. },
  21424. enumerable: true,
  21425. configurable: true
  21426. });
  21427. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21428. /**
  21429. * gets a boolean indicating if facetData is enabled
  21430. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21431. */
  21432. get: function () {
  21433. return this._facetData.facetDataEnabled;
  21434. },
  21435. enumerable: true,
  21436. configurable: true
  21437. });
  21438. /** @hidden */
  21439. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21440. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21441. return false;
  21442. }
  21443. this._markSubMeshesAsMiscDirty();
  21444. return true;
  21445. };
  21446. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21447. /** Set a function to call when this mesh collides with another one */
  21448. set: function (callback) {
  21449. if (this._onCollideObserver) {
  21450. this.onCollideObservable.remove(this._onCollideObserver);
  21451. }
  21452. this._onCollideObserver = this.onCollideObservable.add(callback);
  21453. },
  21454. enumerable: true,
  21455. configurable: true
  21456. });
  21457. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21458. /** Set a function to call when the collision's position changes */
  21459. set: function (callback) {
  21460. if (this._onCollisionPositionChangeObserver) {
  21461. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21462. }
  21463. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21464. },
  21465. enumerable: true,
  21466. configurable: true
  21467. });
  21468. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21469. /**
  21470. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21471. */
  21472. get: function () {
  21473. return this._visibility;
  21474. },
  21475. /**
  21476. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21477. */
  21478. set: function (value) {
  21479. if (this._visibility === value) {
  21480. return;
  21481. }
  21482. this._visibility = value;
  21483. this._markSubMeshesAsMiscDirty();
  21484. },
  21485. enumerable: true,
  21486. configurable: true
  21487. });
  21488. Object.defineProperty(AbstractMesh.prototype, "material", {
  21489. /** Gets or sets current material */
  21490. get: function () {
  21491. return this._material;
  21492. },
  21493. set: function (value) {
  21494. if (this._material === value) {
  21495. return;
  21496. }
  21497. // remove from material mesh map id needed
  21498. if (this._material && this._material.meshMap) {
  21499. this._material.meshMap[this.uniqueId] = undefined;
  21500. }
  21501. this._material = value;
  21502. if (value && value.meshMap) {
  21503. value.meshMap[this.uniqueId] = this;
  21504. }
  21505. if (this.onMaterialChangedObservable.hasObservers) {
  21506. this.onMaterialChangedObservable.notifyObservers(this);
  21507. }
  21508. if (!this.subMeshes) {
  21509. return;
  21510. }
  21511. this._unBindEffect();
  21512. },
  21513. enumerable: true,
  21514. configurable: true
  21515. });
  21516. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21517. /**
  21518. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21519. * @see http://doc.babylonjs.com/babylon101/shadows
  21520. */
  21521. get: function () {
  21522. return this._receiveShadows;
  21523. },
  21524. set: function (value) {
  21525. if (this._receiveShadows === value) {
  21526. return;
  21527. }
  21528. this._receiveShadows = value;
  21529. this._markSubMeshesAsLightDirty();
  21530. },
  21531. enumerable: true,
  21532. configurable: true
  21533. });
  21534. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21535. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21536. get: function () {
  21537. return this._hasVertexAlpha;
  21538. },
  21539. set: function (value) {
  21540. if (this._hasVertexAlpha === value) {
  21541. return;
  21542. }
  21543. this._hasVertexAlpha = value;
  21544. this._markSubMeshesAsAttributesDirty();
  21545. this._markSubMeshesAsMiscDirty();
  21546. },
  21547. enumerable: true,
  21548. configurable: true
  21549. });
  21550. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21551. /** 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) */
  21552. get: function () {
  21553. return this._useVertexColors;
  21554. },
  21555. set: function (value) {
  21556. if (this._useVertexColors === value) {
  21557. return;
  21558. }
  21559. this._useVertexColors = value;
  21560. this._markSubMeshesAsAttributesDirty();
  21561. },
  21562. enumerable: true,
  21563. configurable: true
  21564. });
  21565. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21566. /**
  21567. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21568. */
  21569. get: function () {
  21570. return this._computeBonesUsingShaders;
  21571. },
  21572. set: function (value) {
  21573. if (this._computeBonesUsingShaders === value) {
  21574. return;
  21575. }
  21576. this._computeBonesUsingShaders = value;
  21577. this._markSubMeshesAsAttributesDirty();
  21578. },
  21579. enumerable: true,
  21580. configurable: true
  21581. });
  21582. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21583. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21584. get: function () {
  21585. return this._numBoneInfluencers;
  21586. },
  21587. set: function (value) {
  21588. if (this._numBoneInfluencers === value) {
  21589. return;
  21590. }
  21591. this._numBoneInfluencers = value;
  21592. this._markSubMeshesAsAttributesDirty();
  21593. },
  21594. enumerable: true,
  21595. configurable: true
  21596. });
  21597. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21598. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21599. get: function () {
  21600. return this._applyFog;
  21601. },
  21602. set: function (value) {
  21603. if (this._applyFog === value) {
  21604. return;
  21605. }
  21606. this._applyFog = value;
  21607. this._markSubMeshesAsMiscDirty();
  21608. },
  21609. enumerable: true,
  21610. configurable: true
  21611. });
  21612. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21613. /**
  21614. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21615. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21616. */
  21617. get: function () {
  21618. return this._layerMask;
  21619. },
  21620. set: function (value) {
  21621. if (value === this._layerMask) {
  21622. return;
  21623. }
  21624. this._layerMask = value;
  21625. this._resyncLightSources();
  21626. },
  21627. enumerable: true,
  21628. configurable: true
  21629. });
  21630. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21631. /**
  21632. * Gets or sets a collision mask used to mask collisions (default is -1).
  21633. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21634. */
  21635. get: function () {
  21636. return this._collisionMask;
  21637. },
  21638. set: function (mask) {
  21639. this._collisionMask = !isNaN(mask) ? mask : -1;
  21640. },
  21641. enumerable: true,
  21642. configurable: true
  21643. });
  21644. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21645. /**
  21646. * Gets or sets the current collision group mask (-1 by default).
  21647. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21648. */
  21649. get: function () {
  21650. return this._collisionGroup;
  21651. },
  21652. set: function (mask) {
  21653. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21654. },
  21655. enumerable: true,
  21656. configurable: true
  21657. });
  21658. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21659. /** @hidden */
  21660. get: function () {
  21661. return null;
  21662. },
  21663. enumerable: true,
  21664. configurable: true
  21665. });
  21666. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21667. get: function () {
  21668. return this._skeleton;
  21669. },
  21670. /**
  21671. * Gets or sets a skeleton to apply skining transformations
  21672. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21673. */
  21674. set: function (value) {
  21675. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21676. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21677. }
  21678. if (value && value.needInitialSkinMatrix) {
  21679. value._registerMeshWithPoseMatrix(this);
  21680. }
  21681. this._skeleton = value;
  21682. if (!this._skeleton) {
  21683. this._bonesTransformMatrices = null;
  21684. }
  21685. this._markSubMeshesAsAttributesDirty();
  21686. },
  21687. enumerable: true,
  21688. configurable: true
  21689. });
  21690. /**
  21691. * Returns the string "AbstractMesh"
  21692. * @returns "AbstractMesh"
  21693. */
  21694. AbstractMesh.prototype.getClassName = function () {
  21695. return "AbstractMesh";
  21696. };
  21697. /**
  21698. * Gets a string representation of the current mesh
  21699. * @param fullDetails defines a boolean indicating if full details must be included
  21700. * @returns a string representation of the current mesh
  21701. */
  21702. AbstractMesh.prototype.toString = function (fullDetails) {
  21703. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21704. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21705. if (this._skeleton) {
  21706. ret += ", skeleton: " + this._skeleton.name;
  21707. }
  21708. if (fullDetails) {
  21709. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21710. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21711. }
  21712. return ret;
  21713. };
  21714. /** @hidden */
  21715. AbstractMesh.prototype._rebuild = function () {
  21716. this.onRebuildObservable.notifyObservers(this);
  21717. if (this._occlusionQuery) {
  21718. this._occlusionQuery = null;
  21719. }
  21720. if (!this.subMeshes) {
  21721. return;
  21722. }
  21723. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21724. var subMesh = _a[_i];
  21725. subMesh._rebuild();
  21726. }
  21727. };
  21728. /** @hidden */
  21729. AbstractMesh.prototype._resyncLightSources = function () {
  21730. this._lightSources.length = 0;
  21731. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21732. var light = _a[_i];
  21733. if (!light.isEnabled()) {
  21734. continue;
  21735. }
  21736. if (light.canAffectMesh(this)) {
  21737. this._lightSources.push(light);
  21738. }
  21739. }
  21740. this._markSubMeshesAsLightDirty();
  21741. };
  21742. /** @hidden */
  21743. AbstractMesh.prototype._resyncLighSource = function (light) {
  21744. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21745. var index = this._lightSources.indexOf(light);
  21746. if (index === -1) {
  21747. if (!isIn) {
  21748. return;
  21749. }
  21750. this._lightSources.push(light);
  21751. }
  21752. else {
  21753. if (isIn) {
  21754. return;
  21755. }
  21756. this._lightSources.splice(index, 1);
  21757. }
  21758. this._markSubMeshesAsLightDirty();
  21759. };
  21760. /** @hidden */
  21761. AbstractMesh.prototype._unBindEffect = function () {
  21762. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21763. var subMesh = _a[_i];
  21764. subMesh.setEffect(null);
  21765. }
  21766. };
  21767. /** @hidden */
  21768. AbstractMesh.prototype._removeLightSource = function (light) {
  21769. var index = this._lightSources.indexOf(light);
  21770. if (index === -1) {
  21771. return;
  21772. }
  21773. this._lightSources.splice(index, 1);
  21774. this._markSubMeshesAsLightDirty();
  21775. };
  21776. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21777. if (!this.subMeshes) {
  21778. return;
  21779. }
  21780. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21781. var subMesh = _a[_i];
  21782. if (subMesh._materialDefines) {
  21783. func(subMesh._materialDefines);
  21784. }
  21785. }
  21786. };
  21787. /** @hidden */
  21788. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21789. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21790. };
  21791. /** @hidden */
  21792. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21793. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21794. };
  21795. /** @hidden */
  21796. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21797. if (!this.subMeshes) {
  21798. return;
  21799. }
  21800. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21801. var subMesh = _a[_i];
  21802. var material = subMesh.getMaterial();
  21803. if (material) {
  21804. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21805. }
  21806. }
  21807. };
  21808. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21809. /**
  21810. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21811. */
  21812. get: function () {
  21813. return this._scaling;
  21814. },
  21815. set: function (newScaling) {
  21816. this._scaling = newScaling;
  21817. if (this.physicsImpostor) {
  21818. this.physicsImpostor.forceUpdate();
  21819. }
  21820. },
  21821. enumerable: true,
  21822. configurable: true
  21823. });
  21824. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21825. // Methods
  21826. /**
  21827. * Returns true if the mesh is blocked. Implemented by child classes
  21828. */
  21829. get: function () {
  21830. return false;
  21831. },
  21832. enumerable: true,
  21833. configurable: true
  21834. });
  21835. /**
  21836. * Returns the mesh itself by default. Implemented by child classes
  21837. * @param camera defines the camera to use to pick the right LOD level
  21838. * @returns the currentAbstractMesh
  21839. */
  21840. AbstractMesh.prototype.getLOD = function (camera) {
  21841. return this;
  21842. };
  21843. /**
  21844. * Returns 0 by default. Implemented by child classes
  21845. * @returns an integer
  21846. */
  21847. AbstractMesh.prototype.getTotalVertices = function () {
  21848. return 0;
  21849. };
  21850. /**
  21851. * Returns a positive integer : the total number of indices in this mesh geometry.
  21852. * @returns the numner of indices or zero if the mesh has no geometry.
  21853. */
  21854. AbstractMesh.prototype.getTotalIndices = function () {
  21855. return 0;
  21856. };
  21857. /**
  21858. * Returns null by default. Implemented by child classes
  21859. * @returns null
  21860. */
  21861. AbstractMesh.prototype.getIndices = function () {
  21862. return null;
  21863. };
  21864. /**
  21865. * Returns the array of the requested vertex data kind. Implemented by child classes
  21866. * @param kind defines the vertex data kind to use
  21867. * @returns null
  21868. */
  21869. AbstractMesh.prototype.getVerticesData = function (kind) {
  21870. return null;
  21871. };
  21872. /**
  21873. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21874. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21875. * Note that a new underlying VertexBuffer object is created each call.
  21876. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21877. * @param kind defines vertex data kind:
  21878. * * BABYLON.VertexBuffer.PositionKind
  21879. * * BABYLON.VertexBuffer.UVKind
  21880. * * BABYLON.VertexBuffer.UV2Kind
  21881. * * BABYLON.VertexBuffer.UV3Kind
  21882. * * BABYLON.VertexBuffer.UV4Kind
  21883. * * BABYLON.VertexBuffer.UV5Kind
  21884. * * BABYLON.VertexBuffer.UV6Kind
  21885. * * BABYLON.VertexBuffer.ColorKind
  21886. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21887. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21888. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21889. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21890. * @param data defines the data source
  21891. * @param updatable defines if the data must be flagged as updatable (or static)
  21892. * @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
  21893. * @returns the current mesh
  21894. */
  21895. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21896. return this;
  21897. };
  21898. /**
  21899. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21900. * If the mesh has no geometry, it is simply returned as it is.
  21901. * @param kind defines vertex data kind:
  21902. * * BABYLON.VertexBuffer.PositionKind
  21903. * * BABYLON.VertexBuffer.UVKind
  21904. * * BABYLON.VertexBuffer.UV2Kind
  21905. * * BABYLON.VertexBuffer.UV3Kind
  21906. * * BABYLON.VertexBuffer.UV4Kind
  21907. * * BABYLON.VertexBuffer.UV5Kind
  21908. * * BABYLON.VertexBuffer.UV6Kind
  21909. * * BABYLON.VertexBuffer.ColorKind
  21910. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21911. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21912. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21913. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21914. * @param data defines the data source
  21915. * @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
  21916. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21917. * @returns the current mesh
  21918. */
  21919. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21920. return this;
  21921. };
  21922. /**
  21923. * Sets the mesh indices,
  21924. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21925. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21926. * @param totalVertices Defines the total number of vertices
  21927. * @returns the current mesh
  21928. */
  21929. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21930. return this;
  21931. };
  21932. /**
  21933. * Gets a boolean indicating if specific vertex data is present
  21934. * @param kind defines the vertex data kind to use
  21935. * @returns true is data kind is present
  21936. */
  21937. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21938. return false;
  21939. };
  21940. /**
  21941. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21942. * @returns a BoundingInfo
  21943. */
  21944. AbstractMesh.prototype.getBoundingInfo = function () {
  21945. if (this._masterMesh) {
  21946. return this._masterMesh.getBoundingInfo();
  21947. }
  21948. if (!this._boundingInfo) {
  21949. // this._boundingInfo is being created here
  21950. this._updateBoundingInfo();
  21951. }
  21952. // cannot be null.
  21953. return this._boundingInfo;
  21954. };
  21955. /**
  21956. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21957. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21958. * @returns the current mesh
  21959. */
  21960. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21961. if (includeDescendants === void 0) { includeDescendants = true; }
  21962. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21963. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21964. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21965. if (maxDimension === 0) {
  21966. return this;
  21967. }
  21968. var scale = 1 / maxDimension;
  21969. this.scaling.scaleInPlace(scale);
  21970. return this;
  21971. };
  21972. /**
  21973. * Overwrite the current bounding info
  21974. * @param boundingInfo defines the new bounding info
  21975. * @returns the current mesh
  21976. */
  21977. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21978. this._boundingInfo = boundingInfo;
  21979. return this;
  21980. };
  21981. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21982. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21983. get: function () {
  21984. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21985. },
  21986. enumerable: true,
  21987. configurable: true
  21988. });
  21989. /** @hidden */
  21990. AbstractMesh.prototype._preActivate = function () {
  21991. };
  21992. /** @hidden */
  21993. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  21994. };
  21995. /** @hidden */
  21996. AbstractMesh.prototype._activate = function (renderId) {
  21997. this._renderId = renderId;
  21998. };
  21999. /**
  22000. * Gets the current world matrix
  22001. * @returns a Matrix
  22002. */
  22003. AbstractMesh.prototype.getWorldMatrix = function () {
  22004. if (this._masterMesh) {
  22005. return this._masterMesh.getWorldMatrix();
  22006. }
  22007. return _super.prototype.getWorldMatrix.call(this);
  22008. };
  22009. /** @hidden */
  22010. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  22011. if (this._masterMesh) {
  22012. return this._masterMesh._getWorldMatrixDeterminant();
  22013. }
  22014. return _super.prototype._getWorldMatrixDeterminant.call(this);
  22015. };
  22016. // ================================== Point of View Movement =================================
  22017. /**
  22018. * Perform relative position change from the point of view of behind the front of the mesh.
  22019. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22020. * Supports definition of mesh facing forward or backward
  22021. * @param amountRight defines the distance on the right axis
  22022. * @param amountUp defines the distance on the up axis
  22023. * @param amountForward defines the distance on the forward axis
  22024. * @returns the current mesh
  22025. */
  22026. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22027. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22028. return this;
  22029. };
  22030. /**
  22031. * Calculate relative position change from the point of view of behind the front of the mesh.
  22032. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22033. * Supports definition of mesh facing forward or backward
  22034. * @param amountRight defines the distance on the right axis
  22035. * @param amountUp defines the distance on the up axis
  22036. * @param amountForward defines the distance on the forward axis
  22037. * @returns the new displacement vector
  22038. */
  22039. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22040. var rotMatrix = new BABYLON.Matrix();
  22041. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22042. rotQuaternion.toRotationMatrix(rotMatrix);
  22043. var translationDelta = BABYLON.Vector3.Zero();
  22044. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22045. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22046. return translationDelta;
  22047. };
  22048. // ================================== Point of View Rotation =================================
  22049. /**
  22050. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22051. * Supports definition of mesh facing forward or backward
  22052. * @param flipBack defines the flip
  22053. * @param twirlClockwise defines the twirl
  22054. * @param tiltRight defines the tilt
  22055. * @returns the current mesh
  22056. */
  22057. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22058. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22059. return this;
  22060. };
  22061. /**
  22062. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22063. * Supports definition of mesh facing forward or backward.
  22064. * @param flipBack defines the flip
  22065. * @param twirlClockwise defines the twirl
  22066. * @param tiltRight defines the tilt
  22067. * @returns the new rotation vector
  22068. */
  22069. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22070. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22071. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22072. };
  22073. /**
  22074. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22075. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22076. * @param predicate defines a callback function that can be customize to filter what meshes should be included in the list used to compute the bounding vectors
  22077. * @returns the new bounding vectors
  22078. */
  22079. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22080. if (includeDescendants === void 0) { includeDescendants = true; }
  22081. if (predicate === void 0) { predicate = null; }
  22082. // Ensures that all world matrix will be recomputed.
  22083. this.getScene().incrementRenderId();
  22084. this.computeWorldMatrix(true);
  22085. var min;
  22086. var max;
  22087. var boundingInfo = this.getBoundingInfo();
  22088. if (!this.subMeshes) {
  22089. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22090. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22091. }
  22092. else {
  22093. min = boundingInfo.boundingBox.minimumWorld;
  22094. max = boundingInfo.boundingBox.maximumWorld;
  22095. }
  22096. if (includeDescendants) {
  22097. var descendants = this.getDescendants(false);
  22098. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22099. var descendant = descendants_1[_i];
  22100. var childMesh = descendant;
  22101. childMesh.computeWorldMatrix(true);
  22102. // Filters meshes based on custom predicate function.
  22103. if (predicate && !predicate(childMesh)) {
  22104. continue;
  22105. }
  22106. //make sure we have the needed params to get mix and max
  22107. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22108. continue;
  22109. }
  22110. var childBoundingInfo = childMesh.getBoundingInfo();
  22111. var boundingBox = childBoundingInfo.boundingBox;
  22112. var minBox = boundingBox.minimumWorld;
  22113. var maxBox = boundingBox.maximumWorld;
  22114. BABYLON.Tools.CheckExtends(minBox, min, max);
  22115. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22116. }
  22117. }
  22118. return {
  22119. min: min,
  22120. max: max
  22121. };
  22122. };
  22123. /**
  22124. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22125. * This means the mesh underlying bounding box and sphere are recomputed.
  22126. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22127. * @returns the current mesh
  22128. */
  22129. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22130. if (applySkeleton === void 0) { applySkeleton = false; }
  22131. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22132. return this;
  22133. }
  22134. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22135. return this;
  22136. };
  22137. /** @hidden */
  22138. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22139. if (data) {
  22140. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22141. if (this._boundingInfo) {
  22142. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22143. }
  22144. else {
  22145. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22146. }
  22147. }
  22148. if (this.subMeshes) {
  22149. for (var index = 0; index < this.subMeshes.length; index++) {
  22150. this.subMeshes[index].refreshBoundingInfo();
  22151. }
  22152. }
  22153. this._updateBoundingInfo();
  22154. };
  22155. /** @hidden */
  22156. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22157. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22158. if (data && applySkeleton && this.skeleton) {
  22159. data = BABYLON.Tools.Slice(data);
  22160. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22161. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22162. if (matricesWeightsData && matricesIndicesData) {
  22163. var needExtras = this.numBoneInfluencers > 4;
  22164. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22165. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22166. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22167. var tempVector = BABYLON.Tmp.Vector3[0];
  22168. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22169. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22170. var matWeightIdx = 0;
  22171. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22172. finalMatrix.reset();
  22173. var inf;
  22174. var weight;
  22175. for (inf = 0; inf < 4; inf++) {
  22176. weight = matricesWeightsData[matWeightIdx + inf];
  22177. if (weight > 0) {
  22178. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22179. finalMatrix.addToSelf(tempMatrix);
  22180. }
  22181. }
  22182. if (needExtras) {
  22183. for (inf = 0; inf < 4; inf++) {
  22184. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22185. if (weight > 0) {
  22186. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22187. finalMatrix.addToSelf(tempMatrix);
  22188. }
  22189. }
  22190. }
  22191. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22192. tempVector.toArray(data, index);
  22193. }
  22194. }
  22195. }
  22196. return data;
  22197. };
  22198. /** @hidden */
  22199. AbstractMesh.prototype._updateBoundingInfo = function () {
  22200. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  22201. if (this._boundingInfo) {
  22202. this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
  22203. }
  22204. else {
  22205. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
  22206. }
  22207. this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
  22208. return this;
  22209. };
  22210. /** @hidden */
  22211. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22212. if (!this.subMeshes) {
  22213. return this;
  22214. }
  22215. var count = this.subMeshes.length;
  22216. for (var subIndex = 0; subIndex < count; subIndex++) {
  22217. var subMesh = this.subMeshes[subIndex];
  22218. if (count > 1 || !subMesh.IsGlobal) {
  22219. subMesh.updateBoundingInfo(matrix);
  22220. }
  22221. }
  22222. return this;
  22223. };
  22224. /** @hidden */
  22225. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22226. // Bounding info
  22227. this._updateBoundingInfo();
  22228. };
  22229. /**
  22230. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22231. * A mesh is in the frustum if its bounding box intersects the frustum
  22232. * @param frustumPlanes defines the frustum to test
  22233. * @returns true if the mesh is in the frustum planes
  22234. */
  22235. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22236. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22237. };
  22238. /**
  22239. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22240. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22241. * @param frustumPlanes defines the frustum to test
  22242. * @returns true if the mesh is completely in the frustum planes
  22243. */
  22244. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22245. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22246. };
  22247. /**
  22248. * True if the mesh intersects another mesh or a SolidParticle object
  22249. * @param mesh defines a target mesh or SolidParticle to test
  22250. * @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)
  22251. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22252. * @returns true if there is an intersection
  22253. */
  22254. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22255. if (precise === void 0) { precise = false; }
  22256. if (!this._boundingInfo || !mesh._boundingInfo) {
  22257. return false;
  22258. }
  22259. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22260. return true;
  22261. }
  22262. if (includeDescendants) {
  22263. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22264. var child = _a[_i];
  22265. if (child.intersectsMesh(mesh, precise, true)) {
  22266. return true;
  22267. }
  22268. }
  22269. }
  22270. return false;
  22271. };
  22272. /**
  22273. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22274. * @param point defines the point to test
  22275. * @returns true if there is an intersection
  22276. */
  22277. AbstractMesh.prototype.intersectsPoint = function (point) {
  22278. if (!this._boundingInfo) {
  22279. return false;
  22280. }
  22281. return this._boundingInfo.intersectsPoint(point);
  22282. };
  22283. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22284. // Collisions
  22285. /**
  22286. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22287. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22288. */
  22289. get: function () {
  22290. return this._checkCollisions;
  22291. },
  22292. set: function (collisionEnabled) {
  22293. this._checkCollisions = collisionEnabled;
  22294. if (this.getScene().workerCollisions) {
  22295. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22296. }
  22297. },
  22298. enumerable: true,
  22299. configurable: true
  22300. });
  22301. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22302. /**
  22303. * Gets Collider object used to compute collisions (not physics)
  22304. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22305. */
  22306. get: function () {
  22307. return this._collider;
  22308. },
  22309. enumerable: true,
  22310. configurable: true
  22311. });
  22312. /**
  22313. * Move the mesh using collision engine
  22314. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22315. * @param displacement defines the requested displacement vector
  22316. * @returns the current mesh
  22317. */
  22318. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22319. var globalPosition = this.getAbsolutePosition();
  22320. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22321. if (!this._collider) {
  22322. this._collider = new BABYLON.Collider();
  22323. }
  22324. this._collider._radius = this.ellipsoid;
  22325. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22326. return this;
  22327. };
  22328. // Collisions
  22329. /** @hidden */
  22330. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22331. this._generatePointsArray();
  22332. if (!this._positions) {
  22333. return this;
  22334. }
  22335. // Transformation
  22336. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22337. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22338. subMesh._lastColliderWorldVertices = [];
  22339. subMesh._trianglePlanes = [];
  22340. var start = subMesh.verticesStart;
  22341. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22342. for (var i = start; i < end; i++) {
  22343. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22344. }
  22345. }
  22346. // Collide
  22347. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22348. if (collider.collisionFound) {
  22349. collider.collidedMesh = this;
  22350. }
  22351. return this;
  22352. };
  22353. /** @hidden */
  22354. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22355. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22356. var len = subMeshes.length;
  22357. for (var index = 0; index < len; index++) {
  22358. var subMesh = subMeshes.data[index];
  22359. // Bounding test
  22360. if (len > 1 && !subMesh._checkCollision(collider)) {
  22361. continue;
  22362. }
  22363. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22364. }
  22365. return this;
  22366. };
  22367. /** @hidden */
  22368. AbstractMesh.prototype._checkCollision = function (collider) {
  22369. // Bounding box test
  22370. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22371. return this;
  22372. }
  22373. // Transformation matrix
  22374. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22375. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22376. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22377. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22378. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22379. return this;
  22380. };
  22381. // Picking
  22382. /** @hidden */
  22383. AbstractMesh.prototype._generatePointsArray = function () {
  22384. return false;
  22385. };
  22386. /**
  22387. * Checks if the passed Ray intersects with the mesh
  22388. * @param ray defines the ray to use
  22389. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22390. * @returns the picking info
  22391. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22392. */
  22393. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22394. var pickingInfo = new BABYLON.PickingInfo();
  22395. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22396. var boundingInfo = this._boundingInfo;
  22397. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22398. return pickingInfo;
  22399. }
  22400. if (!this._generatePointsArray()) {
  22401. return pickingInfo;
  22402. }
  22403. var intersectInfo = null;
  22404. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22405. var len = subMeshes.length;
  22406. for (var index = 0; index < len; index++) {
  22407. var subMesh = subMeshes.data[index];
  22408. // Bounding test
  22409. if (len > 1 && !subMesh.canIntersects(ray)) {
  22410. continue;
  22411. }
  22412. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22413. if (currentIntersectInfo) {
  22414. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22415. intersectInfo = currentIntersectInfo;
  22416. intersectInfo.subMeshId = index;
  22417. if (fastCheck) {
  22418. break;
  22419. }
  22420. }
  22421. }
  22422. }
  22423. if (intersectInfo) {
  22424. // Get picked point
  22425. var world = this.getWorldMatrix();
  22426. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22427. var direction = BABYLON.Tmp.Vector3[1];
  22428. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22429. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22430. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22431. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22432. // Return result
  22433. pickingInfo.hit = true;
  22434. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22435. pickingInfo.pickedPoint = pickedPoint;
  22436. pickingInfo.pickedMesh = this;
  22437. pickingInfo.bu = intersectInfo.bu || 0;
  22438. pickingInfo.bv = intersectInfo.bv || 0;
  22439. pickingInfo.faceId = intersectInfo.faceId;
  22440. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22441. return pickingInfo;
  22442. }
  22443. return pickingInfo;
  22444. };
  22445. /**
  22446. * Clones the current mesh
  22447. * @param name defines the mesh name
  22448. * @param newParent defines the new mesh parent
  22449. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22450. * @returns the new mesh
  22451. */
  22452. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22453. return null;
  22454. };
  22455. /**
  22456. * Disposes all the submeshes of the current meshnp
  22457. * @returns the current mesh
  22458. */
  22459. AbstractMesh.prototype.releaseSubMeshes = function () {
  22460. if (this.subMeshes) {
  22461. while (this.subMeshes.length) {
  22462. this.subMeshes[0].dispose();
  22463. }
  22464. }
  22465. else {
  22466. this.subMeshes = new Array();
  22467. }
  22468. return this;
  22469. };
  22470. /**
  22471. * Releases resources associated with this abstract mesh.
  22472. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22473. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22474. */
  22475. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22476. var _this = this;
  22477. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22478. var index;
  22479. // Smart Array Retainers.
  22480. this.getScene().freeActiveMeshes();
  22481. this.getScene().freeRenderingGroups();
  22482. // Action manager
  22483. if (this.actionManager !== undefined && this.actionManager !== null) {
  22484. this.actionManager.dispose();
  22485. this.actionManager = null;
  22486. }
  22487. // Skeleton
  22488. this._skeleton = null;
  22489. // Intersections in progress
  22490. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22491. var other = this._intersectionsInProgress[index];
  22492. var pos = other._intersectionsInProgress.indexOf(this);
  22493. other._intersectionsInProgress.splice(pos, 1);
  22494. }
  22495. this._intersectionsInProgress = [];
  22496. // Lights
  22497. var lights = this.getScene().lights;
  22498. lights.forEach(function (light) {
  22499. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22500. if (meshIndex !== -1) {
  22501. light.includedOnlyMeshes.splice(meshIndex, 1);
  22502. }
  22503. meshIndex = light.excludedMeshes.indexOf(_this);
  22504. if (meshIndex !== -1) {
  22505. light.excludedMeshes.splice(meshIndex, 1);
  22506. }
  22507. // Shadow generators
  22508. var generator = light.getShadowGenerator();
  22509. if (generator) {
  22510. var shadowMap = generator.getShadowMap();
  22511. if (shadowMap && shadowMap.renderList) {
  22512. meshIndex = shadowMap.renderList.indexOf(_this);
  22513. if (meshIndex !== -1) {
  22514. shadowMap.renderList.splice(meshIndex, 1);
  22515. }
  22516. }
  22517. }
  22518. });
  22519. // SubMeshes
  22520. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22521. this.releaseSubMeshes();
  22522. }
  22523. // Query
  22524. var engine = this.getScene().getEngine();
  22525. if (this._occlusionQuery) {
  22526. this.isOcclusionQueryInProgress = false;
  22527. engine.deleteQuery(this._occlusionQuery);
  22528. this._occlusionQuery = null;
  22529. }
  22530. // Engine
  22531. engine.wipeCaches();
  22532. // Remove from scene
  22533. this.getScene().removeMesh(this);
  22534. if (disposeMaterialAndTextures) {
  22535. if (this.material) {
  22536. this.material.dispose(false, true);
  22537. }
  22538. }
  22539. if (!doNotRecurse) {
  22540. // Particles
  22541. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22542. if (this.getScene().particleSystems[index].emitter === this) {
  22543. this.getScene().particleSystems[index].dispose();
  22544. index--;
  22545. }
  22546. }
  22547. }
  22548. // facet data
  22549. if (this._facetData.facetDataEnabled) {
  22550. this.disableFacetData();
  22551. }
  22552. this.onAfterWorldMatrixUpdateObservable.clear();
  22553. this.onCollideObservable.clear();
  22554. this.onCollisionPositionChangeObservable.clear();
  22555. this.onRebuildObservable.clear();
  22556. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22557. };
  22558. /**
  22559. * Adds the passed mesh as a child to the current mesh
  22560. * @param mesh defines the child mesh
  22561. * @returns the current mesh
  22562. */
  22563. AbstractMesh.prototype.addChild = function (mesh) {
  22564. mesh.setParent(this);
  22565. return this;
  22566. };
  22567. /**
  22568. * Removes the passed mesh from the current mesh children list
  22569. * @param mesh defines the child mesh
  22570. * @returns the current mesh
  22571. */
  22572. AbstractMesh.prototype.removeChild = function (mesh) {
  22573. mesh.setParent(null);
  22574. return this;
  22575. };
  22576. // Facet data
  22577. /** @hidden */
  22578. AbstractMesh.prototype._initFacetData = function () {
  22579. var data = this._facetData;
  22580. if (!data.facetNormals) {
  22581. data.facetNormals = new Array();
  22582. }
  22583. if (!data.facetPositions) {
  22584. data.facetPositions = new Array();
  22585. }
  22586. if (!data.facetPartitioning) {
  22587. data.facetPartitioning = new Array();
  22588. }
  22589. data.facetNb = (this.getIndices().length / 3) | 0;
  22590. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22591. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22592. for (var f = 0; f < data.facetNb; f++) {
  22593. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22594. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22595. }
  22596. data.facetDataEnabled = true;
  22597. return this;
  22598. };
  22599. /**
  22600. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22601. * This method can be called within the render loop.
  22602. * 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
  22603. * @returns the current mesh
  22604. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22605. */
  22606. AbstractMesh.prototype.updateFacetData = function () {
  22607. var data = this._facetData;
  22608. if (!data.facetDataEnabled) {
  22609. this._initFacetData();
  22610. }
  22611. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22612. var indices = this.getIndices();
  22613. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22614. var bInfo = this.getBoundingInfo();
  22615. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22616. // init arrays, matrix and sort function on first call
  22617. data.facetDepthSortEnabled = true;
  22618. if (indices instanceof Uint16Array) {
  22619. data.depthSortedIndices = new Uint16Array(indices);
  22620. }
  22621. else if (indices instanceof Uint32Array) {
  22622. data.depthSortedIndices = new Uint32Array(indices);
  22623. }
  22624. else {
  22625. var needs32bits = false;
  22626. for (var i = 0; i < indices.length; i++) {
  22627. if (indices[i] > 65535) {
  22628. needs32bits = true;
  22629. break;
  22630. }
  22631. }
  22632. if (needs32bits) {
  22633. data.depthSortedIndices = new Uint32Array(indices);
  22634. }
  22635. else {
  22636. data.depthSortedIndices = new Uint16Array(indices);
  22637. }
  22638. }
  22639. data.facetDepthSortFunction = function (f1, f2) {
  22640. return (f2.sqDistance - f1.sqDistance);
  22641. };
  22642. if (!data.facetDepthSortFrom) {
  22643. var camera = this.getScene().activeCamera;
  22644. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22645. }
  22646. data.depthSortedFacets = [];
  22647. for (var f = 0; f < data.facetNb; f++) {
  22648. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22649. data.depthSortedFacets.push(depthSortedFacet);
  22650. }
  22651. data.invertedMatrix = BABYLON.Matrix.Identity();
  22652. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22653. }
  22654. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22655. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22656. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22657. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22658. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22659. data.subDiv.max = data.partitioningSubdivisions;
  22660. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22661. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22662. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22663. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22664. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22665. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22666. // set the parameters for ComputeNormals()
  22667. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22668. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22669. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22670. data.facetParameters.bInfo = bInfo;
  22671. data.facetParameters.bbSize = data.bbSize;
  22672. data.facetParameters.subDiv = data.subDiv;
  22673. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22674. data.facetParameters.depthSort = data.facetDepthSort;
  22675. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22676. this.computeWorldMatrix(true);
  22677. this._worldMatrix.invertToRef(data.invertedMatrix);
  22678. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22679. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22680. }
  22681. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22682. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22683. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22684. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22685. var l = (data.depthSortedIndices.length / 3) | 0;
  22686. for (var f = 0; f < l; f++) {
  22687. var sind = data.depthSortedFacets[f].ind;
  22688. data.depthSortedIndices[f * 3] = indices[sind];
  22689. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22690. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22691. }
  22692. this.updateIndices(data.depthSortedIndices);
  22693. }
  22694. return this;
  22695. };
  22696. /**
  22697. * Returns the facetLocalNormals array.
  22698. * The normals are expressed in the mesh local spac
  22699. * @returns an array of Vector3
  22700. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22701. */
  22702. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22703. if (!this._facetData.facetNormals) {
  22704. this.updateFacetData();
  22705. }
  22706. return this._facetData.facetNormals;
  22707. };
  22708. /**
  22709. * Returns the facetLocalPositions array.
  22710. * The facet positions are expressed in the mesh local space
  22711. * @returns an array of Vector3
  22712. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22713. */
  22714. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22715. if (!this._facetData.facetPositions) {
  22716. this.updateFacetData();
  22717. }
  22718. return this._facetData.facetPositions;
  22719. };
  22720. /**
  22721. * Returns the facetLocalPartioning array
  22722. * @returns an array of array of numbers
  22723. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22724. */
  22725. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22726. if (!this._facetData.facetPartitioning) {
  22727. this.updateFacetData();
  22728. }
  22729. return this._facetData.facetPartitioning;
  22730. };
  22731. /**
  22732. * Returns the i-th facet position in the world system.
  22733. * This method allocates a new Vector3 per call
  22734. * @param i defines the facet index
  22735. * @returns a new Vector3
  22736. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22737. */
  22738. AbstractMesh.prototype.getFacetPosition = function (i) {
  22739. var pos = BABYLON.Vector3.Zero();
  22740. this.getFacetPositionToRef(i, pos);
  22741. return pos;
  22742. };
  22743. /**
  22744. * Sets the reference Vector3 with the i-th facet position in the world system
  22745. * @param i defines the facet index
  22746. * @param ref defines the target vector
  22747. * @returns the current mesh
  22748. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22749. */
  22750. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22751. var localPos = (this.getFacetLocalPositions())[i];
  22752. var world = this.getWorldMatrix();
  22753. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22754. return this;
  22755. };
  22756. /**
  22757. * Returns the i-th facet normal in the world system.
  22758. * This method allocates a new Vector3 per call
  22759. * @param i defines the facet index
  22760. * @returns a new Vector3
  22761. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22762. */
  22763. AbstractMesh.prototype.getFacetNormal = function (i) {
  22764. var norm = BABYLON.Vector3.Zero();
  22765. this.getFacetNormalToRef(i, norm);
  22766. return norm;
  22767. };
  22768. /**
  22769. * Sets the reference Vector3 with the i-th facet normal in the world system
  22770. * @param i defines the facet index
  22771. * @param ref defines the target vector
  22772. * @returns the current mesh
  22773. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22774. */
  22775. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22776. var localNorm = (this.getFacetLocalNormals())[i];
  22777. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22778. return this;
  22779. };
  22780. /**
  22781. * 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)
  22782. * @param x defines x coordinate
  22783. * @param y defines y coordinate
  22784. * @param z defines z coordinate
  22785. * @returns the array of facet indexes
  22786. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22787. */
  22788. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22789. var bInfo = this.getBoundingInfo();
  22790. var data = this._facetData;
  22791. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22792. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22793. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22794. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22795. return null;
  22796. }
  22797. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22798. };
  22799. /**
  22800. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22801. * @param projected sets as the (x,y,z) world projection on the facet
  22802. * @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
  22803. * @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
  22804. * @param x defines x coordinate
  22805. * @param y defines y coordinate
  22806. * @param z defines z coordinate
  22807. * @returns the face index if found (or null instead)
  22808. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22809. */
  22810. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22811. if (checkFace === void 0) { checkFace = false; }
  22812. if (facing === void 0) { facing = true; }
  22813. var world = this.getWorldMatrix();
  22814. var invMat = BABYLON.Tmp.Matrix[5];
  22815. world.invertToRef(invMat);
  22816. var invVect = BABYLON.Tmp.Vector3[8];
  22817. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22818. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22819. if (projected) {
  22820. // tranform the local computed projected vector to world coordinates
  22821. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22822. }
  22823. return closest;
  22824. };
  22825. /**
  22826. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22827. * @param projected sets as the (x,y,z) local projection on the facet
  22828. * @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
  22829. * @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
  22830. * @param x defines x coordinate
  22831. * @param y defines y coordinate
  22832. * @param z defines z coordinate
  22833. * @returns the face index if found (or null instead)
  22834. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22835. */
  22836. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22837. if (checkFace === void 0) { checkFace = false; }
  22838. if (facing === void 0) { facing = true; }
  22839. var closest = null;
  22840. var tmpx = 0.0;
  22841. var tmpy = 0.0;
  22842. var tmpz = 0.0;
  22843. var d = 0.0; // tmp dot facet normal * facet position
  22844. var t0 = 0.0;
  22845. var projx = 0.0;
  22846. var projy = 0.0;
  22847. var projz = 0.0;
  22848. // Get all the facets in the same partitioning block than (x, y, z)
  22849. var facetPositions = this.getFacetLocalPositions();
  22850. var facetNormals = this.getFacetLocalNormals();
  22851. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22852. if (!facetsInBlock) {
  22853. return null;
  22854. }
  22855. // Get the closest facet to (x, y, z)
  22856. var shortest = Number.MAX_VALUE; // init distance vars
  22857. var tmpDistance = shortest;
  22858. var fib; // current facet in the block
  22859. var norm; // current facet normal
  22860. var p0; // current facet barycenter position
  22861. // loop on all the facets in the current partitioning block
  22862. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22863. fib = facetsInBlock[idx];
  22864. norm = facetNormals[fib];
  22865. p0 = facetPositions[fib];
  22866. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22867. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22868. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22869. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22870. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22871. projx = x + norm.x * t0;
  22872. projy = y + norm.y * t0;
  22873. projz = z + norm.z * t0;
  22874. tmpx = projx - x;
  22875. tmpy = projy - y;
  22876. tmpz = projz - z;
  22877. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22878. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22879. shortest = tmpDistance;
  22880. closest = fib;
  22881. if (projected) {
  22882. projected.x = projx;
  22883. projected.y = projy;
  22884. projected.z = projz;
  22885. }
  22886. }
  22887. }
  22888. }
  22889. return closest;
  22890. };
  22891. /**
  22892. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22893. * @returns the parameters
  22894. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22895. */
  22896. AbstractMesh.prototype.getFacetDataParameters = function () {
  22897. return this._facetData.facetParameters;
  22898. };
  22899. /**
  22900. * Disables the feature FacetData and frees the related memory
  22901. * @returns the current mesh
  22902. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22903. */
  22904. AbstractMesh.prototype.disableFacetData = function () {
  22905. if (this._facetData.facetDataEnabled) {
  22906. this._facetData.facetDataEnabled = false;
  22907. this._facetData.facetPositions = new Array();
  22908. this._facetData.facetNormals = new Array();
  22909. this._facetData.facetPartitioning = new Array();
  22910. this._facetData.facetParameters = null;
  22911. this._facetData.depthSortedIndices = new Uint32Array(0);
  22912. }
  22913. return this;
  22914. };
  22915. /**
  22916. * Updates the AbstractMesh indices array
  22917. * @param indices defines the data source
  22918. * @returns the current mesh
  22919. */
  22920. AbstractMesh.prototype.updateIndices = function (indices) {
  22921. return this;
  22922. };
  22923. /**
  22924. * Creates new normals data for the mesh
  22925. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22926. * @returns the current mesh
  22927. */
  22928. AbstractMesh.prototype.createNormals = function (updatable) {
  22929. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22930. var indices = this.getIndices();
  22931. var normals;
  22932. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22933. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22934. }
  22935. else {
  22936. normals = [];
  22937. }
  22938. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22939. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22940. return this;
  22941. };
  22942. /**
  22943. * Align the mesh with a normal
  22944. * @param normal defines the normal to use
  22945. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22946. * @returns the current mesh
  22947. */
  22948. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22949. if (!upDirection) {
  22950. upDirection = BABYLON.Axis.Y;
  22951. }
  22952. var axisX = BABYLON.Tmp.Vector3[0];
  22953. var axisZ = BABYLON.Tmp.Vector3[1];
  22954. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22955. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22956. if (this.rotationQuaternion) {
  22957. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22958. }
  22959. else {
  22960. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22961. }
  22962. return this;
  22963. };
  22964. /** @hidden */
  22965. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22966. return false;
  22967. };
  22968. /** No occlusion */
  22969. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22970. /** Occlusion set to optimisitic */
  22971. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22972. /** Occlusion set to strict */
  22973. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22974. /** Use an accurante occlusion algorithm */
  22975. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22976. /** Use a conservative occlusion algorithm */
  22977. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22978. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22979. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22980. /** Culling strategy with bounding sphere only and then frustum culling */
  22981. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22982. return AbstractMesh;
  22983. }(BABYLON.TransformNode));
  22984. BABYLON.AbstractMesh = AbstractMesh;
  22985. })(BABYLON || (BABYLON = {}));
  22986. //# sourceMappingURL=babylon.abstractMesh.js.map
  22987. var BABYLON;
  22988. (function (BABYLON) {
  22989. /**
  22990. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22991. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22992. * 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.
  22993. */
  22994. var Light = /** @class */ (function (_super) {
  22995. __extends(Light, _super);
  22996. /**
  22997. * Creates a Light object in the scene.
  22998. * Documentation : https://doc.babylonjs.com/babylon101/lights
  22999. * @param name The firendly name of the light
  23000. * @param scene The scene the light belongs too
  23001. */
  23002. function Light(name, scene) {
  23003. var _this = _super.call(this, name, scene) || this;
  23004. /**
  23005. * Diffuse gives the basic color to an object.
  23006. */
  23007. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  23008. /**
  23009. * Specular produces a highlight color on an object.
  23010. * Note: This is note affecting PBR materials.
  23011. */
  23012. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  23013. /**
  23014. * Defines the falloff type for this light. This lets overrriding how punctual light are
  23015. * falling off base on range or angle.
  23016. * This can be set to any values in Light.FALLOFF_x.
  23017. *
  23018. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  23019. * other types of materials.
  23020. */
  23021. _this.falloffType = Light.FALLOFF_DEFAULT;
  23022. /**
  23023. * Strength of the light.
  23024. * Note: By default it is define in the framework own unit.
  23025. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23026. */
  23027. _this.intensity = 1.0;
  23028. _this._range = Number.MAX_VALUE;
  23029. _this._inverseSquaredRange = 0;
  23030. /**
  23031. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23032. * of light.
  23033. */
  23034. _this._photometricScale = 1.0;
  23035. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23036. _this._radius = 0.00001;
  23037. /**
  23038. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23039. * exceeding the number allowed of the materials.
  23040. */
  23041. _this.renderPriority = 0;
  23042. _this._shadowEnabled = true;
  23043. _this._excludeWithLayerMask = 0;
  23044. _this._includeOnlyWithLayerMask = 0;
  23045. _this._lightmapMode = 0;
  23046. /**
  23047. * @hidden Internal use only.
  23048. */
  23049. _this._excludedMeshesIds = new Array();
  23050. /**
  23051. * @hidden Internal use only.
  23052. */
  23053. _this._includedOnlyMeshesIds = new Array();
  23054. _this.getScene().addLight(_this);
  23055. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23056. _this._buildUniformLayout();
  23057. _this.includedOnlyMeshes = new Array();
  23058. _this.excludedMeshes = new Array();
  23059. _this._resyncMeshes();
  23060. return _this;
  23061. }
  23062. Object.defineProperty(Light.prototype, "range", {
  23063. /**
  23064. * Defines how far from the source the light is impacting in scene units.
  23065. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23066. */
  23067. get: function () {
  23068. return this._range;
  23069. },
  23070. /**
  23071. * Defines how far from the source the light is impacting in scene units.
  23072. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23073. */
  23074. set: function (value) {
  23075. this._range = value;
  23076. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23077. },
  23078. enumerable: true,
  23079. configurable: true
  23080. });
  23081. Object.defineProperty(Light.prototype, "intensityMode", {
  23082. /**
  23083. * Gets the photometric scale used to interpret the intensity.
  23084. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23085. */
  23086. get: function () {
  23087. return this._intensityMode;
  23088. },
  23089. /**
  23090. * Sets the photometric scale used to interpret the intensity.
  23091. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23092. */
  23093. set: function (value) {
  23094. this._intensityMode = value;
  23095. this._computePhotometricScale();
  23096. },
  23097. enumerable: true,
  23098. configurable: true
  23099. });
  23100. Object.defineProperty(Light.prototype, "radius", {
  23101. /**
  23102. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23103. */
  23104. get: function () {
  23105. return this._radius;
  23106. },
  23107. /**
  23108. * sets the light radius used by PBR Materials to simulate soft area lights.
  23109. */
  23110. set: function (value) {
  23111. this._radius = value;
  23112. this._computePhotometricScale();
  23113. },
  23114. enumerable: true,
  23115. configurable: true
  23116. });
  23117. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23118. /**
  23119. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23120. * the current shadow generator.
  23121. */
  23122. get: function () {
  23123. return this._shadowEnabled;
  23124. },
  23125. /**
  23126. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23127. * the current shadow generator.
  23128. */
  23129. set: function (value) {
  23130. if (this._shadowEnabled === value) {
  23131. return;
  23132. }
  23133. this._shadowEnabled = value;
  23134. this._markMeshesAsLightDirty();
  23135. },
  23136. enumerable: true,
  23137. configurable: true
  23138. });
  23139. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23140. /**
  23141. * Gets the only meshes impacted by this light.
  23142. */
  23143. get: function () {
  23144. return this._includedOnlyMeshes;
  23145. },
  23146. /**
  23147. * Sets the only meshes impacted by this light.
  23148. */
  23149. set: function (value) {
  23150. this._includedOnlyMeshes = value;
  23151. this._hookArrayForIncludedOnly(value);
  23152. },
  23153. enumerable: true,
  23154. configurable: true
  23155. });
  23156. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23157. /**
  23158. * Gets the meshes not impacted by this light.
  23159. */
  23160. get: function () {
  23161. return this._excludedMeshes;
  23162. },
  23163. /**
  23164. * Sets the meshes not impacted by this light.
  23165. */
  23166. set: function (value) {
  23167. this._excludedMeshes = value;
  23168. this._hookArrayForExcluded(value);
  23169. },
  23170. enumerable: true,
  23171. configurable: true
  23172. });
  23173. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23174. /**
  23175. * Gets the layer id use to find what meshes are not impacted by the light.
  23176. * Inactive if 0
  23177. */
  23178. get: function () {
  23179. return this._excludeWithLayerMask;
  23180. },
  23181. /**
  23182. * Sets the layer id use to find what meshes are not impacted by the light.
  23183. * Inactive if 0
  23184. */
  23185. set: function (value) {
  23186. this._excludeWithLayerMask = value;
  23187. this._resyncMeshes();
  23188. },
  23189. enumerable: true,
  23190. configurable: true
  23191. });
  23192. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23193. /**
  23194. * Gets the layer id use to find what meshes are impacted by the light.
  23195. * Inactive if 0
  23196. */
  23197. get: function () {
  23198. return this._includeOnlyWithLayerMask;
  23199. },
  23200. /**
  23201. * Sets the layer id use to find what meshes are impacted by the light.
  23202. * Inactive if 0
  23203. */
  23204. set: function (value) {
  23205. this._includeOnlyWithLayerMask = value;
  23206. this._resyncMeshes();
  23207. },
  23208. enumerable: true,
  23209. configurable: true
  23210. });
  23211. Object.defineProperty(Light.prototype, "lightmapMode", {
  23212. /**
  23213. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23214. */
  23215. get: function () {
  23216. return this._lightmapMode;
  23217. },
  23218. /**
  23219. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23220. */
  23221. set: function (value) {
  23222. if (this._lightmapMode === value) {
  23223. return;
  23224. }
  23225. this._lightmapMode = value;
  23226. this._markMeshesAsLightDirty();
  23227. },
  23228. enumerable: true,
  23229. configurable: true
  23230. });
  23231. /**
  23232. * Returns the string "Light".
  23233. * @returns the class name
  23234. */
  23235. Light.prototype.getClassName = function () {
  23236. return "Light";
  23237. };
  23238. /**
  23239. * Converts the light information to a readable string for debug purpose.
  23240. * @param fullDetails Supports for multiple levels of logging within scene loading
  23241. * @returns the human readable light info
  23242. */
  23243. Light.prototype.toString = function (fullDetails) {
  23244. var ret = "Name: " + this.name;
  23245. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23246. if (this.animations) {
  23247. for (var i = 0; i < this.animations.length; i++) {
  23248. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23249. }
  23250. }
  23251. if (fullDetails) {
  23252. }
  23253. return ret;
  23254. };
  23255. /** @hidden */
  23256. Light.prototype._syncParentEnabledState = function () {
  23257. _super.prototype._syncParentEnabledState.call(this);
  23258. this._resyncMeshes();
  23259. };
  23260. /**
  23261. * Set the enabled state of this node.
  23262. * @param value - the new enabled state
  23263. */
  23264. Light.prototype.setEnabled = function (value) {
  23265. _super.prototype.setEnabled.call(this, value);
  23266. this._resyncMeshes();
  23267. };
  23268. /**
  23269. * Returns the Light associated shadow generator if any.
  23270. * @return the associated shadow generator.
  23271. */
  23272. Light.prototype.getShadowGenerator = function () {
  23273. return this._shadowGenerator;
  23274. };
  23275. /**
  23276. * Returns a Vector3, the absolute light position in the World.
  23277. * @returns the world space position of the light
  23278. */
  23279. Light.prototype.getAbsolutePosition = function () {
  23280. return BABYLON.Vector3.Zero();
  23281. };
  23282. /**
  23283. * Specifies if the light will affect the passed mesh.
  23284. * @param mesh The mesh to test against the light
  23285. * @return true the mesh is affected otherwise, false.
  23286. */
  23287. Light.prototype.canAffectMesh = function (mesh) {
  23288. if (!mesh) {
  23289. return true;
  23290. }
  23291. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23292. return false;
  23293. }
  23294. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23295. return false;
  23296. }
  23297. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23298. return false;
  23299. }
  23300. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23301. return false;
  23302. }
  23303. return true;
  23304. };
  23305. /**
  23306. * Sort function to order lights for rendering.
  23307. * @param a First Light object to compare to second.
  23308. * @param b Second Light object to compare first.
  23309. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23310. */
  23311. Light.CompareLightsPriority = function (a, b) {
  23312. //shadow-casting lights have priority over non-shadow-casting lights
  23313. //the renderPrioirty is a secondary sort criterion
  23314. if (a.shadowEnabled !== b.shadowEnabled) {
  23315. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23316. }
  23317. return b.renderPriority - a.renderPriority;
  23318. };
  23319. /**
  23320. * Releases resources associated with this node.
  23321. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23322. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23323. */
  23324. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23325. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23326. if (this._shadowGenerator) {
  23327. this._shadowGenerator.dispose();
  23328. this._shadowGenerator = null;
  23329. }
  23330. // Animations
  23331. this.getScene().stopAnimation(this);
  23332. // Remove from meshes
  23333. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23334. var mesh = _a[_i];
  23335. mesh._removeLightSource(this);
  23336. }
  23337. this._uniformBuffer.dispose();
  23338. // Remove from scene
  23339. this.getScene().removeLight(this);
  23340. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23341. };
  23342. /**
  23343. * Returns the light type ID (integer).
  23344. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23345. */
  23346. Light.prototype.getTypeID = function () {
  23347. return 0;
  23348. };
  23349. /**
  23350. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23351. * @returns the scaled intensity in intensity mode unit
  23352. */
  23353. Light.prototype.getScaledIntensity = function () {
  23354. return this._photometricScale * this.intensity;
  23355. };
  23356. /**
  23357. * Returns a new Light object, named "name", from the current one.
  23358. * @param name The name of the cloned light
  23359. * @returns the new created light
  23360. */
  23361. Light.prototype.clone = function (name) {
  23362. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23363. if (!constructor) {
  23364. return null;
  23365. }
  23366. return BABYLON.SerializationHelper.Clone(constructor, this);
  23367. };
  23368. /**
  23369. * Serializes the current light into a Serialization object.
  23370. * @returns the serialized object.
  23371. */
  23372. Light.prototype.serialize = function () {
  23373. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23374. // Type
  23375. serializationObject.type = this.getTypeID();
  23376. // Parent
  23377. if (this.parent) {
  23378. serializationObject.parentId = this.parent.id;
  23379. }
  23380. // Inclusion / exclusions
  23381. if (this.excludedMeshes.length > 0) {
  23382. serializationObject.excludedMeshesIds = [];
  23383. this.excludedMeshes.forEach(function (mesh) {
  23384. serializationObject.excludedMeshesIds.push(mesh.id);
  23385. });
  23386. }
  23387. if (this.includedOnlyMeshes.length > 0) {
  23388. serializationObject.includedOnlyMeshesIds = [];
  23389. this.includedOnlyMeshes.forEach(function (mesh) {
  23390. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23391. });
  23392. }
  23393. // Animations
  23394. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23395. serializationObject.ranges = this.serializeAnimationRanges();
  23396. return serializationObject;
  23397. };
  23398. /**
  23399. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23400. * This new light is named "name" and added to the passed scene.
  23401. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23402. * @param name The friendly name of the light
  23403. * @param scene The scene the new light will belong to
  23404. * @returns the constructor function
  23405. */
  23406. Light.GetConstructorFromName = function (type, name, scene) {
  23407. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23408. if (constructorFunc) {
  23409. return constructorFunc;
  23410. }
  23411. // Default to no light for none present once.
  23412. return null;
  23413. };
  23414. /**
  23415. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23416. * @param parsedLight The JSON representation of the light
  23417. * @param scene The scene to create the parsed light in
  23418. * @returns the created light after parsing
  23419. */
  23420. Light.Parse = function (parsedLight, scene) {
  23421. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23422. if (!constructor) {
  23423. return null;
  23424. }
  23425. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23426. // Inclusion / exclusions
  23427. if (parsedLight.excludedMeshesIds) {
  23428. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23429. }
  23430. if (parsedLight.includedOnlyMeshesIds) {
  23431. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23432. }
  23433. // Parent
  23434. if (parsedLight.parentId) {
  23435. light._waitingParentId = parsedLight.parentId;
  23436. }
  23437. // Animations
  23438. if (parsedLight.animations) {
  23439. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23440. var parsedAnimation = parsedLight.animations[animationIndex];
  23441. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23442. }
  23443. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23444. }
  23445. if (parsedLight.autoAnimate) {
  23446. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23447. }
  23448. return light;
  23449. };
  23450. Light.prototype._hookArrayForExcluded = function (array) {
  23451. var _this = this;
  23452. var oldPush = array.push;
  23453. array.push = function () {
  23454. var items = [];
  23455. for (var _i = 0; _i < arguments.length; _i++) {
  23456. items[_i] = arguments[_i];
  23457. }
  23458. var result = oldPush.apply(array, items);
  23459. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23460. var item = items_1[_a];
  23461. item._resyncLighSource(_this);
  23462. }
  23463. return result;
  23464. };
  23465. var oldSplice = array.splice;
  23466. array.splice = function (index, deleteCount) {
  23467. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23468. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23469. var item = deleted_1[_i];
  23470. item._resyncLighSource(_this);
  23471. }
  23472. return deleted;
  23473. };
  23474. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23475. var item = array_1[_i];
  23476. item._resyncLighSource(this);
  23477. }
  23478. };
  23479. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23480. var _this = this;
  23481. var oldPush = array.push;
  23482. array.push = function () {
  23483. var items = [];
  23484. for (var _i = 0; _i < arguments.length; _i++) {
  23485. items[_i] = arguments[_i];
  23486. }
  23487. var result = oldPush.apply(array, items);
  23488. _this._resyncMeshes();
  23489. return result;
  23490. };
  23491. var oldSplice = array.splice;
  23492. array.splice = function (index, deleteCount) {
  23493. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23494. _this._resyncMeshes();
  23495. return deleted;
  23496. };
  23497. this._resyncMeshes();
  23498. };
  23499. Light.prototype._resyncMeshes = function () {
  23500. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23501. var mesh = _a[_i];
  23502. mesh._resyncLighSource(this);
  23503. }
  23504. };
  23505. /**
  23506. * Forces the meshes to update their light related information in their rendering used effects
  23507. * @hidden Internal Use Only
  23508. */
  23509. Light.prototype._markMeshesAsLightDirty = function () {
  23510. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23511. var mesh = _a[_i];
  23512. if (mesh._lightSources.indexOf(this) !== -1) {
  23513. mesh._markSubMeshesAsLightDirty();
  23514. }
  23515. }
  23516. };
  23517. /**
  23518. * Recomputes the cached photometric scale if needed.
  23519. */
  23520. Light.prototype._computePhotometricScale = function () {
  23521. this._photometricScale = this._getPhotometricScale();
  23522. this.getScene().resetCachedMaterial();
  23523. };
  23524. /**
  23525. * Returns the Photometric Scale according to the light type and intensity mode.
  23526. */
  23527. Light.prototype._getPhotometricScale = function () {
  23528. var photometricScale = 0.0;
  23529. var lightTypeID = this.getTypeID();
  23530. //get photometric mode
  23531. var photometricMode = this.intensityMode;
  23532. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23533. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23534. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23535. }
  23536. else {
  23537. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23538. }
  23539. }
  23540. //compute photometric scale
  23541. switch (lightTypeID) {
  23542. case Light.LIGHTTYPEID_POINTLIGHT:
  23543. case Light.LIGHTTYPEID_SPOTLIGHT:
  23544. switch (photometricMode) {
  23545. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23546. photometricScale = 1.0 / (4.0 * Math.PI);
  23547. break;
  23548. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23549. photometricScale = 1.0;
  23550. break;
  23551. case Light.INTENSITYMODE_LUMINANCE:
  23552. photometricScale = this.radius * this.radius;
  23553. break;
  23554. }
  23555. break;
  23556. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23557. switch (photometricMode) {
  23558. case Light.INTENSITYMODE_ILLUMINANCE:
  23559. photometricScale = 1.0;
  23560. break;
  23561. case Light.INTENSITYMODE_LUMINANCE:
  23562. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23563. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23564. var apexAngleRadians = this.radius;
  23565. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23566. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23567. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23568. photometricScale = solidAngle;
  23569. break;
  23570. }
  23571. break;
  23572. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23573. // No fall off in hemisperic light.
  23574. photometricScale = 1.0;
  23575. break;
  23576. }
  23577. return photometricScale;
  23578. };
  23579. /**
  23580. * Reorder the light in the scene according to their defined priority.
  23581. * @hidden Internal Use Only
  23582. */
  23583. Light.prototype._reorderLightsInScene = function () {
  23584. var scene = this.getScene();
  23585. if (this._renderPriority != 0) {
  23586. scene.requireLightSorting = true;
  23587. }
  23588. this.getScene().sortLightsByPriority();
  23589. };
  23590. /**
  23591. * Falloff Default: light is falling off following the material specification:
  23592. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23593. */
  23594. Light.FALLOFF_DEFAULT = 0;
  23595. /**
  23596. * Falloff Physical: light is falling off following the inverse squared distance law.
  23597. */
  23598. Light.FALLOFF_PHYSICAL = 1;
  23599. /**
  23600. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23601. * to enhance interoperability with other engines.
  23602. */
  23603. Light.FALLOFF_GLTF = 2;
  23604. /**
  23605. * Falloff Standard: light is falling off like in the standard material
  23606. * to enhance interoperability with other materials.
  23607. */
  23608. Light.FALLOFF_STANDARD = 3;
  23609. //lightmapMode Consts
  23610. /**
  23611. * If every light affecting the material is in this lightmapMode,
  23612. * material.lightmapTexture adds or multiplies
  23613. * (depends on material.useLightmapAsShadowmap)
  23614. * after every other light calculations.
  23615. */
  23616. Light.LIGHTMAP_DEFAULT = 0;
  23617. /**
  23618. * material.lightmapTexture as only diffuse lighting from this light
  23619. * adds only specular lighting from this light
  23620. * adds dynamic shadows
  23621. */
  23622. Light.LIGHTMAP_SPECULAR = 1;
  23623. /**
  23624. * material.lightmapTexture as only lighting
  23625. * no light calculation from this light
  23626. * only adds dynamic shadows from this light
  23627. */
  23628. Light.LIGHTMAP_SHADOWSONLY = 2;
  23629. // Intensity Mode Consts
  23630. /**
  23631. * Each light type uses the default quantity according to its type:
  23632. * point/spot lights use luminous intensity
  23633. * directional lights use illuminance
  23634. */
  23635. Light.INTENSITYMODE_AUTOMATIC = 0;
  23636. /**
  23637. * lumen (lm)
  23638. */
  23639. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23640. /**
  23641. * candela (lm/sr)
  23642. */
  23643. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23644. /**
  23645. * lux (lm/m^2)
  23646. */
  23647. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23648. /**
  23649. * nit (cd/m^2)
  23650. */
  23651. Light.INTENSITYMODE_LUMINANCE = 4;
  23652. // Light types ids const.
  23653. /**
  23654. * Light type const id of the point light.
  23655. */
  23656. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23657. /**
  23658. * Light type const id of the directional light.
  23659. */
  23660. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23661. /**
  23662. * Light type const id of the spot light.
  23663. */
  23664. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23665. /**
  23666. * Light type const id of the hemispheric light.
  23667. */
  23668. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23669. __decorate([
  23670. BABYLON.serializeAsColor3()
  23671. ], Light.prototype, "diffuse", void 0);
  23672. __decorate([
  23673. BABYLON.serializeAsColor3()
  23674. ], Light.prototype, "specular", void 0);
  23675. __decorate([
  23676. BABYLON.serialize()
  23677. ], Light.prototype, "falloffType", void 0);
  23678. __decorate([
  23679. BABYLON.serialize()
  23680. ], Light.prototype, "intensity", void 0);
  23681. __decorate([
  23682. BABYLON.serialize()
  23683. ], Light.prototype, "range", null);
  23684. __decorate([
  23685. BABYLON.serialize()
  23686. ], Light.prototype, "intensityMode", null);
  23687. __decorate([
  23688. BABYLON.serialize()
  23689. ], Light.prototype, "radius", null);
  23690. __decorate([
  23691. BABYLON.serialize()
  23692. ], Light.prototype, "_renderPriority", void 0);
  23693. __decorate([
  23694. BABYLON.expandToProperty("_reorderLightsInScene")
  23695. ], Light.prototype, "renderPriority", void 0);
  23696. __decorate([
  23697. BABYLON.serialize("shadowEnabled")
  23698. ], Light.prototype, "_shadowEnabled", void 0);
  23699. __decorate([
  23700. BABYLON.serialize("excludeWithLayerMask")
  23701. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23702. __decorate([
  23703. BABYLON.serialize("includeOnlyWithLayerMask")
  23704. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23705. __decorate([
  23706. BABYLON.serialize("lightmapMode")
  23707. ], Light.prototype, "_lightmapMode", void 0);
  23708. return Light;
  23709. }(BABYLON.Node));
  23710. BABYLON.Light = Light;
  23711. })(BABYLON || (BABYLON = {}));
  23712. //# sourceMappingURL=babylon.light.js.map
  23713. var BABYLON;
  23714. (function (BABYLON) {
  23715. /**
  23716. * This is the base class of all the camera used in the application.
  23717. * @see http://doc.babylonjs.com/features/cameras
  23718. */
  23719. var Camera = /** @class */ (function (_super) {
  23720. __extends(Camera, _super);
  23721. /**
  23722. * Instantiates a new camera object.
  23723. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23724. * @see http://doc.babylonjs.com/features/cameras
  23725. * @param name Defines the name of the camera in the scene
  23726. * @param position Defines the position of the camera
  23727. * @param scene Defines the scene the camera belongs too
  23728. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23729. */
  23730. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23731. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23732. var _this = _super.call(this, name, scene) || this;
  23733. /**
  23734. * The vector the camera should consider as up.
  23735. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23736. */
  23737. _this.upVector = BABYLON.Vector3.Up();
  23738. /**
  23739. * Define the current limit on the left side for an orthographic camera
  23740. * In scene unit
  23741. */
  23742. _this.orthoLeft = null;
  23743. /**
  23744. * Define the current limit on the right side for an orthographic camera
  23745. * In scene unit
  23746. */
  23747. _this.orthoRight = null;
  23748. /**
  23749. * Define the current limit on the bottom side for an orthographic camera
  23750. * In scene unit
  23751. */
  23752. _this.orthoBottom = null;
  23753. /**
  23754. * Define the current limit on the top side for an orthographic camera
  23755. * In scene unit
  23756. */
  23757. _this.orthoTop = null;
  23758. /**
  23759. * Field Of View is set in Radians. (default is 0.8)
  23760. */
  23761. _this.fov = 0.8;
  23762. /**
  23763. * Define the minimum distance the camera can see from.
  23764. * This is important to note that the depth buffer are not infinite and the closer it starts
  23765. * the more your scene might encounter depth fighting issue.
  23766. */
  23767. _this.minZ = 1;
  23768. /**
  23769. * Define the maximum distance the camera can see to.
  23770. * This is important to note that the depth buffer are not infinite and the further it end
  23771. * the more your scene might encounter depth fighting issue.
  23772. */
  23773. _this.maxZ = 10000.0;
  23774. /**
  23775. * Define the default inertia of the camera.
  23776. * This helps giving a smooth feeling to the camera movement.
  23777. */
  23778. _this.inertia = 0.9;
  23779. /**
  23780. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23781. */
  23782. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23783. /**
  23784. * Define wether the camera is intermediate.
  23785. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23786. */
  23787. _this.isIntermediate = false;
  23788. /**
  23789. * Define the viewport of the camera.
  23790. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23791. */
  23792. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23793. /**
  23794. * Restricts the camera to viewing objects with the same layerMask.
  23795. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23796. */
  23797. _this.layerMask = 0x0FFFFFFF;
  23798. /**
  23799. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23800. */
  23801. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23802. /**
  23803. * Rig mode of the camera.
  23804. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23805. * This is normally controlled byt the camera themselves as internal use.
  23806. */
  23807. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23808. /**
  23809. * Defines the list of custom render target which are rendered to and then used as the input to this camera's render. Eg. display another camera view on a TV in the main scene
  23810. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23811. * else in the scene.
  23812. */
  23813. _this.customRenderTargets = new Array();
  23814. /**
  23815. * When set, the camera will render to this render target instead of the default canvas
  23816. */
  23817. _this.outputRenderTarget = null;
  23818. /**
  23819. * Observable triggered when the camera view matrix has changed.
  23820. */
  23821. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23822. /**
  23823. * Observable triggered when the camera Projection matrix has changed.
  23824. */
  23825. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23826. /**
  23827. * Observable triggered when the inputs have been processed.
  23828. */
  23829. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23830. /**
  23831. * Observable triggered when reset has been called and applied to the camera.
  23832. */
  23833. _this.onRestoreStateObservable = new BABYLON.Observable();
  23834. /** @hidden */
  23835. _this._rigCameras = new Array();
  23836. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23837. /** @hidden */
  23838. _this._skipRendering = false;
  23839. /** @hidden */
  23840. _this._projectionMatrix = new BABYLON.Matrix();
  23841. /** @hidden */
  23842. _this._postProcesses = new Array();
  23843. /** @hidden */
  23844. _this._activeMeshes = new BABYLON.SmartArray(256);
  23845. _this._globalPosition = BABYLON.Vector3.Zero();
  23846. /** hidden */
  23847. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23848. _this._doNotComputeProjectionMatrix = false;
  23849. _this._transformMatrix = BABYLON.Matrix.Zero();
  23850. _this._refreshFrustumPlanes = true;
  23851. _this.getScene().addCamera(_this);
  23852. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23853. _this.getScene().activeCamera = _this;
  23854. }
  23855. _this.position = position;
  23856. return _this;
  23857. }
  23858. /**
  23859. * Store current camera state (fov, position, etc..)
  23860. * @returns the camera
  23861. */
  23862. Camera.prototype.storeState = function () {
  23863. this._stateStored = true;
  23864. this._storedFov = this.fov;
  23865. return this;
  23866. };
  23867. /**
  23868. * Restores the camera state values if it has been stored. You must call storeState() first
  23869. */
  23870. Camera.prototype._restoreStateValues = function () {
  23871. if (!this._stateStored) {
  23872. return false;
  23873. }
  23874. this.fov = this._storedFov;
  23875. return true;
  23876. };
  23877. /**
  23878. * Restored camera state. You must call storeState() first.
  23879. * @returns true if restored and false otherwise
  23880. */
  23881. Camera.prototype.restoreState = function () {
  23882. if (this._restoreStateValues()) {
  23883. this.onRestoreStateObservable.notifyObservers(this);
  23884. return true;
  23885. }
  23886. return false;
  23887. };
  23888. /**
  23889. * Gets the class name of the camera.
  23890. * @returns the class name
  23891. */
  23892. Camera.prototype.getClassName = function () {
  23893. return "Camera";
  23894. };
  23895. /**
  23896. * Gets a string representation of the camera useful for debug purpose.
  23897. * @param fullDetails Defines that a more verboe level of logging is required
  23898. * @returns the string representation
  23899. */
  23900. Camera.prototype.toString = function (fullDetails) {
  23901. var ret = "Name: " + this.name;
  23902. ret += ", type: " + this.getClassName();
  23903. if (this.animations) {
  23904. for (var i = 0; i < this.animations.length; i++) {
  23905. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23906. }
  23907. }
  23908. if (fullDetails) {
  23909. }
  23910. return ret;
  23911. };
  23912. Object.defineProperty(Camera.prototype, "globalPosition", {
  23913. /**
  23914. * Gets the current world space position of the camera.
  23915. */
  23916. get: function () {
  23917. return this._globalPosition;
  23918. },
  23919. enumerable: true,
  23920. configurable: true
  23921. });
  23922. /**
  23923. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23924. * @returns the active meshe list
  23925. */
  23926. Camera.prototype.getActiveMeshes = function () {
  23927. return this._activeMeshes;
  23928. };
  23929. /**
  23930. * Check wether a mesh is part of the current active mesh list of the camera
  23931. * @param mesh Defines the mesh to check
  23932. * @returns true if active, false otherwise
  23933. */
  23934. Camera.prototype.isActiveMesh = function (mesh) {
  23935. return (this._activeMeshes.indexOf(mesh) !== -1);
  23936. };
  23937. /**
  23938. * Is this camera ready to be used/rendered
  23939. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23940. * @return true if the camera is ready
  23941. */
  23942. Camera.prototype.isReady = function (completeCheck) {
  23943. if (completeCheck === void 0) { completeCheck = false; }
  23944. if (completeCheck) {
  23945. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23946. var pp = _a[_i];
  23947. if (pp && !pp.isReady()) {
  23948. return false;
  23949. }
  23950. }
  23951. }
  23952. return _super.prototype.isReady.call(this, completeCheck);
  23953. };
  23954. /** @hidden */
  23955. Camera.prototype._initCache = function () {
  23956. _super.prototype._initCache.call(this);
  23957. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23958. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23959. this._cache.mode = undefined;
  23960. this._cache.minZ = undefined;
  23961. this._cache.maxZ = undefined;
  23962. this._cache.fov = undefined;
  23963. this._cache.fovMode = undefined;
  23964. this._cache.aspectRatio = undefined;
  23965. this._cache.orthoLeft = undefined;
  23966. this._cache.orthoRight = undefined;
  23967. this._cache.orthoBottom = undefined;
  23968. this._cache.orthoTop = undefined;
  23969. this._cache.renderWidth = undefined;
  23970. this._cache.renderHeight = undefined;
  23971. };
  23972. /** @hidden */
  23973. Camera.prototype._updateCache = function (ignoreParentClass) {
  23974. if (!ignoreParentClass) {
  23975. _super.prototype._updateCache.call(this);
  23976. }
  23977. this._cache.position.copyFrom(this.position);
  23978. this._cache.upVector.copyFrom(this.upVector);
  23979. };
  23980. /** @hidden */
  23981. Camera.prototype._isSynchronized = function () {
  23982. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23983. };
  23984. /** @hidden */
  23985. Camera.prototype._isSynchronizedViewMatrix = function () {
  23986. if (!_super.prototype._isSynchronized.call(this)) {
  23987. return false;
  23988. }
  23989. return this._cache.position.equals(this.position)
  23990. && this._cache.upVector.equals(this.upVector)
  23991. && this.isSynchronizedWithParent();
  23992. };
  23993. /** @hidden */
  23994. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  23995. var check = this._cache.mode === this.mode
  23996. && this._cache.minZ === this.minZ
  23997. && this._cache.maxZ === this.maxZ;
  23998. if (!check) {
  23999. return false;
  24000. }
  24001. var engine = this.getEngine();
  24002. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24003. check = this._cache.fov === this.fov
  24004. && this._cache.fovMode === this.fovMode
  24005. && this._cache.aspectRatio === engine.getAspectRatio(this);
  24006. }
  24007. else {
  24008. check = this._cache.orthoLeft === this.orthoLeft
  24009. && this._cache.orthoRight === this.orthoRight
  24010. && this._cache.orthoBottom === this.orthoBottom
  24011. && this._cache.orthoTop === this.orthoTop
  24012. && this._cache.renderWidth === engine.getRenderWidth()
  24013. && this._cache.renderHeight === engine.getRenderHeight();
  24014. }
  24015. return check;
  24016. };
  24017. /**
  24018. * Attach the input controls to a specific dom element to get the input from.
  24019. * @param element Defines the element the controls should be listened from
  24020. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  24021. */
  24022. Camera.prototype.attachControl = function (element, noPreventDefault) {
  24023. };
  24024. /**
  24025. * Detach the current controls from the specified dom element.
  24026. * @param element Defines the element to stop listening the inputs from
  24027. */
  24028. Camera.prototype.detachControl = function (element) {
  24029. };
  24030. /**
  24031. * Update the camera state according to the different inputs gathered during the frame.
  24032. */
  24033. Camera.prototype.update = function () {
  24034. this._checkInputs();
  24035. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24036. this._updateRigCameras();
  24037. }
  24038. };
  24039. /** @hidden */
  24040. Camera.prototype._checkInputs = function () {
  24041. this.onAfterCheckInputsObservable.notifyObservers(this);
  24042. };
  24043. Object.defineProperty(Camera.prototype, "rigCameras", {
  24044. /** @hidden */
  24045. get: function () {
  24046. return this._rigCameras;
  24047. },
  24048. enumerable: true,
  24049. configurable: true
  24050. });
  24051. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24052. /**
  24053. * Gets the post process used by the rig cameras
  24054. */
  24055. get: function () {
  24056. return this._rigPostProcess;
  24057. },
  24058. enumerable: true,
  24059. configurable: true
  24060. });
  24061. /**
  24062. * Internal, gets the first post proces.
  24063. * @returns the first post process to be run on this camera.
  24064. */
  24065. Camera.prototype._getFirstPostProcess = function () {
  24066. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24067. if (this._postProcesses[ppIndex] !== null) {
  24068. return this._postProcesses[ppIndex];
  24069. }
  24070. }
  24071. return null;
  24072. };
  24073. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24074. // invalidate framebuffer
  24075. var firstPostProcess = this._getFirstPostProcess();
  24076. if (firstPostProcess) {
  24077. firstPostProcess.markTextureDirty();
  24078. }
  24079. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24080. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24081. var cam = this._rigCameras[i];
  24082. var rigPostProcess = cam._rigPostProcess;
  24083. // for VR rig, there does not have to be a post process
  24084. if (rigPostProcess) {
  24085. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24086. if (isPass) {
  24087. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24088. cam.isIntermediate = this._postProcesses.length === 0;
  24089. }
  24090. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24091. rigPostProcess.markTextureDirty();
  24092. }
  24093. else {
  24094. cam._postProcesses = this._postProcesses.slice(0);
  24095. }
  24096. }
  24097. };
  24098. /**
  24099. * Attach a post process to the camera.
  24100. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24101. * @param postProcess The post process to attach to the camera
  24102. * @param insertAt The position of the post process in case several of them are in use in the scene
  24103. * @returns the position the post process has been inserted at
  24104. */
  24105. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24106. if (insertAt === void 0) { insertAt = null; }
  24107. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24108. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24109. return 0;
  24110. }
  24111. if (insertAt == null || insertAt < 0) {
  24112. this._postProcesses.push(postProcess);
  24113. }
  24114. else if (this._postProcesses[insertAt] === null) {
  24115. this._postProcesses[insertAt] = postProcess;
  24116. }
  24117. else {
  24118. this._postProcesses.splice(insertAt, 0, postProcess);
  24119. }
  24120. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24121. return this._postProcesses.indexOf(postProcess);
  24122. };
  24123. /**
  24124. * Detach a post process to the camera.
  24125. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24126. * @param postProcess The post process to detach from the camera
  24127. */
  24128. Camera.prototype.detachPostProcess = function (postProcess) {
  24129. var idx = this._postProcesses.indexOf(postProcess);
  24130. if (idx !== -1) {
  24131. this._postProcesses[idx] = null;
  24132. }
  24133. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24134. };
  24135. /**
  24136. * Gets the current world matrix of the camera
  24137. */
  24138. Camera.prototype.getWorldMatrix = function () {
  24139. if (this._isSynchronizedViewMatrix()) {
  24140. return this._worldMatrix;
  24141. }
  24142. // Getting the the view matrix will also compute the world matrix.
  24143. this.getViewMatrix();
  24144. return this._worldMatrix;
  24145. };
  24146. /** @hidden */
  24147. Camera.prototype._getViewMatrix = function () {
  24148. return BABYLON.Matrix.Identity();
  24149. };
  24150. /**
  24151. * Gets the current view matrix of the camera.
  24152. * @param force forces the camera to recompute the matrix without looking at the cached state
  24153. * @returns the view matrix
  24154. */
  24155. Camera.prototype.getViewMatrix = function (force) {
  24156. if (!force && this._isSynchronizedViewMatrix()) {
  24157. return this._computedViewMatrix;
  24158. }
  24159. this.updateCache();
  24160. this._computedViewMatrix = this._getViewMatrix();
  24161. this._currentRenderId = this.getScene().getRenderId();
  24162. this._childRenderId = this._currentRenderId;
  24163. this._refreshFrustumPlanes = true;
  24164. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24165. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24166. }
  24167. this.onViewMatrixChangedObservable.notifyObservers(this);
  24168. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24169. return this._computedViewMatrix;
  24170. };
  24171. /**
  24172. * Freeze the projection matrix.
  24173. * It will prevent the cache check of the camera projection compute and can speed up perf
  24174. * if no parameter of the camera are meant to change
  24175. * @param projection Defines manually a projection if necessary
  24176. */
  24177. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24178. this._doNotComputeProjectionMatrix = true;
  24179. if (projection !== undefined) {
  24180. this._projectionMatrix = projection;
  24181. }
  24182. };
  24183. /**
  24184. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24185. */
  24186. Camera.prototype.unfreezeProjectionMatrix = function () {
  24187. this._doNotComputeProjectionMatrix = false;
  24188. };
  24189. /**
  24190. * Gets the current projection matrix of the camera.
  24191. * @param force forces the camera to recompute the matrix without looking at the cached state
  24192. * @returns the projection matrix
  24193. */
  24194. Camera.prototype.getProjectionMatrix = function (force) {
  24195. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24196. return this._projectionMatrix;
  24197. }
  24198. // Cache
  24199. this._cache.mode = this.mode;
  24200. this._cache.minZ = this.minZ;
  24201. this._cache.maxZ = this.maxZ;
  24202. // Matrix
  24203. this._refreshFrustumPlanes = true;
  24204. var engine = this.getEngine();
  24205. var scene = this.getScene();
  24206. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24207. this._cache.fov = this.fov;
  24208. this._cache.fovMode = this.fovMode;
  24209. this._cache.aspectRatio = engine.getAspectRatio(this);
  24210. if (this.minZ <= 0) {
  24211. this.minZ = 0.1;
  24212. }
  24213. if (scene.useRightHandedSystem) {
  24214. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24215. }
  24216. else {
  24217. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24218. }
  24219. }
  24220. else {
  24221. var halfWidth = engine.getRenderWidth() / 2.0;
  24222. var halfHeight = engine.getRenderHeight() / 2.0;
  24223. if (scene.useRightHandedSystem) {
  24224. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24225. }
  24226. else {
  24227. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24228. }
  24229. this._cache.orthoLeft = this.orthoLeft;
  24230. this._cache.orthoRight = this.orthoRight;
  24231. this._cache.orthoBottom = this.orthoBottom;
  24232. this._cache.orthoTop = this.orthoTop;
  24233. this._cache.renderWidth = engine.getRenderWidth();
  24234. this._cache.renderHeight = engine.getRenderHeight();
  24235. }
  24236. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24237. return this._projectionMatrix;
  24238. };
  24239. /**
  24240. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24241. * @returns a Matrix
  24242. */
  24243. Camera.prototype.getTransformationMatrix = function () {
  24244. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24245. return this._transformMatrix;
  24246. };
  24247. Camera.prototype._updateFrustumPlanes = function () {
  24248. if (!this._refreshFrustumPlanes) {
  24249. return;
  24250. }
  24251. this.getTransformationMatrix();
  24252. if (!this._frustumPlanes) {
  24253. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24254. }
  24255. else {
  24256. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24257. }
  24258. this._refreshFrustumPlanes = false;
  24259. };
  24260. /**
  24261. * Checks if a cullable object (mesh...) is in the camera frustum
  24262. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24263. * @param target The object to check
  24264. * @returns true if the object is in frustum otherwise false
  24265. */
  24266. Camera.prototype.isInFrustum = function (target) {
  24267. this._updateFrustumPlanes();
  24268. return target.isInFrustum(this._frustumPlanes);
  24269. };
  24270. /**
  24271. * Checks if a cullable object (mesh...) is in the camera frustum
  24272. * Unlike isInFrustum this cheks the full bounding box
  24273. * @param target The object to check
  24274. * @returns true if the object is in frustum otherwise false
  24275. */
  24276. Camera.prototype.isCompletelyInFrustum = function (target) {
  24277. this._updateFrustumPlanes();
  24278. return target.isCompletelyInFrustum(this._frustumPlanes);
  24279. };
  24280. /**
  24281. * Gets a ray in the forward direction from the camera.
  24282. * @param length Defines the length of the ray to create
  24283. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24284. * @param origin Defines the start point of the ray which defaults to the camera position
  24285. * @returns the forward ray
  24286. */
  24287. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24288. if (length === void 0) { length = 100; }
  24289. if (!transform) {
  24290. transform = this.getWorldMatrix();
  24291. }
  24292. if (!origin) {
  24293. origin = this.position;
  24294. }
  24295. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24296. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24297. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24298. return new BABYLON.Ray(origin, direction, length);
  24299. };
  24300. /**
  24301. * Releases resources associated with this node.
  24302. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24303. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24304. */
  24305. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24306. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24307. // Observables
  24308. this.onViewMatrixChangedObservable.clear();
  24309. this.onProjectionMatrixChangedObservable.clear();
  24310. this.onAfterCheckInputsObservable.clear();
  24311. this.onRestoreStateObservable.clear();
  24312. // Inputs
  24313. if (this.inputs) {
  24314. this.inputs.clear();
  24315. }
  24316. // Animations
  24317. this.getScene().stopAnimation(this);
  24318. // Remove from scene
  24319. this.getScene().removeCamera(this);
  24320. while (this._rigCameras.length > 0) {
  24321. var camera = this._rigCameras.pop();
  24322. if (camera) {
  24323. camera.dispose();
  24324. }
  24325. }
  24326. // Postprocesses
  24327. if (this._rigPostProcess) {
  24328. this._rigPostProcess.dispose(this);
  24329. this._rigPostProcess = null;
  24330. this._postProcesses = [];
  24331. }
  24332. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24333. this._rigPostProcess = null;
  24334. this._postProcesses = [];
  24335. }
  24336. else {
  24337. var i = this._postProcesses.length;
  24338. while (--i >= 0) {
  24339. var postProcess = this._postProcesses[i];
  24340. if (postProcess) {
  24341. postProcess.dispose(this);
  24342. }
  24343. }
  24344. }
  24345. // Render targets
  24346. var i = this.customRenderTargets.length;
  24347. while (--i >= 0) {
  24348. this.customRenderTargets[i].dispose();
  24349. }
  24350. this.customRenderTargets = [];
  24351. // Active Meshes
  24352. this._activeMeshes.dispose();
  24353. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24354. };
  24355. Object.defineProperty(Camera.prototype, "leftCamera", {
  24356. /**
  24357. * Gets the left camera of a rig setup in case of Rigged Camera
  24358. */
  24359. get: function () {
  24360. if (this._rigCameras.length < 1) {
  24361. return null;
  24362. }
  24363. return this._rigCameras[0];
  24364. },
  24365. enumerable: true,
  24366. configurable: true
  24367. });
  24368. Object.defineProperty(Camera.prototype, "rightCamera", {
  24369. /**
  24370. * Gets the right camera of a rig setup in case of Rigged Camera
  24371. */
  24372. get: function () {
  24373. if (this._rigCameras.length < 2) {
  24374. return null;
  24375. }
  24376. return this._rigCameras[1];
  24377. },
  24378. enumerable: true,
  24379. configurable: true
  24380. });
  24381. /**
  24382. * Gets the left camera target of a rig setup in case of Rigged Camera
  24383. * @returns the target position
  24384. */
  24385. Camera.prototype.getLeftTarget = function () {
  24386. if (this._rigCameras.length < 1) {
  24387. return null;
  24388. }
  24389. return this._rigCameras[0].getTarget();
  24390. };
  24391. /**
  24392. * Gets the right camera target of a rig setup in case of Rigged Camera
  24393. * @returns the target position
  24394. */
  24395. Camera.prototype.getRightTarget = function () {
  24396. if (this._rigCameras.length < 2) {
  24397. return null;
  24398. }
  24399. return this._rigCameras[1].getTarget();
  24400. };
  24401. /**
  24402. * @hidden
  24403. */
  24404. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24405. if (this.cameraRigMode === mode) {
  24406. return;
  24407. }
  24408. while (this._rigCameras.length > 0) {
  24409. var camera = this._rigCameras.pop();
  24410. if (camera) {
  24411. camera.dispose();
  24412. }
  24413. }
  24414. this.cameraRigMode = mode;
  24415. this._cameraRigParams = {};
  24416. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24417. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24418. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24419. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24420. // create the rig cameras, unless none
  24421. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24422. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24423. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24424. if (leftCamera && rightCamera) {
  24425. this._rigCameras.push(leftCamera);
  24426. this._rigCameras.push(rightCamera);
  24427. }
  24428. }
  24429. switch (this.cameraRigMode) {
  24430. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24431. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24432. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24433. break;
  24434. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24435. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24436. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24437. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24438. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24439. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24440. break;
  24441. case Camera.RIG_MODE_VR:
  24442. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24443. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24444. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24445. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24446. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24447. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24448. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24449. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24450. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24451. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24452. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24453. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24454. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24455. if (metrics.compensateDistortion) {
  24456. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24457. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24458. }
  24459. break;
  24460. case Camera.RIG_MODE_WEBVR:
  24461. if (rigParams.vrDisplay) {
  24462. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24463. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24464. //Left eye
  24465. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24466. this._rigCameras[0].setCameraRigParameter("left", true);
  24467. //leaving this for future reference
  24468. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24469. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24470. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24471. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24472. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24473. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24474. this._rigCameras[0].parent = this;
  24475. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24476. //Right eye
  24477. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24478. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24479. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24480. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24481. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24482. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24483. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24484. this._rigCameras[1].parent = this;
  24485. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24486. if (Camera.UseAlternateWebVRRendering) {
  24487. this._rigCameras[1]._skipRendering = true;
  24488. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24489. }
  24490. }
  24491. break;
  24492. }
  24493. this._cascadePostProcessesToRigCams();
  24494. this.update();
  24495. };
  24496. Camera.prototype._getVRProjectionMatrix = function () {
  24497. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24498. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24499. return this._projectionMatrix;
  24500. };
  24501. Camera.prototype._updateCameraRotationMatrix = function () {
  24502. //Here for WebVR
  24503. };
  24504. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24505. //Here for WebVR
  24506. };
  24507. /**
  24508. * This function MUST be overwritten by the different WebVR cameras available.
  24509. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24510. */
  24511. Camera.prototype._getWebVRProjectionMatrix = function () {
  24512. return BABYLON.Matrix.Identity();
  24513. };
  24514. /**
  24515. * This function MUST be overwritten by the different WebVR cameras available.
  24516. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24517. */
  24518. Camera.prototype._getWebVRViewMatrix = function () {
  24519. return BABYLON.Matrix.Identity();
  24520. };
  24521. /** @hidden */
  24522. Camera.prototype.setCameraRigParameter = function (name, value) {
  24523. if (!this._cameraRigParams) {
  24524. this._cameraRigParams = {};
  24525. }
  24526. this._cameraRigParams[name] = value;
  24527. //provisionnally:
  24528. if (name === "interaxialDistance") {
  24529. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24530. }
  24531. };
  24532. /**
  24533. * needs to be overridden by children so sub has required properties to be copied
  24534. * @hidden
  24535. */
  24536. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24537. return null;
  24538. };
  24539. /**
  24540. * May need to be overridden by children
  24541. * @hidden
  24542. */
  24543. Camera.prototype._updateRigCameras = function () {
  24544. for (var i = 0; i < this._rigCameras.length; i++) {
  24545. this._rigCameras[i].minZ = this.minZ;
  24546. this._rigCameras[i].maxZ = this.maxZ;
  24547. this._rigCameras[i].fov = this.fov;
  24548. this._rigCameras[i].upVector.copyFrom(this.upVector);
  24549. }
  24550. // only update viewport when ANAGLYPH
  24551. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24552. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24553. }
  24554. };
  24555. /** @hidden */
  24556. Camera.prototype._setupInputs = function () {
  24557. };
  24558. /**
  24559. * Serialiaze the camera setup to a json represention
  24560. * @returns the JSON representation
  24561. */
  24562. Camera.prototype.serialize = function () {
  24563. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24564. // Type
  24565. serializationObject.type = this.getClassName();
  24566. // Parent
  24567. if (this.parent) {
  24568. serializationObject.parentId = this.parent.id;
  24569. }
  24570. if (this.inputs) {
  24571. this.inputs.serialize(serializationObject);
  24572. }
  24573. // Animations
  24574. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24575. serializationObject.ranges = this.serializeAnimationRanges();
  24576. return serializationObject;
  24577. };
  24578. /**
  24579. * Clones the current camera.
  24580. * @param name The cloned camera name
  24581. * @returns the cloned camera
  24582. */
  24583. Camera.prototype.clone = function (name) {
  24584. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24585. };
  24586. /**
  24587. * Gets the direction of the camera relative to a given local axis.
  24588. * @param localAxis Defines the reference axis to provide a relative direction.
  24589. * @return the direction
  24590. */
  24591. Camera.prototype.getDirection = function (localAxis) {
  24592. var result = BABYLON.Vector3.Zero();
  24593. this.getDirectionToRef(localAxis, result);
  24594. return result;
  24595. };
  24596. /**
  24597. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24598. * @param localAxis Defines the reference axis to provide a relative direction.
  24599. * @param result Defines the vector to store the result in
  24600. */
  24601. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24602. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24603. };
  24604. /**
  24605. * Gets a camera constructor for a given camera type
  24606. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24607. * @param name The name of the camera the result will be able to instantiate
  24608. * @param scene The scene the result will construct the camera in
  24609. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24610. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24611. * @returns a factory method to construc the camera
  24612. */
  24613. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24614. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24615. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24616. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24617. interaxial_distance: interaxial_distance,
  24618. isStereoscopicSideBySide: isStereoscopicSideBySide
  24619. });
  24620. if (constructorFunc) {
  24621. return constructorFunc;
  24622. }
  24623. // Default to universal camera
  24624. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24625. };
  24626. /**
  24627. * Compute the world matrix of the camera.
  24628. * @returns the camera workd matrix
  24629. */
  24630. Camera.prototype.computeWorldMatrix = function () {
  24631. return this.getWorldMatrix();
  24632. };
  24633. /**
  24634. * Parse a JSON and creates the camera from the parsed information
  24635. * @param parsedCamera The JSON to parse
  24636. * @param scene The scene to instantiate the camera in
  24637. * @returns the newly constructed camera
  24638. */
  24639. Camera.Parse = function (parsedCamera, scene) {
  24640. var type = parsedCamera.type;
  24641. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24642. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24643. // Parent
  24644. if (parsedCamera.parentId) {
  24645. camera._waitingParentId = parsedCamera.parentId;
  24646. }
  24647. //If camera has an input manager, let it parse inputs settings
  24648. if (camera.inputs) {
  24649. camera.inputs.parse(parsedCamera);
  24650. camera._setupInputs();
  24651. }
  24652. if (camera.setPosition) { // need to force position
  24653. camera.position.copyFromFloats(0, 0, 0);
  24654. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24655. }
  24656. // Target
  24657. if (parsedCamera.target) {
  24658. if (camera.setTarget) {
  24659. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24660. }
  24661. }
  24662. // Apply 3d rig, when found
  24663. if (parsedCamera.cameraRigMode) {
  24664. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24665. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24666. }
  24667. // Animations
  24668. if (parsedCamera.animations) {
  24669. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24670. var parsedAnimation = parsedCamera.animations[animationIndex];
  24671. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24672. }
  24673. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24674. }
  24675. if (parsedCamera.autoAnimate) {
  24676. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24677. }
  24678. return camera;
  24679. };
  24680. /**
  24681. * This is the default projection mode used by the cameras.
  24682. * It helps recreating a feeling of perspective and better appreciate depth.
  24683. * This is the best way to simulate real life cameras.
  24684. */
  24685. Camera.PERSPECTIVE_CAMERA = 0;
  24686. /**
  24687. * This helps creating camera with an orthographic mode.
  24688. * Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.
  24689. */
  24690. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24691. /**
  24692. * This is the default FOV mode for perspective cameras.
  24693. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24694. */
  24695. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24696. /**
  24697. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24698. */
  24699. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24700. /**
  24701. * This specifies ther is no need for a camera rig.
  24702. * Basically only one eye is rendered corresponding to the camera.
  24703. */
  24704. Camera.RIG_MODE_NONE = 0;
  24705. /**
  24706. * Simulates a camera Rig with one blue eye and one red eye.
  24707. * This can be use with 3d blue and red glasses.
  24708. */
  24709. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24710. /**
  24711. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24712. */
  24713. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24714. /**
  24715. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24716. */
  24717. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24718. /**
  24719. * Defines that both eyes of the camera will be rendered over under each other.
  24720. */
  24721. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24722. /**
  24723. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24724. */
  24725. Camera.RIG_MODE_VR = 20;
  24726. /**
  24727. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24728. */
  24729. Camera.RIG_MODE_WEBVR = 21;
  24730. /**
  24731. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24732. */
  24733. Camera.RIG_MODE_CUSTOM = 22;
  24734. /**
  24735. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24736. */
  24737. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24738. /**
  24739. * @hidden
  24740. * Might be removed once multiview will be a thing
  24741. */
  24742. Camera.UseAlternateWebVRRendering = false;
  24743. __decorate([
  24744. BABYLON.serializeAsVector3()
  24745. ], Camera.prototype, "position", void 0);
  24746. __decorate([
  24747. BABYLON.serializeAsVector3()
  24748. ], Camera.prototype, "upVector", void 0);
  24749. __decorate([
  24750. BABYLON.serialize()
  24751. ], Camera.prototype, "orthoLeft", void 0);
  24752. __decorate([
  24753. BABYLON.serialize()
  24754. ], Camera.prototype, "orthoRight", void 0);
  24755. __decorate([
  24756. BABYLON.serialize()
  24757. ], Camera.prototype, "orthoBottom", void 0);
  24758. __decorate([
  24759. BABYLON.serialize()
  24760. ], Camera.prototype, "orthoTop", void 0);
  24761. __decorate([
  24762. BABYLON.serialize()
  24763. ], Camera.prototype, "fov", void 0);
  24764. __decorate([
  24765. BABYLON.serialize()
  24766. ], Camera.prototype, "minZ", void 0);
  24767. __decorate([
  24768. BABYLON.serialize()
  24769. ], Camera.prototype, "maxZ", void 0);
  24770. __decorate([
  24771. BABYLON.serialize()
  24772. ], Camera.prototype, "inertia", void 0);
  24773. __decorate([
  24774. BABYLON.serialize()
  24775. ], Camera.prototype, "mode", void 0);
  24776. __decorate([
  24777. BABYLON.serialize()
  24778. ], Camera.prototype, "layerMask", void 0);
  24779. __decorate([
  24780. BABYLON.serialize()
  24781. ], Camera.prototype, "fovMode", void 0);
  24782. __decorate([
  24783. BABYLON.serialize()
  24784. ], Camera.prototype, "cameraRigMode", void 0);
  24785. __decorate([
  24786. BABYLON.serialize()
  24787. ], Camera.prototype, "interaxialDistance", void 0);
  24788. __decorate([
  24789. BABYLON.serialize()
  24790. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24791. return Camera;
  24792. }(BABYLON.Node));
  24793. BABYLON.Camera = Camera;
  24794. })(BABYLON || (BABYLON = {}));
  24795. //# sourceMappingURL=babylon.camera.js.map
  24796. var BABYLON;
  24797. (function (BABYLON) {
  24798. /**
  24799. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24800. * It is enable to manage the different groups as well as the different necessary sort functions.
  24801. * This should not be used directly aside of the few static configurations
  24802. */
  24803. var RenderingManager = /** @class */ (function () {
  24804. /**
  24805. * Instantiates a new rendering group for a particular scene
  24806. * @param scene Defines the scene the groups belongs to
  24807. */
  24808. function RenderingManager(scene) {
  24809. /**
  24810. * @hidden
  24811. */
  24812. this._useSceneAutoClearSetup = false;
  24813. this._renderingGroups = new Array();
  24814. this._autoClearDepthStencil = {};
  24815. this._customOpaqueSortCompareFn = {};
  24816. this._customAlphaTestSortCompareFn = {};
  24817. this._customTransparentSortCompareFn = {};
  24818. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24819. this._scene = scene;
  24820. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24821. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24822. }
  24823. }
  24824. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24825. if (depth === void 0) { depth = true; }
  24826. if (stencil === void 0) { stencil = true; }
  24827. if (this._depthStencilBufferAlreadyCleaned) {
  24828. return;
  24829. }
  24830. this._scene.getEngine().clear(null, false, depth, stencil);
  24831. this._depthStencilBufferAlreadyCleaned = true;
  24832. };
  24833. /**
  24834. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24835. * @hidden
  24836. */
  24837. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24838. // Update the observable context (not null as it only goes away on dispose)
  24839. var info = this._renderingGroupInfo;
  24840. info.scene = this._scene;
  24841. info.camera = this._scene.activeCamera;
  24842. // Dispatch sprites
  24843. if (this._scene.spriteManagers && renderSprites) {
  24844. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24845. var manager = this._scene.spriteManagers[index];
  24846. this.dispatchSprites(manager);
  24847. }
  24848. }
  24849. // Render
  24850. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24851. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24852. var renderingGroup = this._renderingGroups[index];
  24853. if (!renderingGroup) {
  24854. continue;
  24855. }
  24856. var renderingGroupMask = Math.pow(2, index);
  24857. info.renderingGroupId = index;
  24858. // Before Observable
  24859. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24860. // Clear depth/stencil if needed
  24861. if (RenderingManager.AUTOCLEAR) {
  24862. var autoClear = this._useSceneAutoClearSetup ?
  24863. this._scene.getAutoClearDepthStencilSetup(index) :
  24864. this._autoClearDepthStencil[index];
  24865. if (autoClear && autoClear.autoClear) {
  24866. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24867. }
  24868. }
  24869. // Render
  24870. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24871. var step = _a[_i];
  24872. step.action(index);
  24873. }
  24874. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24875. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24876. var step = _c[_b];
  24877. step.action(index);
  24878. }
  24879. // After Observable
  24880. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24881. }
  24882. };
  24883. /**
  24884. * Resets the different information of the group to prepare a new frame
  24885. * @hidden
  24886. */
  24887. RenderingManager.prototype.reset = function () {
  24888. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24889. var renderingGroup = this._renderingGroups[index];
  24890. if (renderingGroup) {
  24891. renderingGroup.prepare();
  24892. }
  24893. }
  24894. };
  24895. /**
  24896. * Dispose and release the group and its associated resources.
  24897. * @hidden
  24898. */
  24899. RenderingManager.prototype.dispose = function () {
  24900. this.freeRenderingGroups();
  24901. this._renderingGroups.length = 0;
  24902. this._renderingGroupInfo = null;
  24903. };
  24904. /**
  24905. * Clear the info related to rendering groups preventing retention points during dispose.
  24906. */
  24907. RenderingManager.prototype.freeRenderingGroups = function () {
  24908. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24909. var renderingGroup = this._renderingGroups[index];
  24910. if (renderingGroup) {
  24911. renderingGroup.dispose();
  24912. }
  24913. }
  24914. };
  24915. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24916. if (this._renderingGroups[renderingGroupId] === undefined) {
  24917. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24918. }
  24919. };
  24920. /**
  24921. * Add a sprite manager to the rendering manager in order to render it this frame.
  24922. * @param spriteManager Define the sprite manager to render
  24923. */
  24924. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24925. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24926. this._prepareRenderingGroup(renderingGroupId);
  24927. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24928. };
  24929. /**
  24930. * Add a particle system to the rendering manager in order to render it this frame.
  24931. * @param particleSystem Define the particle system to render
  24932. */
  24933. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24934. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24935. this._prepareRenderingGroup(renderingGroupId);
  24936. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24937. };
  24938. /**
  24939. * Add a submesh to the manager in order to render it this frame
  24940. * @param subMesh The submesh to dispatch
  24941. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24942. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24943. */
  24944. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24945. if (mesh === undefined) {
  24946. mesh = subMesh.getMesh();
  24947. }
  24948. var renderingGroupId = mesh.renderingGroupId || 0;
  24949. this._prepareRenderingGroup(renderingGroupId);
  24950. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24951. };
  24952. /**
  24953. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24954. * This allowed control for front to back rendering or reversly depending of the special needs.
  24955. *
  24956. * @param renderingGroupId The rendering group id corresponding to its index
  24957. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24958. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24959. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24960. */
  24961. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24962. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24963. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24964. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24965. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24966. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24967. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24968. if (this._renderingGroups[renderingGroupId]) {
  24969. var group = this._renderingGroups[renderingGroupId];
  24970. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24971. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24972. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24973. }
  24974. };
  24975. /**
  24976. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24977. *
  24978. * @param renderingGroupId The rendering group id corresponding to its index
  24979. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24980. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24981. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24982. */
  24983. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24984. if (depth === void 0) { depth = true; }
  24985. if (stencil === void 0) { stencil = true; }
  24986. this._autoClearDepthStencil[renderingGroupId] = {
  24987. autoClear: autoClearDepthStencil,
  24988. depth: depth,
  24989. stencil: stencil
  24990. };
  24991. };
  24992. /**
  24993. * Gets the current auto clear configuration for one rendering group of the rendering
  24994. * manager.
  24995. * @param index the rendering group index to get the information for
  24996. * @returns The auto clear setup for the requested rendering group
  24997. */
  24998. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  24999. return this._autoClearDepthStencil[index];
  25000. };
  25001. /**
  25002. * The max id used for rendering groups (not included)
  25003. */
  25004. RenderingManager.MAX_RENDERINGGROUPS = 4;
  25005. /**
  25006. * The min id used for rendering groups (included)
  25007. */
  25008. RenderingManager.MIN_RENDERINGGROUPS = 0;
  25009. /**
  25010. * Used to globally prevent autoclearing scenes.
  25011. */
  25012. RenderingManager.AUTOCLEAR = true;
  25013. return RenderingManager;
  25014. }());
  25015. BABYLON.RenderingManager = RenderingManager;
  25016. })(BABYLON || (BABYLON = {}));
  25017. //# sourceMappingURL=babylon.renderingManager.js.map
  25018. var BABYLON;
  25019. (function (BABYLON) {
  25020. /**
  25021. * This represents the object necessary to create a rendering group.
  25022. * This is exclusively used and created by the rendering manager.
  25023. * To modify the behavior, you use the available helpers in your scene or meshes.
  25024. * @hidden
  25025. */
  25026. var RenderingGroup = /** @class */ (function () {
  25027. /**
  25028. * Creates a new rendering group.
  25029. * @param index The rendering group index
  25030. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25031. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25032. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25033. */
  25034. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25035. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25036. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25037. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25038. this.index = index;
  25039. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25040. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25041. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25042. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25043. this._particleSystems = new BABYLON.SmartArray(256);
  25044. this._spriteManagers = new BABYLON.SmartArray(256);
  25045. this._edgesRenderers = new BABYLON.SmartArray(16);
  25046. this._scene = scene;
  25047. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25048. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25049. this.transparentSortCompareFn = transparentSortCompareFn;
  25050. }
  25051. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25052. /**
  25053. * Set the opaque sort comparison function.
  25054. * If null the sub meshes will be render in the order they were created
  25055. */
  25056. set: function (value) {
  25057. this._opaqueSortCompareFn = value;
  25058. if (value) {
  25059. this._renderOpaque = this.renderOpaqueSorted;
  25060. }
  25061. else {
  25062. this._renderOpaque = RenderingGroup.renderUnsorted;
  25063. }
  25064. },
  25065. enumerable: true,
  25066. configurable: true
  25067. });
  25068. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25069. /**
  25070. * Set the alpha test sort comparison function.
  25071. * If null the sub meshes will be render in the order they were created
  25072. */
  25073. set: function (value) {
  25074. this._alphaTestSortCompareFn = value;
  25075. if (value) {
  25076. this._renderAlphaTest = this.renderAlphaTestSorted;
  25077. }
  25078. else {
  25079. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25080. }
  25081. },
  25082. enumerable: true,
  25083. configurable: true
  25084. });
  25085. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25086. /**
  25087. * Set the transparent sort comparison function.
  25088. * If null the sub meshes will be render in the order they were created
  25089. */
  25090. set: function (value) {
  25091. if (value) {
  25092. this._transparentSortCompareFn = value;
  25093. }
  25094. else {
  25095. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25096. }
  25097. this._renderTransparent = this.renderTransparentSorted;
  25098. },
  25099. enumerable: true,
  25100. configurable: true
  25101. });
  25102. /**
  25103. * Render all the sub meshes contained in the group.
  25104. * @param customRenderFunction Used to override the default render behaviour of the group.
  25105. * @returns true if rendered some submeshes.
  25106. */
  25107. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25108. if (customRenderFunction) {
  25109. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25110. return;
  25111. }
  25112. var engine = this._scene.getEngine();
  25113. // Depth only
  25114. if (this._depthOnlySubMeshes.length !== 0) {
  25115. engine.setColorWrite(false);
  25116. this._renderAlphaTest(this._depthOnlySubMeshes);
  25117. engine.setColorWrite(true);
  25118. }
  25119. // Opaque
  25120. if (this._opaqueSubMeshes.length !== 0) {
  25121. this._renderOpaque(this._opaqueSubMeshes);
  25122. }
  25123. // Alpha test
  25124. if (this._alphaTestSubMeshes.length !== 0) {
  25125. this._renderAlphaTest(this._alphaTestSubMeshes);
  25126. }
  25127. var stencilState = engine.getStencilBuffer();
  25128. engine.setStencilBuffer(false);
  25129. // Sprites
  25130. if (renderSprites) {
  25131. this._renderSprites();
  25132. }
  25133. // Particles
  25134. if (renderParticles) {
  25135. this._renderParticles(activeMeshes);
  25136. }
  25137. if (this.onBeforeTransparentRendering) {
  25138. this.onBeforeTransparentRendering();
  25139. }
  25140. // Transparent
  25141. if (this._transparentSubMeshes.length !== 0) {
  25142. this._renderTransparent(this._transparentSubMeshes);
  25143. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25144. }
  25145. // Set back stencil to false in case it changes before the edge renderer.
  25146. engine.setStencilBuffer(false);
  25147. // Edges
  25148. if (this._edgesRenderers.length) {
  25149. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25150. this._edgesRenderers.data[edgesRendererIndex].render();
  25151. }
  25152. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25153. }
  25154. // Restore Stencil state.
  25155. engine.setStencilBuffer(stencilState);
  25156. };
  25157. /**
  25158. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25159. * @param subMeshes The submeshes to render
  25160. */
  25161. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25162. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25163. };
  25164. /**
  25165. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25166. * @param subMeshes The submeshes to render
  25167. */
  25168. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25169. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25170. };
  25171. /**
  25172. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25173. * @param subMeshes The submeshes to render
  25174. */
  25175. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25176. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25177. };
  25178. /**
  25179. * Renders the submeshes in a specified order.
  25180. * @param subMeshes The submeshes to sort before render
  25181. * @param sortCompareFn The comparison function use to sort
  25182. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25183. * @param transparent Specifies to activate blending if true
  25184. */
  25185. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25186. var subIndex = 0;
  25187. var subMesh;
  25188. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25189. for (; subIndex < subMeshes.length; subIndex++) {
  25190. subMesh = subMeshes.data[subIndex];
  25191. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25192. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25193. }
  25194. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25195. if (sortCompareFn) {
  25196. sortedArray.sort(sortCompareFn);
  25197. }
  25198. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25199. subMesh = sortedArray[subIndex];
  25200. if (transparent) {
  25201. var material = subMesh.getMaterial();
  25202. if (material && material.needDepthPrePass) {
  25203. var engine = material.getScene().getEngine();
  25204. engine.setColorWrite(false);
  25205. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25206. subMesh.render(false);
  25207. engine.setColorWrite(true);
  25208. }
  25209. }
  25210. subMesh.render(transparent);
  25211. }
  25212. };
  25213. /**
  25214. * Renders the submeshes in the order they were dispatched (no sort applied).
  25215. * @param subMeshes The submeshes to render
  25216. */
  25217. RenderingGroup.renderUnsorted = function (subMeshes) {
  25218. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25219. var submesh = subMeshes.data[subIndex];
  25220. submesh.render(false);
  25221. }
  25222. };
  25223. /**
  25224. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25225. * are rendered back to front if in the same alpha index.
  25226. *
  25227. * @param a The first submesh
  25228. * @param b The second submesh
  25229. * @returns The result of the comparison
  25230. */
  25231. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25232. // Alpha index first
  25233. if (a._alphaIndex > b._alphaIndex) {
  25234. return 1;
  25235. }
  25236. if (a._alphaIndex < b._alphaIndex) {
  25237. return -1;
  25238. }
  25239. // Then distance to camera
  25240. return RenderingGroup.backToFrontSortCompare(a, b);
  25241. };
  25242. /**
  25243. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25244. * are rendered back to front.
  25245. *
  25246. * @param a The first submesh
  25247. * @param b The second submesh
  25248. * @returns The result of the comparison
  25249. */
  25250. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25251. // Then distance to camera
  25252. if (a._distanceToCamera < b._distanceToCamera) {
  25253. return 1;
  25254. }
  25255. if (a._distanceToCamera > b._distanceToCamera) {
  25256. return -1;
  25257. }
  25258. return 0;
  25259. };
  25260. /**
  25261. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25262. * are rendered front to back (prevent overdraw).
  25263. *
  25264. * @param a The first submesh
  25265. * @param b The second submesh
  25266. * @returns The result of the comparison
  25267. */
  25268. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25269. // Then distance to camera
  25270. if (a._distanceToCamera < b._distanceToCamera) {
  25271. return -1;
  25272. }
  25273. if (a._distanceToCamera > b._distanceToCamera) {
  25274. return 1;
  25275. }
  25276. return 0;
  25277. };
  25278. /**
  25279. * Resets the different lists of submeshes to prepare a new frame.
  25280. */
  25281. RenderingGroup.prototype.prepare = function () {
  25282. this._opaqueSubMeshes.reset();
  25283. this._transparentSubMeshes.reset();
  25284. this._alphaTestSubMeshes.reset();
  25285. this._depthOnlySubMeshes.reset();
  25286. this._particleSystems.reset();
  25287. this._spriteManagers.reset();
  25288. this._edgesRenderers.reset();
  25289. };
  25290. RenderingGroup.prototype.dispose = function () {
  25291. this._opaqueSubMeshes.dispose();
  25292. this._transparentSubMeshes.dispose();
  25293. this._alphaTestSubMeshes.dispose();
  25294. this._depthOnlySubMeshes.dispose();
  25295. this._particleSystems.dispose();
  25296. this._spriteManagers.dispose();
  25297. this._edgesRenderers.dispose();
  25298. };
  25299. /**
  25300. * Inserts the submesh in its correct queue depending on its material.
  25301. * @param subMesh The submesh to dispatch
  25302. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25303. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25304. */
  25305. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25306. // Get mesh and materials if not provided
  25307. if (mesh === undefined) {
  25308. mesh = subMesh.getMesh();
  25309. }
  25310. if (material === undefined) {
  25311. material = subMesh.getMaterial();
  25312. }
  25313. if (material === null || material === undefined) {
  25314. return;
  25315. }
  25316. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25317. this._transparentSubMeshes.push(subMesh);
  25318. }
  25319. else if (material.needAlphaTesting()) { // Alpha test
  25320. if (material.needDepthPrePass) {
  25321. this._depthOnlySubMeshes.push(subMesh);
  25322. }
  25323. this._alphaTestSubMeshes.push(subMesh);
  25324. }
  25325. else {
  25326. if (material.needDepthPrePass) {
  25327. this._depthOnlySubMeshes.push(subMesh);
  25328. }
  25329. this._opaqueSubMeshes.push(subMesh); // Opaque
  25330. }
  25331. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25332. this._edgesRenderers.push(mesh._edgesRenderer);
  25333. }
  25334. };
  25335. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25336. this._spriteManagers.push(spriteManager);
  25337. };
  25338. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25339. this._particleSystems.push(particleSystem);
  25340. };
  25341. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25342. if (this._particleSystems.length === 0) {
  25343. return;
  25344. }
  25345. // Particles
  25346. var activeCamera = this._scene.activeCamera;
  25347. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25348. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25349. var particleSystem = this._particleSystems.data[particleIndex];
  25350. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25351. continue;
  25352. }
  25353. var emitter = particleSystem.emitter;
  25354. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25355. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25356. }
  25357. }
  25358. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25359. };
  25360. RenderingGroup.prototype._renderSprites = function () {
  25361. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25362. return;
  25363. }
  25364. // Sprites
  25365. var activeCamera = this._scene.activeCamera;
  25366. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25367. for (var id = 0; id < this._spriteManagers.length; id++) {
  25368. var spriteManager = this._spriteManagers.data[id];
  25369. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25370. spriteManager.render();
  25371. }
  25372. }
  25373. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25374. };
  25375. return RenderingGroup;
  25376. }());
  25377. BABYLON.RenderingGroup = RenderingGroup;
  25378. })(BABYLON || (BABYLON = {}));
  25379. //# sourceMappingURL=babylon.renderingGroup.js.map
  25380. var BABYLON;
  25381. (function (BABYLON) {
  25382. /**
  25383. * Groups all the scene component constants in one place to ease maintenance.
  25384. * @hidden
  25385. */
  25386. var SceneComponentConstants = /** @class */ (function () {
  25387. function SceneComponentConstants() {
  25388. }
  25389. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25390. SceneComponentConstants.NAME_LAYER = "Layer";
  25391. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25392. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25393. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25394. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25395. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25396. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25397. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25398. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25399. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25400. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25401. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25402. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25403. SceneComponentConstants.NAME_OCTREE = "Octree";
  25404. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25405. SceneComponentConstants.NAME_AUDIO = "Audio";
  25406. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25407. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25408. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25409. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25410. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25411. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25412. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25413. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25414. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25415. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25416. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25417. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25418. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25419. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25420. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25421. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25422. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25423. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25424. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25425. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25426. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25427. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25428. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25429. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25430. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25431. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25432. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25433. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25434. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25435. return SceneComponentConstants;
  25436. }());
  25437. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25438. /**
  25439. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25440. * @hidden
  25441. */
  25442. var Stage = /** @class */ (function (_super) {
  25443. __extends(Stage, _super);
  25444. /**
  25445. * Hide ctor from the rest of the world.
  25446. * @param items The items to add.
  25447. */
  25448. function Stage(items) {
  25449. return _super.apply(this, items) || this;
  25450. }
  25451. /**
  25452. * Creates a new Stage.
  25453. * @returns A new instance of a Stage
  25454. */
  25455. Stage.Create = function () {
  25456. return Object.create(Stage.prototype);
  25457. };
  25458. /**
  25459. * Registers a step in an ordered way in the targeted stage.
  25460. * @param index Defines the position to register the step in
  25461. * @param component Defines the component attached to the step
  25462. * @param action Defines the action to launch during the step
  25463. */
  25464. Stage.prototype.registerStep = function (index, component, action) {
  25465. var i = 0;
  25466. var maxIndex = Number.MAX_VALUE;
  25467. for (; i < this.length; i++) {
  25468. var step = this[i];
  25469. maxIndex = step.index;
  25470. if (index < maxIndex) {
  25471. break;
  25472. }
  25473. }
  25474. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25475. };
  25476. /**
  25477. * Clears all the steps from the stage.
  25478. */
  25479. Stage.prototype.clear = function () {
  25480. this.length = 0;
  25481. };
  25482. return Stage;
  25483. }(Array));
  25484. BABYLON.Stage = Stage;
  25485. })(BABYLON || (BABYLON = {}));
  25486. //# sourceMappingURL=babylon.sceneComponent.js.map
  25487. var BABYLON;
  25488. (function (BABYLON) {
  25489. /**
  25490. * Base class of the scene acting as a container for the different elements composing a scene.
  25491. * This class is dynamically extended by the different components of the scene increasing
  25492. * flexibility and reducing coupling
  25493. */
  25494. var AbstractScene = /** @class */ (function () {
  25495. function AbstractScene() {
  25496. /**
  25497. * Gets the list of root nodes (ie. nodes with no parent)
  25498. */
  25499. this.rootNodes = new Array();
  25500. /** All of the cameras added to this scene
  25501. * @see http://doc.babylonjs.com/babylon101/cameras
  25502. */
  25503. this.cameras = new Array();
  25504. /**
  25505. * All of the lights added to this scene
  25506. * @see http://doc.babylonjs.com/babylon101/lights
  25507. */
  25508. this.lights = new Array();
  25509. /**
  25510. * All of the (abstract) meshes added to this scene
  25511. */
  25512. this.meshes = new Array();
  25513. /**
  25514. * The list of skeletons added to the scene
  25515. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25516. */
  25517. this.skeletons = new Array();
  25518. /**
  25519. * All of the particle systems added to this scene
  25520. * @see http://doc.babylonjs.com/babylon101/particles
  25521. */
  25522. this.particleSystems = new Array();
  25523. /**
  25524. * Gets a list of Animations associated with the scene
  25525. */
  25526. this.animations = [];
  25527. /**
  25528. * All of the animation groups added to this scene
  25529. * @see http://doc.babylonjs.com/how_to/group
  25530. */
  25531. this.animationGroups = new Array();
  25532. /**
  25533. * All of the multi-materials added to this scene
  25534. * @see http://doc.babylonjs.com/how_to/multi_materials
  25535. */
  25536. this.multiMaterials = new Array();
  25537. /**
  25538. * All of the materials added to this scene
  25539. * In the context of a Scene, it is not supposed to be modified manually.
  25540. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25541. * Note also that the order of the Material wihin the array is not significant and might change.
  25542. * @see http://doc.babylonjs.com/babylon101/materials
  25543. */
  25544. this.materials = new Array();
  25545. /**
  25546. * The list of morph target managers added to the scene
  25547. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25548. */
  25549. this.morphTargetManagers = new Array();
  25550. /**
  25551. * The list of geometries used in the scene.
  25552. */
  25553. this.geometries = new Array();
  25554. /**
  25555. * All of the tranform nodes added to this scene
  25556. * In the context of a Scene, it is not supposed to be modified manually.
  25557. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25558. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25559. * @see http://doc.babylonjs.com/how_to/transformnode
  25560. */
  25561. this.transformNodes = new Array();
  25562. /**
  25563. * ActionManagers available on the scene.
  25564. */
  25565. this.actionManagers = new Array();
  25566. /**
  25567. * Textures to keep.
  25568. */
  25569. this.textures = new Array();
  25570. }
  25571. /**
  25572. * Adds a parser in the list of available ones
  25573. * @param name Defines the name of the parser
  25574. * @param parser Defines the parser to add
  25575. */
  25576. AbstractScene.AddParser = function (name, parser) {
  25577. this._BabylonFileParsers[name] = parser;
  25578. };
  25579. /**
  25580. * Gets a general parser from the list of avaialble ones
  25581. * @param name Defines the name of the parser
  25582. * @returns the requested parser or null
  25583. */
  25584. AbstractScene.GetParser = function (name) {
  25585. if (this._BabylonFileParsers[name]) {
  25586. return this._BabylonFileParsers[name];
  25587. }
  25588. return null;
  25589. };
  25590. /**
  25591. * Adds n individual parser in the list of available ones
  25592. * @param name Defines the name of the parser
  25593. * @param parser Defines the parser to add
  25594. */
  25595. AbstractScene.AddIndividualParser = function (name, parser) {
  25596. this._IndividualBabylonFileParsers[name] = parser;
  25597. };
  25598. /**
  25599. * Gets an individual parser from the list of avaialble ones
  25600. * @param name Defines the name of the parser
  25601. * @returns the requested parser or null
  25602. */
  25603. AbstractScene.GetIndividualParser = function (name) {
  25604. if (this._IndividualBabylonFileParsers[name]) {
  25605. return this._IndividualBabylonFileParsers[name];
  25606. }
  25607. return null;
  25608. };
  25609. /**
  25610. * Parser json data and populate both a scene and its associated container object
  25611. * @param jsonData Defines the data to parse
  25612. * @param scene Defines the scene to parse the data for
  25613. * @param container Defines the container attached to the parsing sequence
  25614. * @param rootUrl Defines the root url of the data
  25615. */
  25616. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25617. for (var parserName in this._BabylonFileParsers) {
  25618. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25619. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25620. }
  25621. }
  25622. };
  25623. /**
  25624. * Stores the list of available parsers in the application.
  25625. */
  25626. AbstractScene._BabylonFileParsers = {};
  25627. /**
  25628. * Stores the list of available individual parsers in the application.
  25629. */
  25630. AbstractScene._IndividualBabylonFileParsers = {};
  25631. return AbstractScene;
  25632. }());
  25633. BABYLON.AbstractScene = AbstractScene;
  25634. })(BABYLON || (BABYLON = {}));
  25635. //# sourceMappingURL=babylon.abstractScene.js.map
  25636. var BABYLON;
  25637. (function (BABYLON) {
  25638. /** @hidden */
  25639. var ClickInfo = /** @class */ (function () {
  25640. function ClickInfo() {
  25641. this._singleClick = false;
  25642. this._doubleClick = false;
  25643. this._hasSwiped = false;
  25644. this._ignore = false;
  25645. }
  25646. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25647. get: function () {
  25648. return this._singleClick;
  25649. },
  25650. set: function (b) {
  25651. this._singleClick = b;
  25652. },
  25653. enumerable: true,
  25654. configurable: true
  25655. });
  25656. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25657. get: function () {
  25658. return this._doubleClick;
  25659. },
  25660. set: function (b) {
  25661. this._doubleClick = b;
  25662. },
  25663. enumerable: true,
  25664. configurable: true
  25665. });
  25666. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25667. get: function () {
  25668. return this._hasSwiped;
  25669. },
  25670. set: function (b) {
  25671. this._hasSwiped = b;
  25672. },
  25673. enumerable: true,
  25674. configurable: true
  25675. });
  25676. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25677. get: function () {
  25678. return this._ignore;
  25679. },
  25680. set: function (b) {
  25681. this._ignore = b;
  25682. },
  25683. enumerable: true,
  25684. configurable: true
  25685. });
  25686. return ClickInfo;
  25687. }());
  25688. /**
  25689. * This class is used by the onRenderingGroupObservable
  25690. */
  25691. var RenderingGroupInfo = /** @class */ (function () {
  25692. function RenderingGroupInfo() {
  25693. }
  25694. return RenderingGroupInfo;
  25695. }());
  25696. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25697. /**
  25698. * Represents a scene to be rendered by the engine.
  25699. * @see http://doc.babylonjs.com/features/scene
  25700. */
  25701. var Scene = /** @class */ (function (_super) {
  25702. __extends(Scene, _super);
  25703. /**
  25704. * Creates a new Scene
  25705. * @param engine defines the engine to use to render this scene
  25706. */
  25707. function Scene(engine, options) {
  25708. var _this = _super.call(this) || this;
  25709. // Members
  25710. /**
  25711. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25712. */
  25713. _this.autoClear = true;
  25714. /**
  25715. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25716. */
  25717. _this.autoClearDepthAndStencil = true;
  25718. /**
  25719. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25720. */
  25721. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25722. /**
  25723. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25724. */
  25725. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25726. _this._forceWireframe = false;
  25727. _this._forcePointsCloud = false;
  25728. /**
  25729. * Gets or sets a boolean indicating if animations are enabled
  25730. */
  25731. _this.animationsEnabled = true;
  25732. _this._animationPropertiesOverride = null;
  25733. /**
  25734. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25735. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25736. */
  25737. _this.useConstantAnimationDeltaTime = false;
  25738. /**
  25739. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25740. * Please note that it requires to run a ray cast through the scene on every frame
  25741. */
  25742. _this.constantlyUpdateMeshUnderPointer = false;
  25743. /**
  25744. * Defines the HTML cursor to use when hovering over interactive elements
  25745. */
  25746. _this.hoverCursor = "pointer";
  25747. /**
  25748. * Defines the HTML default cursor to use (empty by default)
  25749. */
  25750. _this.defaultCursor = "";
  25751. /**
  25752. * This is used to call preventDefault() on pointer down
  25753. * in order to block unwanted artifacts like system double clicks
  25754. */
  25755. _this.preventDefaultOnPointerDown = true;
  25756. /**
  25757. * This is used to call preventDefault() on pointer up
  25758. * in order to block unwanted artifacts like system double clicks
  25759. */
  25760. _this.preventDefaultOnPointerUp = true;
  25761. // Metadata
  25762. /**
  25763. * Gets or sets user defined metadata
  25764. */
  25765. _this.metadata = null;
  25766. /**
  25767. * For internal use only. Please do not use.
  25768. */
  25769. _this.reservedDataStore = null;
  25770. /**
  25771. * Use this array to add regular expressions used to disable offline support for specific urls
  25772. */
  25773. _this.disableOfflineSupportExceptionRules = new Array();
  25774. /**
  25775. * An event triggered when the scene is disposed.
  25776. */
  25777. _this.onDisposeObservable = new BABYLON.Observable();
  25778. _this._onDisposeObserver = null;
  25779. /**
  25780. * An event triggered before rendering the scene (right after animations and physics)
  25781. */
  25782. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25783. _this._onBeforeRenderObserver = null;
  25784. /**
  25785. * An event triggered after rendering the scene
  25786. */
  25787. _this.onAfterRenderObservable = new BABYLON.Observable();
  25788. _this._onAfterRenderObserver = null;
  25789. /**
  25790. * An event triggered before animating the scene
  25791. */
  25792. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25793. /**
  25794. * An event triggered after animations processing
  25795. */
  25796. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25797. /**
  25798. * An event triggered before draw calls are ready to be sent
  25799. */
  25800. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25801. /**
  25802. * An event triggered after draw calls have been sent
  25803. */
  25804. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25805. /**
  25806. * An event triggered when the scene is ready
  25807. */
  25808. _this.onReadyObservable = new BABYLON.Observable();
  25809. /**
  25810. * An event triggered before rendering a camera
  25811. */
  25812. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25813. _this._onBeforeCameraRenderObserver = null;
  25814. /**
  25815. * An event triggered after rendering a camera
  25816. */
  25817. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25818. _this._onAfterCameraRenderObserver = null;
  25819. /**
  25820. * An event triggered when active meshes evaluation is about to start
  25821. */
  25822. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25823. /**
  25824. * An event triggered when active meshes evaluation is done
  25825. */
  25826. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25827. /**
  25828. * An event triggered when particles rendering is about to start
  25829. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25830. */
  25831. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25832. /**
  25833. * An event triggered when particles rendering is done
  25834. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25835. */
  25836. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25837. /**
  25838. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25839. */
  25840. _this.onDataLoadedObservable = new BABYLON.Observable();
  25841. /**
  25842. * An event triggered when a camera is created
  25843. */
  25844. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25845. /**
  25846. * An event triggered when a camera is removed
  25847. */
  25848. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25849. /**
  25850. * An event triggered when a light is created
  25851. */
  25852. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25853. /**
  25854. * An event triggered when a light is removed
  25855. */
  25856. _this.onLightRemovedObservable = new BABYLON.Observable();
  25857. /**
  25858. * An event triggered when a geometry is created
  25859. */
  25860. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25861. /**
  25862. * An event triggered when a geometry is removed
  25863. */
  25864. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25865. /**
  25866. * An event triggered when a transform node is created
  25867. */
  25868. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25869. /**
  25870. * An event triggered when a transform node is removed
  25871. */
  25872. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25873. /**
  25874. * An event triggered when a mesh is created
  25875. */
  25876. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25877. /**
  25878. * An event triggered when a mesh is removed
  25879. */
  25880. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25881. /**
  25882. * An event triggered when a material is created
  25883. */
  25884. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25885. /**
  25886. * An event triggered when a material is removed
  25887. */
  25888. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25889. /**
  25890. * An event triggered when a texture is created
  25891. */
  25892. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25893. /**
  25894. * An event triggered when a texture is removed
  25895. */
  25896. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25897. /**
  25898. * An event triggered when render targets are about to be rendered
  25899. * Can happen multiple times per frame.
  25900. */
  25901. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25902. /**
  25903. * An event triggered when render targets were rendered.
  25904. * Can happen multiple times per frame.
  25905. */
  25906. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25907. /**
  25908. * An event triggered before calculating deterministic simulation step
  25909. */
  25910. _this.onBeforeStepObservable = new BABYLON.Observable();
  25911. /**
  25912. * An event triggered after calculating deterministic simulation step
  25913. */
  25914. _this.onAfterStepObservable = new BABYLON.Observable();
  25915. /**
  25916. * An event triggered when the activeCamera property is updated
  25917. */
  25918. _this.onActiveCameraChanged = new BABYLON.Observable();
  25919. /**
  25920. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25921. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25922. * 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)
  25923. */
  25924. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25925. /**
  25926. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25927. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25928. * If you wish to register an Observer only for a given set of renderingGroup, use the mask with a combination of the renderingGroup index elevated to the power of two (1 for renderingGroup 0, 2 for renderingrOup1, 4 for 2 and 8 for 3)
  25929. */
  25930. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25931. /**
  25932. * This Observable will when a mesh has been imported into the scene.
  25933. */
  25934. _this.onMeshImportedObservable = new BABYLON.Observable();
  25935. // Animations
  25936. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25937. /**
  25938. * 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).
  25939. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25940. */
  25941. _this.onPrePointerObservable = new BABYLON.Observable();
  25942. /**
  25943. * Observable event triggered each time an input event is received from the rendering canvas
  25944. */
  25945. _this.onPointerObservable = new BABYLON.Observable();
  25946. _this._meshPickProceed = false;
  25947. _this._currentPickResult = null;
  25948. _this._previousPickResult = null;
  25949. _this._totalPointersPressed = 0;
  25950. _this._doubleClickOccured = false;
  25951. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25952. _this.cameraToUseForPointers = null;
  25953. _this._pointerX = 0;
  25954. _this._pointerY = 0;
  25955. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25956. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25957. _this._startingPointerTime = 0;
  25958. _this._previousStartingPointerTime = 0;
  25959. _this._pointerCaptures = {};
  25960. // Deterministic lockstep
  25961. _this._timeAccumulator = 0;
  25962. _this._currentStepId = 0;
  25963. _this._currentInternalStep = 0;
  25964. // Keyboard
  25965. /**
  25966. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25967. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25968. */
  25969. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25970. /**
  25971. * Observable event triggered each time an keyboard event is received from the hosting window
  25972. */
  25973. _this.onKeyboardObservable = new BABYLON.Observable();
  25974. // Coordinates system
  25975. _this._useRightHandedSystem = false;
  25976. // Fog
  25977. _this._fogEnabled = true;
  25978. _this._fogMode = Scene.FOGMODE_NONE;
  25979. /**
  25980. * Gets or sets the fog color to use
  25981. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25982. * (Default is Color3(0.2, 0.2, 0.3))
  25983. */
  25984. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25985. /**
  25986. * Gets or sets the fog density to use
  25987. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25988. * (Default is 0.1)
  25989. */
  25990. _this.fogDensity = 0.1;
  25991. /**
  25992. * Gets or sets the fog start distance to use
  25993. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25994. * (Default is 0)
  25995. */
  25996. _this.fogStart = 0;
  25997. /**
  25998. * Gets or sets the fog end distance to use
  25999. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26000. * (Default is 1000)
  26001. */
  26002. _this.fogEnd = 1000.0;
  26003. // Lights
  26004. _this._shadowsEnabled = true;
  26005. _this._lightsEnabled = true;
  26006. /** All of the active cameras added to this scene. */
  26007. _this.activeCameras = new Array();
  26008. // Textures
  26009. _this._texturesEnabled = true;
  26010. // Particles
  26011. /**
  26012. * Gets or sets a boolean indicating if particles are enabled on this scene
  26013. */
  26014. _this.particlesEnabled = true;
  26015. // Sprites
  26016. /**
  26017. * Gets or sets a boolean indicating if sprites are enabled on this scene
  26018. */
  26019. _this.spritesEnabled = true;
  26020. // Skeletons
  26021. _this._skeletonsEnabled = true;
  26022. // Lens flares
  26023. /**
  26024. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  26025. */
  26026. _this.lensFlaresEnabled = true;
  26027. // Collisions
  26028. /**
  26029. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26030. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26031. */
  26032. _this.collisionsEnabled = true;
  26033. /**
  26034. * Defines the gravity applied to this scene (used only for collisions)
  26035. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26036. */
  26037. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26038. // Postprocesses
  26039. /**
  26040. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26041. */
  26042. _this.postProcessesEnabled = true;
  26043. /**
  26044. * The list of postprocesses added to the scene
  26045. */
  26046. _this.postProcesses = new Array();
  26047. // Customs render targets
  26048. /**
  26049. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26050. */
  26051. _this.renderTargetsEnabled = true;
  26052. /**
  26053. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26054. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26055. */
  26056. _this.dumpNextRenderTargets = false;
  26057. /**
  26058. * The list of user defined render targets added to the scene
  26059. */
  26060. _this.customRenderTargets = new Array();
  26061. /**
  26062. * Gets the list of meshes imported to the scene through SceneLoader
  26063. */
  26064. _this.importedMeshesFiles = new Array();
  26065. // Probes
  26066. /**
  26067. * Gets or sets a boolean indicating if probes are enabled on this scene
  26068. */
  26069. _this.probesEnabled = true;
  26070. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26071. // Procedural textures
  26072. /**
  26073. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26074. */
  26075. _this.proceduralTexturesEnabled = true;
  26076. // Performance counters
  26077. _this._totalVertices = new BABYLON.PerfCounter();
  26078. /** @hidden */
  26079. _this._activeIndices = new BABYLON.PerfCounter();
  26080. /** @hidden */
  26081. _this._activeParticles = new BABYLON.PerfCounter();
  26082. /** @hidden */
  26083. _this._activeBones = new BABYLON.PerfCounter();
  26084. _this._animationTime = 0;
  26085. /**
  26086. * Gets or sets a general scale for animation speed
  26087. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26088. */
  26089. _this.animationTimeScale = 1;
  26090. _this._renderId = 0;
  26091. _this._frameId = 0;
  26092. _this._executeWhenReadyTimeoutId = -1;
  26093. _this._intermediateRendering = false;
  26094. _this._viewUpdateFlag = -1;
  26095. _this._projectionUpdateFlag = -1;
  26096. _this._alternateViewUpdateFlag = -1;
  26097. _this._alternateProjectionUpdateFlag = -1;
  26098. /** @hidden */
  26099. _this._toBeDisposed = new Array(256);
  26100. _this._activeRequests = new Array();
  26101. _this._pendingData = new Array();
  26102. _this._isDisposed = false;
  26103. /**
  26104. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26105. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26106. */
  26107. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26108. _this._activeMeshes = new BABYLON.SmartArray(256);
  26109. _this._processedMaterials = new BABYLON.SmartArray(256);
  26110. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26111. /** @hidden */
  26112. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26113. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26114. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26115. /** @hidden */
  26116. _this._activeAnimatables = new Array();
  26117. _this._transformMatrix = BABYLON.Matrix.Zero();
  26118. _this._useAlternateCameraConfiguration = false;
  26119. _this._alternateRendering = false;
  26120. _this._wheelEventName = "";
  26121. /**
  26122. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26123. * This is useful if there are more lights that the maximum simulteanous authorized
  26124. */
  26125. _this.requireLightSorting = false;
  26126. /**
  26127. * @hidden
  26128. * Backing store of defined scene components.
  26129. */
  26130. _this._components = [];
  26131. /**
  26132. * @hidden
  26133. * Backing store of defined scene components.
  26134. */
  26135. _this._serializableComponents = [];
  26136. /**
  26137. * List of components to register on the next registration step.
  26138. */
  26139. _this._transientComponents = [];
  26140. /**
  26141. * @hidden
  26142. * Defines the actions happening before camera updates.
  26143. */
  26144. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26145. /**
  26146. * @hidden
  26147. * Defines the actions happening before clear the canvas.
  26148. */
  26149. _this._beforeClearStage = BABYLON.Stage.Create();
  26150. /**
  26151. * @hidden
  26152. * Defines the actions when collecting render targets for the frame.
  26153. */
  26154. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26155. /**
  26156. * @hidden
  26157. * Defines the actions happening for one camera in the frame.
  26158. */
  26159. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26160. /**
  26161. * @hidden
  26162. * Defines the actions happening during the per mesh ready checks.
  26163. */
  26164. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26165. /**
  26166. * @hidden
  26167. * Defines the actions happening before evaluate active mesh checks.
  26168. */
  26169. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26170. /**
  26171. * @hidden
  26172. * Defines the actions happening during the evaluate sub mesh checks.
  26173. */
  26174. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26175. /**
  26176. * @hidden
  26177. * Defines the actions happening during the active mesh stage.
  26178. */
  26179. _this._activeMeshStage = BABYLON.Stage.Create();
  26180. /**
  26181. * @hidden
  26182. * Defines the actions happening during the per camera render target step.
  26183. */
  26184. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26185. /**
  26186. * @hidden
  26187. * Defines the actions happening just before the active camera is drawing.
  26188. */
  26189. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26190. /**
  26191. * @hidden
  26192. * Defines the actions happening just before a render target is drawing.
  26193. */
  26194. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26195. /**
  26196. * @hidden
  26197. * Defines the actions happening just before a rendering group is drawing.
  26198. */
  26199. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26200. /**
  26201. * @hidden
  26202. * Defines the actions happening just before a mesh is drawing.
  26203. */
  26204. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26205. /**
  26206. * @hidden
  26207. * Defines the actions happening just after a mesh has been drawn.
  26208. */
  26209. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26210. /**
  26211. * @hidden
  26212. * Defines the actions happening just after a rendering group has been drawn.
  26213. */
  26214. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26215. /**
  26216. * @hidden
  26217. * Defines the actions happening just after the active camera has been drawn.
  26218. */
  26219. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26220. /**
  26221. * @hidden
  26222. * Defines the actions happening just after a render target has been drawn.
  26223. */
  26224. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26225. /**
  26226. * @hidden
  26227. * Defines the actions happening just after rendering all cameras and computing intersections.
  26228. */
  26229. _this._afterRenderStage = BABYLON.Stage.Create();
  26230. /**
  26231. * @hidden
  26232. * Defines the actions happening when a pointer move event happens.
  26233. */
  26234. _this._pointerMoveStage = BABYLON.Stage.Create();
  26235. /**
  26236. * @hidden
  26237. * Defines the actions happening when a pointer down event happens.
  26238. */
  26239. _this._pointerDownStage = BABYLON.Stage.Create();
  26240. /**
  26241. * @hidden
  26242. * Defines the actions happening when a pointer up event happens.
  26243. */
  26244. _this._pointerUpStage = BABYLON.Stage.Create();
  26245. /**
  26246. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26247. */
  26248. _this.geometriesById = null;
  26249. _this._defaultMeshCandidates = {
  26250. data: [],
  26251. length: 0
  26252. };
  26253. _this._defaultSubMeshCandidates = {
  26254. data: [],
  26255. length: 0
  26256. };
  26257. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26258. _this._activeMeshesFrozen = false;
  26259. /** @hidden */
  26260. _this._allowPostProcessClearColor = true;
  26261. /**
  26262. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26263. */
  26264. _this.getDeterministicFrameTime = function () {
  26265. return 1000.0 / 60.0; // frame time in ms
  26266. };
  26267. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26268. _this._blockMaterialDirtyMechanism = false;
  26269. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26270. _this._engine.scenes.push(_this);
  26271. _this._uid = null;
  26272. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26273. if (BABYLON.PostProcessManager) {
  26274. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26275. }
  26276. if (BABYLON.Tools.IsWindowObjectExist()) {
  26277. _this.attachControl();
  26278. }
  26279. //collision coordinator initialization. For now legacy per default.
  26280. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26281. // Uniform Buffer
  26282. _this._createUbo();
  26283. // Default Image processing definition
  26284. if (BABYLON.ImageProcessingConfiguration) {
  26285. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26286. }
  26287. _this.setDefaultCandidateProviders();
  26288. if (options && options.useGeometryIdsMap === true) {
  26289. _this.geometriesById = {};
  26290. }
  26291. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26292. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26293. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26294. return _this;
  26295. }
  26296. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26297. /**
  26298. * Texture used in all pbr material as the reflection texture.
  26299. * As in the majority of the scene they are the same (exception for multi room and so on),
  26300. * this is easier to reference from here than from all the materials.
  26301. */
  26302. get: function () {
  26303. return this._environmentTexture;
  26304. },
  26305. /**
  26306. * Texture used in all pbr material as the reflection texture.
  26307. * As in the majority of the scene they are the same (exception for multi room and so on),
  26308. * this is easier to set here than in all the materials.
  26309. */
  26310. set: function (value) {
  26311. if (this._environmentTexture === value) {
  26312. return;
  26313. }
  26314. this._environmentTexture = value;
  26315. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26316. },
  26317. enumerable: true,
  26318. configurable: true
  26319. });
  26320. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26321. /**
  26322. * Default image processing configuration used either in the rendering
  26323. * Forward main pass or through the imageProcessingPostProcess if present.
  26324. * As in the majority of the scene they are the same (exception for multi camera),
  26325. * this is easier to reference from here than from all the materials and post process.
  26326. *
  26327. * No setter as we it is a shared configuration, you can set the values instead.
  26328. */
  26329. get: function () {
  26330. return this._imageProcessingConfiguration;
  26331. },
  26332. enumerable: true,
  26333. configurable: true
  26334. });
  26335. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26336. get: function () {
  26337. return this._forceWireframe;
  26338. },
  26339. /**
  26340. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26341. */
  26342. set: function (value) {
  26343. if (this._forceWireframe === value) {
  26344. return;
  26345. }
  26346. this._forceWireframe = value;
  26347. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26348. },
  26349. enumerable: true,
  26350. configurable: true
  26351. });
  26352. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26353. get: function () {
  26354. return this._forcePointsCloud;
  26355. },
  26356. /**
  26357. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26358. */
  26359. set: function (value) {
  26360. if (this._forcePointsCloud === value) {
  26361. return;
  26362. }
  26363. this._forcePointsCloud = value;
  26364. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26365. },
  26366. enumerable: true,
  26367. configurable: true
  26368. });
  26369. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26370. /**
  26371. * Gets or sets the animation properties override
  26372. */
  26373. get: function () {
  26374. return this._animationPropertiesOverride;
  26375. },
  26376. set: function (value) {
  26377. this._animationPropertiesOverride = value;
  26378. },
  26379. enumerable: true,
  26380. configurable: true
  26381. });
  26382. Object.defineProperty(Scene.prototype, "onDispose", {
  26383. /** Sets a function to be executed when this scene is disposed. */
  26384. set: function (callback) {
  26385. if (this._onDisposeObserver) {
  26386. this.onDisposeObservable.remove(this._onDisposeObserver);
  26387. }
  26388. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26389. },
  26390. enumerable: true,
  26391. configurable: true
  26392. });
  26393. Object.defineProperty(Scene.prototype, "beforeRender", {
  26394. /** Sets a function to be executed before rendering this scene */
  26395. set: function (callback) {
  26396. if (this._onBeforeRenderObserver) {
  26397. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26398. }
  26399. if (callback) {
  26400. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26401. }
  26402. },
  26403. enumerable: true,
  26404. configurable: true
  26405. });
  26406. Object.defineProperty(Scene.prototype, "afterRender", {
  26407. /** Sets a function to be executed after rendering this scene */
  26408. set: function (callback) {
  26409. if (this._onAfterRenderObserver) {
  26410. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26411. }
  26412. if (callback) {
  26413. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26414. }
  26415. },
  26416. enumerable: true,
  26417. configurable: true
  26418. });
  26419. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26420. /** Sets a function to be executed before rendering a camera*/
  26421. set: function (callback) {
  26422. if (this._onBeforeCameraRenderObserver) {
  26423. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26424. }
  26425. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26426. },
  26427. enumerable: true,
  26428. configurable: true
  26429. });
  26430. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26431. /** Sets a function to be executed after rendering a camera*/
  26432. set: function (callback) {
  26433. if (this._onAfterCameraRenderObserver) {
  26434. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26435. }
  26436. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26437. },
  26438. enumerable: true,
  26439. configurable: true
  26440. });
  26441. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26442. /**
  26443. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26444. */
  26445. get: function () {
  26446. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26447. },
  26448. enumerable: true,
  26449. configurable: true
  26450. });
  26451. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26452. get: function () {
  26453. return this._useRightHandedSystem;
  26454. },
  26455. /**
  26456. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26457. */
  26458. set: function (value) {
  26459. if (this._useRightHandedSystem === value) {
  26460. return;
  26461. }
  26462. this._useRightHandedSystem = value;
  26463. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26464. },
  26465. enumerable: true,
  26466. configurable: true
  26467. });
  26468. /**
  26469. * Sets the step Id used by deterministic lock step
  26470. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26471. * @param newStepId defines the step Id
  26472. */
  26473. Scene.prototype.setStepId = function (newStepId) {
  26474. this._currentStepId = newStepId;
  26475. };
  26476. /**
  26477. * Gets the step Id used by deterministic lock step
  26478. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26479. * @returns the step Id
  26480. */
  26481. Scene.prototype.getStepId = function () {
  26482. return this._currentStepId;
  26483. };
  26484. /**
  26485. * Gets the internal step used by deterministic lock step
  26486. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26487. * @returns the internal step
  26488. */
  26489. Scene.prototype.getInternalStep = function () {
  26490. return this._currentInternalStep;
  26491. };
  26492. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26493. get: function () {
  26494. return this._fogEnabled;
  26495. },
  26496. /**
  26497. * Gets or sets a boolean indicating if fog is enabled on this scene
  26498. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26499. * (Default is true)
  26500. */
  26501. set: function (value) {
  26502. if (this._fogEnabled === value) {
  26503. return;
  26504. }
  26505. this._fogEnabled = value;
  26506. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26507. },
  26508. enumerable: true,
  26509. configurable: true
  26510. });
  26511. Object.defineProperty(Scene.prototype, "fogMode", {
  26512. get: function () {
  26513. return this._fogMode;
  26514. },
  26515. /**
  26516. * Gets or sets the fog mode to use
  26517. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26518. * | mode | value |
  26519. * | --- | --- |
  26520. * | FOGMODE_NONE | 0 |
  26521. * | FOGMODE_EXP | 1 |
  26522. * | FOGMODE_EXP2 | 2 |
  26523. * | FOGMODE_LINEAR | 3 |
  26524. */
  26525. set: function (value) {
  26526. if (this._fogMode === value) {
  26527. return;
  26528. }
  26529. this._fogMode = value;
  26530. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26531. },
  26532. enumerable: true,
  26533. configurable: true
  26534. });
  26535. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26536. get: function () {
  26537. return this._shadowsEnabled;
  26538. },
  26539. /**
  26540. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26541. */
  26542. set: function (value) {
  26543. if (this._shadowsEnabled === value) {
  26544. return;
  26545. }
  26546. this._shadowsEnabled = value;
  26547. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26548. },
  26549. enumerable: true,
  26550. configurable: true
  26551. });
  26552. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26553. get: function () {
  26554. return this._lightsEnabled;
  26555. },
  26556. /**
  26557. * Gets or sets a boolean indicating if lights are enabled on this scene
  26558. */
  26559. set: function (value) {
  26560. if (this._lightsEnabled === value) {
  26561. return;
  26562. }
  26563. this._lightsEnabled = value;
  26564. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26565. },
  26566. enumerable: true,
  26567. configurable: true
  26568. });
  26569. Object.defineProperty(Scene.prototype, "activeCamera", {
  26570. /** Gets or sets the current active camera */
  26571. get: function () {
  26572. return this._activeCamera;
  26573. },
  26574. set: function (value) {
  26575. if (value === this._activeCamera) {
  26576. return;
  26577. }
  26578. this._activeCamera = value;
  26579. this.onActiveCameraChanged.notifyObservers(this);
  26580. },
  26581. enumerable: true,
  26582. configurable: true
  26583. });
  26584. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26585. /** The default material used on meshes when no material is affected */
  26586. get: function () {
  26587. if (!this._defaultMaterial) {
  26588. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26589. }
  26590. return this._defaultMaterial;
  26591. },
  26592. /** The default material used on meshes when no material is affected */
  26593. set: function (value) {
  26594. this._defaultMaterial = value;
  26595. },
  26596. enumerable: true,
  26597. configurable: true
  26598. });
  26599. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26600. get: function () {
  26601. return this._texturesEnabled;
  26602. },
  26603. /**
  26604. * Gets or sets a boolean indicating if textures are enabled on this scene
  26605. */
  26606. set: function (value) {
  26607. if (this._texturesEnabled === value) {
  26608. return;
  26609. }
  26610. this._texturesEnabled = value;
  26611. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26612. },
  26613. enumerable: true,
  26614. configurable: true
  26615. });
  26616. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26617. get: function () {
  26618. return this._skeletonsEnabled;
  26619. },
  26620. /**
  26621. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26622. */
  26623. set: function (value) {
  26624. if (this._skeletonsEnabled === value) {
  26625. return;
  26626. }
  26627. this._skeletonsEnabled = value;
  26628. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26629. },
  26630. enumerable: true,
  26631. configurable: true
  26632. });
  26633. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26634. /** @hidden */
  26635. get: function () {
  26636. return this._alternateRendering;
  26637. },
  26638. enumerable: true,
  26639. configurable: true
  26640. });
  26641. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26642. /**
  26643. * Gets the list of frustum planes (built from the active camera)
  26644. */
  26645. get: function () {
  26646. return this._frustumPlanes;
  26647. },
  26648. enumerable: true,
  26649. configurable: true
  26650. });
  26651. /**
  26652. * Registers the transient components if needed.
  26653. */
  26654. Scene.prototype._registerTransientComponents = function () {
  26655. // Register components that have been associated lately to the scene.
  26656. if (this._transientComponents.length > 0) {
  26657. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26658. var component = _a[_i];
  26659. component.register();
  26660. }
  26661. this._transientComponents = [];
  26662. }
  26663. };
  26664. /**
  26665. * @hidden
  26666. * Add a component to the scene.
  26667. * Note that the ccomponent could be registered on th next frame if this is called after
  26668. * the register component stage.
  26669. * @param component Defines the component to add to the scene
  26670. */
  26671. Scene.prototype._addComponent = function (component) {
  26672. this._components.push(component);
  26673. this._transientComponents.push(component);
  26674. var serializableComponent = component;
  26675. if (serializableComponent.addFromContainer) {
  26676. this._serializableComponents.push(serializableComponent);
  26677. }
  26678. };
  26679. /**
  26680. * @hidden
  26681. * Gets a component from the scene.
  26682. * @param name defines the name of the component to retrieve
  26683. * @returns the component or null if not present
  26684. */
  26685. Scene.prototype._getComponent = function (name) {
  26686. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26687. var component = _a[_i];
  26688. if (component.name === name) {
  26689. return component;
  26690. }
  26691. }
  26692. return null;
  26693. };
  26694. /**
  26695. * @hidden
  26696. */
  26697. Scene.prototype._getDefaultMeshCandidates = function () {
  26698. this._defaultMeshCandidates.data = this.meshes;
  26699. this._defaultMeshCandidates.length = this.meshes.length;
  26700. return this._defaultMeshCandidates;
  26701. };
  26702. /**
  26703. * @hidden
  26704. */
  26705. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26706. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26707. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26708. return this._defaultSubMeshCandidates;
  26709. };
  26710. /**
  26711. * Sets the default candidate providers for the scene.
  26712. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26713. * and getCollidingSubMeshCandidates to their default function
  26714. */
  26715. Scene.prototype.setDefaultCandidateProviders = function () {
  26716. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26717. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26718. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26719. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26720. };
  26721. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26722. /**
  26723. * Gets a boolean indicating if collisions are processed on a web worker
  26724. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26725. */
  26726. get: function () {
  26727. return this._workerCollisions;
  26728. },
  26729. set: function (enabled) {
  26730. if (!BABYLON.CollisionCoordinatorLegacy) {
  26731. return;
  26732. }
  26733. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26734. this._workerCollisions = enabled;
  26735. if (this.collisionCoordinator) {
  26736. this.collisionCoordinator.destroy();
  26737. }
  26738. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26739. this.collisionCoordinator.init(this);
  26740. },
  26741. enumerable: true,
  26742. configurable: true
  26743. });
  26744. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26745. /**
  26746. * Gets the mesh that is currently under the pointer
  26747. */
  26748. get: function () {
  26749. return this._pointerOverMesh;
  26750. },
  26751. enumerable: true,
  26752. configurable: true
  26753. });
  26754. Object.defineProperty(Scene.prototype, "pointerX", {
  26755. /**
  26756. * Gets the current on-screen X position of the pointer
  26757. */
  26758. get: function () {
  26759. return this._pointerX;
  26760. },
  26761. enumerable: true,
  26762. configurable: true
  26763. });
  26764. Object.defineProperty(Scene.prototype, "pointerY", {
  26765. /**
  26766. * Gets the current on-screen Y position of the pointer
  26767. */
  26768. get: function () {
  26769. return this._pointerY;
  26770. },
  26771. enumerable: true,
  26772. configurable: true
  26773. });
  26774. /**
  26775. * Gets the cached material (ie. the latest rendered one)
  26776. * @returns the cached material
  26777. */
  26778. Scene.prototype.getCachedMaterial = function () {
  26779. return this._cachedMaterial;
  26780. };
  26781. /**
  26782. * Gets the cached effect (ie. the latest rendered one)
  26783. * @returns the cached effect
  26784. */
  26785. Scene.prototype.getCachedEffect = function () {
  26786. return this._cachedEffect;
  26787. };
  26788. /**
  26789. * Gets the cached visibility state (ie. the latest rendered one)
  26790. * @returns the cached visibility state
  26791. */
  26792. Scene.prototype.getCachedVisibility = function () {
  26793. return this._cachedVisibility;
  26794. };
  26795. /**
  26796. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26797. * @param material defines the current material
  26798. * @param effect defines the current effect
  26799. * @param visibility defines the current visibility state
  26800. * @returns true if one parameter is not cached
  26801. */
  26802. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26803. if (visibility === void 0) { visibility = 1; }
  26804. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26805. };
  26806. /**
  26807. * Gets the engine associated with the scene
  26808. * @returns an Engine
  26809. */
  26810. Scene.prototype.getEngine = function () {
  26811. return this._engine;
  26812. };
  26813. /**
  26814. * Gets the total number of vertices rendered per frame
  26815. * @returns the total number of vertices rendered per frame
  26816. */
  26817. Scene.prototype.getTotalVertices = function () {
  26818. return this._totalVertices.current;
  26819. };
  26820. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26821. /**
  26822. * Gets the performance counter for total vertices
  26823. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26824. */
  26825. get: function () {
  26826. return this._totalVertices;
  26827. },
  26828. enumerable: true,
  26829. configurable: true
  26830. });
  26831. /**
  26832. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26833. * @returns the total number of active indices rendered per frame
  26834. */
  26835. Scene.prototype.getActiveIndices = function () {
  26836. return this._activeIndices.current;
  26837. };
  26838. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26839. /**
  26840. * Gets the performance counter for active indices
  26841. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26842. */
  26843. get: function () {
  26844. return this._activeIndices;
  26845. },
  26846. enumerable: true,
  26847. configurable: true
  26848. });
  26849. /**
  26850. * Gets the total number of active particles rendered per frame
  26851. * @returns the total number of active particles rendered per frame
  26852. */
  26853. Scene.prototype.getActiveParticles = function () {
  26854. return this._activeParticles.current;
  26855. };
  26856. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26857. /**
  26858. * Gets the performance counter for active particles
  26859. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26860. */
  26861. get: function () {
  26862. return this._activeParticles;
  26863. },
  26864. enumerable: true,
  26865. configurable: true
  26866. });
  26867. /**
  26868. * Gets the total number of active bones rendered per frame
  26869. * @returns the total number of active bones rendered per frame
  26870. */
  26871. Scene.prototype.getActiveBones = function () {
  26872. return this._activeBones.current;
  26873. };
  26874. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26875. /**
  26876. * Gets the performance counter for active bones
  26877. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26878. */
  26879. get: function () {
  26880. return this._activeBones;
  26881. },
  26882. enumerable: true,
  26883. configurable: true
  26884. });
  26885. /**
  26886. * Gets the array of active meshes
  26887. * @returns an array of AbstractMesh
  26888. */
  26889. Scene.prototype.getActiveMeshes = function () {
  26890. return this._activeMeshes;
  26891. };
  26892. /**
  26893. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26894. * @returns a number
  26895. */
  26896. Scene.prototype.getAnimationRatio = function () {
  26897. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26898. };
  26899. /**
  26900. * Gets an unique Id for the current render phase
  26901. * @returns a number
  26902. */
  26903. Scene.prototype.getRenderId = function () {
  26904. return this._renderId;
  26905. };
  26906. /**
  26907. * Gets an unique Id for the current frame
  26908. * @returns a number
  26909. */
  26910. Scene.prototype.getFrameId = function () {
  26911. return this._frameId;
  26912. };
  26913. /** Call this function if you want to manually increment the render Id*/
  26914. Scene.prototype.incrementRenderId = function () {
  26915. this._renderId++;
  26916. };
  26917. Scene.prototype._updatePointerPosition = function (evt) {
  26918. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26919. if (!canvasRect) {
  26920. return;
  26921. }
  26922. this._pointerX = evt.clientX - canvasRect.left;
  26923. this._pointerY = evt.clientY - canvasRect.top;
  26924. this._unTranslatedPointerX = this._pointerX;
  26925. this._unTranslatedPointerY = this._pointerY;
  26926. };
  26927. Scene.prototype._createUbo = function () {
  26928. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26929. this._sceneUbo.addUniform("viewProjection", 16);
  26930. this._sceneUbo.addUniform("view", 16);
  26931. };
  26932. Scene.prototype._createAlternateUbo = function () {
  26933. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26934. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26935. this._alternateSceneUbo.addUniform("view", 16);
  26936. };
  26937. // Pointers handling
  26938. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26939. if (pointerInfo.pickInfo) {
  26940. if (!pointerInfo.pickInfo.ray) {
  26941. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26942. }
  26943. }
  26944. };
  26945. /**
  26946. * Use this method to simulate a pointer move on a mesh
  26947. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26948. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26949. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26950. * @returns the current scene
  26951. */
  26952. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26953. var evt = new PointerEvent("pointermove", pointerEventInit);
  26954. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26955. return this;
  26956. }
  26957. return this._processPointerMove(pickResult, evt);
  26958. };
  26959. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26960. var canvas = this._engine.getRenderingCanvas();
  26961. if (!canvas) {
  26962. return this;
  26963. }
  26964. // Restore pointer
  26965. canvas.style.cursor = this.defaultCursor;
  26966. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26967. if (isMeshPicked) {
  26968. this.setPointerOverMesh(pickResult.pickedMesh);
  26969. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26970. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26971. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26972. }
  26973. else {
  26974. canvas.style.cursor = this.hoverCursor;
  26975. }
  26976. }
  26977. }
  26978. else {
  26979. this.setPointerOverMesh(null);
  26980. }
  26981. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26982. var step = _a[_i];
  26983. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26984. }
  26985. if (pickResult) {
  26986. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26987. if (this.onPointerMove) {
  26988. this.onPointerMove(evt, pickResult, type);
  26989. }
  26990. if (this.onPointerObservable.hasObservers()) {
  26991. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26992. this._setRayOnPointerInfo(pi);
  26993. this.onPointerObservable.notifyObservers(pi, type);
  26994. }
  26995. }
  26996. return this;
  26997. };
  26998. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  26999. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  27000. if (pickResult) {
  27001. pi.ray = pickResult.ray;
  27002. }
  27003. this.onPrePointerObservable.notifyObservers(pi, type);
  27004. if (pi.skipOnPointerObservable) {
  27005. return true;
  27006. }
  27007. else {
  27008. return false;
  27009. }
  27010. };
  27011. /**
  27012. * Use this method to simulate a pointer down on a mesh
  27013. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27014. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27015. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27016. * @returns the current scene
  27017. */
  27018. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  27019. var evt = new PointerEvent("pointerdown", pointerEventInit);
  27020. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27021. return this;
  27022. }
  27023. return this._processPointerDown(pickResult, evt);
  27024. };
  27025. Scene.prototype._processPointerDown = function (pickResult, evt) {
  27026. var _this = this;
  27027. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  27028. this._pickedDownMesh = pickResult.pickedMesh;
  27029. var actionManager = pickResult.pickedMesh.actionManager;
  27030. if (actionManager) {
  27031. if (actionManager.hasPickTriggers) {
  27032. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27033. switch (evt.button) {
  27034. case 0:
  27035. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27036. break;
  27037. case 1:
  27038. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27039. break;
  27040. case 2:
  27041. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27042. break;
  27043. }
  27044. }
  27045. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27046. window.setTimeout(function () {
  27047. 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);
  27048. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27049. if (_this._totalPointersPressed !== 0 &&
  27050. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27051. !_this._isPointerSwiping()) {
  27052. _this._startingPointerTime = 0;
  27053. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27054. }
  27055. }
  27056. }, Scene.LongPressDelay);
  27057. }
  27058. }
  27059. }
  27060. else {
  27061. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27062. var step = _a[_i];
  27063. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27064. }
  27065. }
  27066. if (pickResult) {
  27067. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27068. if (this.onPointerDown) {
  27069. this.onPointerDown(evt, pickResult, type);
  27070. }
  27071. if (this.onPointerObservable.hasObservers()) {
  27072. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27073. this._setRayOnPointerInfo(pi);
  27074. this.onPointerObservable.notifyObservers(pi, type);
  27075. }
  27076. }
  27077. return this;
  27078. };
  27079. /**
  27080. * Use this method to simulate a pointer up on a mesh
  27081. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27082. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27083. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27084. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27085. * @returns the current scene
  27086. */
  27087. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27088. var evt = new PointerEvent("pointerup", pointerEventInit);
  27089. var clickInfo = new ClickInfo();
  27090. if (doubleTap) {
  27091. clickInfo.doubleClick = true;
  27092. }
  27093. else {
  27094. clickInfo.singleClick = true;
  27095. }
  27096. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27097. return this;
  27098. }
  27099. return this._processPointerUp(pickResult, evt, clickInfo);
  27100. };
  27101. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27102. if (pickResult && pickResult && pickResult.pickedMesh) {
  27103. this._pickedUpMesh = pickResult.pickedMesh;
  27104. if (this._pickedDownMesh === this._pickedUpMesh) {
  27105. if (this.onPointerPick) {
  27106. this.onPointerPick(evt, pickResult);
  27107. }
  27108. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27109. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27110. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27111. this._setRayOnPointerInfo(pi);
  27112. this.onPointerObservable.notifyObservers(pi, type_1);
  27113. }
  27114. }
  27115. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27116. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27117. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27118. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27119. }
  27120. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27121. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27122. }
  27123. }
  27124. }
  27125. else {
  27126. if (!clickInfo.ignore) {
  27127. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27128. var step = _a[_i];
  27129. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27130. }
  27131. }
  27132. }
  27133. if (this._pickedDownMesh &&
  27134. this._pickedDownMesh.actionManager &&
  27135. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27136. this._pickedDownMesh !== this._pickedUpMesh) {
  27137. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27138. }
  27139. var type = 0;
  27140. if (this.onPointerObservable.hasObservers()) {
  27141. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27142. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27143. type = BABYLON.PointerEventTypes.POINTERTAP;
  27144. }
  27145. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27146. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27147. }
  27148. if (type) {
  27149. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27150. this._setRayOnPointerInfo(pi);
  27151. this.onPointerObservable.notifyObservers(pi, type);
  27152. }
  27153. }
  27154. if (!clickInfo.ignore) {
  27155. type = BABYLON.PointerEventTypes.POINTERUP;
  27156. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27157. this._setRayOnPointerInfo(pi);
  27158. this.onPointerObservable.notifyObservers(pi, type);
  27159. }
  27160. }
  27161. if (this.onPointerUp && !clickInfo.ignore) {
  27162. this.onPointerUp(evt, pickResult, type);
  27163. }
  27164. return this;
  27165. };
  27166. /**
  27167. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27168. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27169. * @returns true if the pointer was captured
  27170. */
  27171. Scene.prototype.isPointerCaptured = function (pointerId) {
  27172. if (pointerId === void 0) { pointerId = 0; }
  27173. return this._pointerCaptures[pointerId];
  27174. };
  27175. /** @hidden */
  27176. Scene.prototype._isPointerSwiping = function () {
  27177. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27178. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27179. };
  27180. /**
  27181. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27182. * @param attachUp defines if you want to attach events to pointerup
  27183. * @param attachDown defines if you want to attach events to pointerdown
  27184. * @param attachMove defines if you want to attach events to pointermove
  27185. */
  27186. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27187. var _this = this;
  27188. if (attachUp === void 0) { attachUp = true; }
  27189. if (attachDown === void 0) { attachDown = true; }
  27190. if (attachMove === void 0) { attachMove = true; }
  27191. this._initActionManager = function (act, clickInfo) {
  27192. if (!_this._meshPickProceed) {
  27193. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27194. _this._currentPickResult = pickResult;
  27195. if (pickResult) {
  27196. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27197. }
  27198. _this._meshPickProceed = true;
  27199. }
  27200. return act;
  27201. };
  27202. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27203. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27204. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27205. btn !== _this._previousButtonPressed) {
  27206. _this._doubleClickOccured = false;
  27207. clickInfo.singleClick = true;
  27208. clickInfo.ignore = false;
  27209. cb(clickInfo, _this._currentPickResult);
  27210. }
  27211. };
  27212. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27213. var clickInfo = new ClickInfo();
  27214. _this._currentPickResult = null;
  27215. var act = null;
  27216. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27217. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27218. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27219. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27220. act = _this._initActionManager(act, clickInfo);
  27221. if (act) {
  27222. checkPicking = act.hasPickTriggers;
  27223. }
  27224. }
  27225. var needToIgnoreNext = false;
  27226. if (checkPicking) {
  27227. var btn = evt.button;
  27228. clickInfo.hasSwiped = _this._isPointerSwiping();
  27229. if (!clickInfo.hasSwiped) {
  27230. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27231. if (!checkSingleClickImmediately) {
  27232. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27233. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27234. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27235. act = _this._initActionManager(act, clickInfo);
  27236. if (act) {
  27237. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27238. }
  27239. }
  27240. }
  27241. if (checkSingleClickImmediately) {
  27242. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27243. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27244. btn !== _this._previousButtonPressed) {
  27245. clickInfo.singleClick = true;
  27246. cb(clickInfo, _this._currentPickResult);
  27247. needToIgnoreNext = true;
  27248. }
  27249. }
  27250. // at least one double click is required to be check and exclusive double click is enabled
  27251. else {
  27252. // wait that no double click has been raised during the double click delay
  27253. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27254. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27255. }
  27256. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27257. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27258. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27259. act = _this._initActionManager(act, clickInfo);
  27260. if (act) {
  27261. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27262. }
  27263. }
  27264. if (checkDoubleClick) {
  27265. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27266. if (btn === _this._previousButtonPressed &&
  27267. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27268. !_this._doubleClickOccured) {
  27269. // pointer has not moved for 2 clicks, it's a double click
  27270. if (!clickInfo.hasSwiped &&
  27271. !_this._isPointerSwiping()) {
  27272. _this._previousStartingPointerTime = 0;
  27273. _this._doubleClickOccured = true;
  27274. clickInfo.doubleClick = true;
  27275. clickInfo.ignore = false;
  27276. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27277. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27278. }
  27279. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27280. cb(clickInfo, _this._currentPickResult);
  27281. }
  27282. // if the two successive clicks are too far, it's just two simple clicks
  27283. else {
  27284. _this._doubleClickOccured = false;
  27285. _this._previousStartingPointerTime = _this._startingPointerTime;
  27286. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27287. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27288. _this._previousButtonPressed = btn;
  27289. if (Scene.ExclusiveDoubleClickMode) {
  27290. if (_this._previousDelayedSimpleClickTimeout) {
  27291. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27292. }
  27293. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27294. cb(clickInfo, _this._previousPickResult);
  27295. }
  27296. else {
  27297. cb(clickInfo, _this._currentPickResult);
  27298. }
  27299. }
  27300. needToIgnoreNext = true;
  27301. }
  27302. // just the first click of the double has been raised
  27303. else {
  27304. _this._doubleClickOccured = false;
  27305. _this._previousStartingPointerTime = _this._startingPointerTime;
  27306. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27307. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27308. _this._previousButtonPressed = btn;
  27309. }
  27310. }
  27311. }
  27312. }
  27313. if (!needToIgnoreNext) {
  27314. cb(clickInfo, _this._currentPickResult);
  27315. }
  27316. };
  27317. this._onPointerMove = function (evt) {
  27318. _this._updatePointerPosition(evt);
  27319. // PreObservable support
  27320. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27321. return;
  27322. }
  27323. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27324. return;
  27325. }
  27326. if (!_this.pointerMovePredicate) {
  27327. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27328. }
  27329. // Meshes
  27330. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27331. _this._processPointerMove(pickResult, evt);
  27332. };
  27333. this._onPointerDown = function (evt) {
  27334. _this._totalPointersPressed++;
  27335. _this._pickedDownMesh = null;
  27336. _this._meshPickProceed = false;
  27337. _this._updatePointerPosition(evt);
  27338. if (_this.preventDefaultOnPointerDown && canvas) {
  27339. evt.preventDefault();
  27340. canvas.focus();
  27341. }
  27342. _this._startingPointerPosition.x = _this._pointerX;
  27343. _this._startingPointerPosition.y = _this._pointerY;
  27344. _this._startingPointerTime = Date.now();
  27345. // PreObservable support
  27346. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27347. return;
  27348. }
  27349. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27350. return;
  27351. }
  27352. _this._pointerCaptures[evt.pointerId] = true;
  27353. if (!_this.pointerDownPredicate) {
  27354. _this.pointerDownPredicate = function (mesh) {
  27355. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27356. };
  27357. }
  27358. // Meshes
  27359. _this._pickedDownMesh = null;
  27360. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27361. _this._processPointerDown(pickResult, evt);
  27362. };
  27363. this._onPointerUp = function (evt) {
  27364. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27365. return; // So we need to test it the pointer down was pressed before.
  27366. }
  27367. _this._totalPointersPressed--;
  27368. _this._pickedUpMesh = null;
  27369. _this._meshPickProceed = false;
  27370. _this._updatePointerPosition(evt);
  27371. if (_this.preventDefaultOnPointerUp && canvas) {
  27372. evt.preventDefault();
  27373. canvas.focus();
  27374. }
  27375. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27376. _this._pointerCaptures[evt.pointerId] = false;
  27377. // PreObservable support
  27378. if (_this.onPrePointerObservable.hasObservers()) {
  27379. if (!clickInfo.ignore) {
  27380. if (!clickInfo.hasSwiped) {
  27381. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27382. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27383. return;
  27384. }
  27385. }
  27386. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27387. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27388. return;
  27389. }
  27390. }
  27391. }
  27392. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27393. return;
  27394. }
  27395. }
  27396. }
  27397. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27398. return;
  27399. }
  27400. if (!_this.pointerUpPredicate) {
  27401. _this.pointerUpPredicate = function (mesh) {
  27402. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27403. };
  27404. }
  27405. // Meshes
  27406. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27407. _this._initActionManager(null, clickInfo);
  27408. }
  27409. if (!pickResult) {
  27410. pickResult = _this._currentPickResult;
  27411. }
  27412. _this._processPointerUp(pickResult, evt, clickInfo);
  27413. _this._previousPickResult = _this._currentPickResult;
  27414. });
  27415. };
  27416. this._onKeyDown = function (evt) {
  27417. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27418. if (_this.onPreKeyboardObservable.hasObservers()) {
  27419. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27420. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27421. if (pi.skipOnPointerObservable) {
  27422. return;
  27423. }
  27424. }
  27425. if (_this.onKeyboardObservable.hasObservers()) {
  27426. var pi = new BABYLON.KeyboardInfo(type, evt);
  27427. _this.onKeyboardObservable.notifyObservers(pi, type);
  27428. }
  27429. if (_this.actionManager) {
  27430. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27431. }
  27432. };
  27433. this._onKeyUp = function (evt) {
  27434. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27435. if (_this.onPreKeyboardObservable.hasObservers()) {
  27436. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27437. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27438. if (pi.skipOnPointerObservable) {
  27439. return;
  27440. }
  27441. }
  27442. if (_this.onKeyboardObservable.hasObservers()) {
  27443. var pi = new BABYLON.KeyboardInfo(type, evt);
  27444. _this.onKeyboardObservable.notifyObservers(pi, type);
  27445. }
  27446. if (_this.actionManager) {
  27447. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27448. }
  27449. };
  27450. var engine = this.getEngine();
  27451. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27452. if (!canvas) {
  27453. return;
  27454. }
  27455. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27456. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27457. });
  27458. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27459. if (!canvas) {
  27460. return;
  27461. }
  27462. canvas.removeEventListener("keydown", _this._onKeyDown);
  27463. canvas.removeEventListener("keyup", _this._onKeyUp);
  27464. });
  27465. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27466. var canvas = this._engine.getRenderingCanvas();
  27467. if (!canvas) {
  27468. return;
  27469. }
  27470. if (attachMove) {
  27471. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27472. // Wheel
  27473. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27474. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27475. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27476. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27477. }
  27478. if (attachDown) {
  27479. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27480. }
  27481. if (attachUp) {
  27482. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27483. }
  27484. canvas.tabIndex = 1;
  27485. };
  27486. /** Detaches all event handlers*/
  27487. Scene.prototype.detachControl = function () {
  27488. var engine = this.getEngine();
  27489. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27490. var canvas = engine.getRenderingCanvas();
  27491. if (!canvas) {
  27492. return;
  27493. }
  27494. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27495. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27496. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27497. if (this._onCanvasBlurObserver) {
  27498. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27499. }
  27500. if (this._onCanvasFocusObserver) {
  27501. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27502. }
  27503. // Wheel
  27504. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27505. // Keyboard
  27506. canvas.removeEventListener("keydown", this._onKeyDown);
  27507. canvas.removeEventListener("keyup", this._onKeyUp);
  27508. // Observables
  27509. this.onKeyboardObservable.clear();
  27510. this.onPreKeyboardObservable.clear();
  27511. this.onPointerObservable.clear();
  27512. this.onPrePointerObservable.clear();
  27513. };
  27514. /**
  27515. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27516. * Delay loaded resources are not taking in account
  27517. * @return true if all required resources are ready
  27518. */
  27519. Scene.prototype.isReady = function () {
  27520. if (this._isDisposed) {
  27521. return false;
  27522. }
  27523. var index;
  27524. var engine = this.getEngine();
  27525. // Effects
  27526. if (!engine.areAllEffectsReady()) {
  27527. return false;
  27528. }
  27529. // Pending data
  27530. if (this._pendingData.length > 0) {
  27531. return false;
  27532. }
  27533. // Meshes
  27534. for (index = 0; index < this.meshes.length; index++) {
  27535. var mesh = this.meshes[index];
  27536. if (!mesh.isEnabled()) {
  27537. continue;
  27538. }
  27539. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27540. continue;
  27541. }
  27542. if (!mesh.isReady(true)) {
  27543. return false;
  27544. }
  27545. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27546. // Is Ready For Mesh
  27547. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27548. var step = _a[_i];
  27549. if (!step.action(mesh, hardwareInstancedRendering)) {
  27550. return false;
  27551. }
  27552. }
  27553. }
  27554. // Geometries
  27555. for (index = 0; index < this.geometries.length; index++) {
  27556. var geometry = this.geometries[index];
  27557. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27558. return false;
  27559. }
  27560. }
  27561. // Post-processes
  27562. if (this.activeCameras && this.activeCameras.length > 0) {
  27563. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27564. var camera = _c[_b];
  27565. if (!camera.isReady(true)) {
  27566. return false;
  27567. }
  27568. }
  27569. }
  27570. else if (this.activeCamera) {
  27571. if (!this.activeCamera.isReady(true)) {
  27572. return false;
  27573. }
  27574. }
  27575. // Particles
  27576. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27577. var particleSystem = _e[_d];
  27578. if (!particleSystem.isReady()) {
  27579. return false;
  27580. }
  27581. }
  27582. return true;
  27583. };
  27584. /** Resets all cached information relative to material (including effect and visibility) */
  27585. Scene.prototype.resetCachedMaterial = function () {
  27586. this._cachedMaterial = null;
  27587. this._cachedEffect = null;
  27588. this._cachedVisibility = null;
  27589. };
  27590. /**
  27591. * Registers a function to be called before every frame render
  27592. * @param func defines the function to register
  27593. */
  27594. Scene.prototype.registerBeforeRender = function (func) {
  27595. this.onBeforeRenderObservable.add(func);
  27596. };
  27597. /**
  27598. * Unregisters a function called before every frame render
  27599. * @param func defines the function to unregister
  27600. */
  27601. Scene.prototype.unregisterBeforeRender = function (func) {
  27602. this.onBeforeRenderObservable.removeCallback(func);
  27603. };
  27604. /**
  27605. * Registers a function to be called after every frame render
  27606. * @param func defines the function to register
  27607. */
  27608. Scene.prototype.registerAfterRender = function (func) {
  27609. this.onAfterRenderObservable.add(func);
  27610. };
  27611. /**
  27612. * Unregisters a function called after every frame render
  27613. * @param func defines the function to unregister
  27614. */
  27615. Scene.prototype.unregisterAfterRender = function (func) {
  27616. this.onAfterRenderObservable.removeCallback(func);
  27617. };
  27618. Scene.prototype._executeOnceBeforeRender = function (func) {
  27619. var _this = this;
  27620. var execFunc = function () {
  27621. func();
  27622. setTimeout(function () {
  27623. _this.unregisterBeforeRender(execFunc);
  27624. });
  27625. };
  27626. this.registerBeforeRender(execFunc);
  27627. };
  27628. /**
  27629. * The provided function will run before render once and will be disposed afterwards.
  27630. * A timeout delay can be provided so that the function will be executed in N ms.
  27631. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27632. * @param func The function to be executed.
  27633. * @param timeout optional delay in ms
  27634. */
  27635. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27636. var _this = this;
  27637. if (timeout !== undefined) {
  27638. setTimeout(function () {
  27639. _this._executeOnceBeforeRender(func);
  27640. }, timeout);
  27641. }
  27642. else {
  27643. this._executeOnceBeforeRender(func);
  27644. }
  27645. };
  27646. /** @hidden */
  27647. Scene.prototype._addPendingData = function (data) {
  27648. this._pendingData.push(data);
  27649. };
  27650. /** @hidden */
  27651. Scene.prototype._removePendingData = function (data) {
  27652. var wasLoading = this.isLoading;
  27653. var index = this._pendingData.indexOf(data);
  27654. if (index !== -1) {
  27655. this._pendingData.splice(index, 1);
  27656. }
  27657. if (wasLoading && !this.isLoading) {
  27658. this.onDataLoadedObservable.notifyObservers(this);
  27659. }
  27660. };
  27661. /**
  27662. * Returns the number of items waiting to be loaded
  27663. * @returns the number of items waiting to be loaded
  27664. */
  27665. Scene.prototype.getWaitingItemsCount = function () {
  27666. return this._pendingData.length;
  27667. };
  27668. Object.defineProperty(Scene.prototype, "isLoading", {
  27669. /**
  27670. * Returns a boolean indicating if the scene is still loading data
  27671. */
  27672. get: function () {
  27673. return this._pendingData.length > 0;
  27674. },
  27675. enumerable: true,
  27676. configurable: true
  27677. });
  27678. /**
  27679. * Registers a function to be executed when the scene is ready
  27680. * @param {Function} func - the function to be executed
  27681. */
  27682. Scene.prototype.executeWhenReady = function (func) {
  27683. var _this = this;
  27684. this.onReadyObservable.add(func);
  27685. if (this._executeWhenReadyTimeoutId !== -1) {
  27686. return;
  27687. }
  27688. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27689. _this._checkIsReady();
  27690. }, 150);
  27691. };
  27692. /**
  27693. * Returns a promise that resolves when the scene is ready
  27694. * @returns A promise that resolves when the scene is ready
  27695. */
  27696. Scene.prototype.whenReadyAsync = function () {
  27697. var _this = this;
  27698. return new Promise(function (resolve) {
  27699. _this.executeWhenReady(function () {
  27700. resolve();
  27701. });
  27702. });
  27703. };
  27704. /** @hidden */
  27705. Scene.prototype._checkIsReady = function () {
  27706. var _this = this;
  27707. this._registerTransientComponents();
  27708. if (this.isReady()) {
  27709. this.onReadyObservable.notifyObservers(this);
  27710. this.onReadyObservable.clear();
  27711. this._executeWhenReadyTimeoutId = -1;
  27712. return;
  27713. }
  27714. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27715. _this._checkIsReady();
  27716. }, 150);
  27717. };
  27718. // Animations
  27719. /**
  27720. * Will start the animation sequence of a given target
  27721. * @param target defines the target
  27722. * @param from defines from which frame should animation start
  27723. * @param to defines until which frame should animation run.
  27724. * @param weight defines the weight to apply to the animation (1.0 by default)
  27725. * @param loop defines if the animation loops
  27726. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27727. * @param onAnimationEnd defines the function to be executed when the animation ends
  27728. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27729. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27730. * @returns the animatable object created for this animation
  27731. */
  27732. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask) {
  27733. if (weight === void 0) { weight = 1.0; }
  27734. if (speedRatio === void 0) { speedRatio = 1.0; }
  27735. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask);
  27736. returnedAnimatable.weight = weight;
  27737. return returnedAnimatable;
  27738. };
  27739. /**
  27740. * Will start the animation sequence of a given target
  27741. * @param target defines the target
  27742. * @param from defines from which frame should animation start
  27743. * @param to defines until which frame should animation run.
  27744. * @param loop defines if the animation loops
  27745. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27746. * @param onAnimationEnd defines the function to be executed when the animation ends
  27747. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27748. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27749. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27750. * @returns the animatable object created for this animation
  27751. */
  27752. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27753. if (speedRatio === void 0) { speedRatio = 1.0; }
  27754. if (stopCurrent === void 0) { stopCurrent = true; }
  27755. if (from > to && speedRatio > 0) {
  27756. speedRatio *= -1;
  27757. }
  27758. if (stopCurrent) {
  27759. this.stopAnimation(target, undefined, targetMask);
  27760. }
  27761. if (!animatable) {
  27762. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd);
  27763. }
  27764. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27765. // Local animations
  27766. if (target.animations && shouldRunTargetAnimations) {
  27767. animatable.appendAnimations(target, target.animations);
  27768. }
  27769. // Children animations
  27770. if (target.getAnimatables) {
  27771. var animatables = target.getAnimatables();
  27772. for (var index = 0; index < animatables.length; index++) {
  27773. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask);
  27774. }
  27775. }
  27776. animatable.reset();
  27777. return animatable;
  27778. };
  27779. /**
  27780. * Will start the animation sequence of a given target and its hierarchy
  27781. * @param target defines the target
  27782. * @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.
  27783. * @param from defines from which frame should animation start
  27784. * @param to defines until which frame should animation run.
  27785. * @param loop defines if the animation loops
  27786. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27787. * @param onAnimationEnd defines the function to be executed when the animation ends
  27788. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27789. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27790. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27791. * @returns the list of created animatables
  27792. */
  27793. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask) {
  27794. if (speedRatio === void 0) { speedRatio = 1.0; }
  27795. if (stopCurrent === void 0) { stopCurrent = true; }
  27796. var children = target.getDescendants(directDescendantsOnly);
  27797. var result = [];
  27798. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27799. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27800. var child = children_1[_i];
  27801. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27802. }
  27803. return result;
  27804. };
  27805. /**
  27806. * Begin a new animation on a given node
  27807. * @param target defines the target where the animation will take place
  27808. * @param animations defines the list of animations to start
  27809. * @param from defines the initial value
  27810. * @param to defines the final value
  27811. * @param loop defines if you want animation to loop (off by default)
  27812. * @param speedRatio defines the speed ratio to apply to all animations
  27813. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27814. * @returns the list of created animatables
  27815. */
  27816. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27817. if (speedRatio === undefined) {
  27818. speedRatio = 1.0;
  27819. }
  27820. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations);
  27821. return animatable;
  27822. };
  27823. /**
  27824. * Begin a new animation on a given node and its hierarchy
  27825. * @param target defines the root node where the animation will take place
  27826. * @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.
  27827. * @param animations defines the list of animations to start
  27828. * @param from defines the initial value
  27829. * @param to defines the final value
  27830. * @param loop defines if you want animation to loop (off by default)
  27831. * @param speedRatio defines the speed ratio to apply to all animations
  27832. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27833. * @returns the list of animatables created for all nodes
  27834. */
  27835. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd) {
  27836. var children = target.getDescendants(directDescendantsOnly);
  27837. var result = [];
  27838. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd));
  27839. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27840. var child = children_2[_i];
  27841. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd));
  27842. }
  27843. return result;
  27844. };
  27845. /**
  27846. * Gets the animatable associated with a specific target
  27847. * @param target defines the target of the animatable
  27848. * @returns the required animatable if found
  27849. */
  27850. Scene.prototype.getAnimatableByTarget = function (target) {
  27851. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27852. if (this._activeAnimatables[index].target === target) {
  27853. return this._activeAnimatables[index];
  27854. }
  27855. }
  27856. return null;
  27857. };
  27858. /**
  27859. * Gets all animatables associated with a given target
  27860. * @param target defines the target to look animatables for
  27861. * @returns an array of Animatables
  27862. */
  27863. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27864. var result = [];
  27865. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27866. if (this._activeAnimatables[index].target === target) {
  27867. result.push(this._activeAnimatables[index]);
  27868. }
  27869. }
  27870. return result;
  27871. };
  27872. Object.defineProperty(Scene.prototype, "animatables", {
  27873. /**
  27874. * Gets all animatable attached to the scene
  27875. */
  27876. get: function () {
  27877. return this._activeAnimatables;
  27878. },
  27879. enumerable: true,
  27880. configurable: true
  27881. });
  27882. /**
  27883. * Will stop the animation of the given target
  27884. * @param target - the target
  27885. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27886. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  27887. */
  27888. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27889. var animatables = this.getAllAnimatablesByTarget(target);
  27890. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27891. var animatable = animatables_1[_i];
  27892. animatable.stop(animationName, targetMask);
  27893. }
  27894. };
  27895. /**
  27896. * Stops and removes all animations that have been applied to the scene
  27897. */
  27898. Scene.prototype.stopAllAnimations = function () {
  27899. if (this._activeAnimatables) {
  27900. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27901. this._activeAnimatables[i].stop();
  27902. }
  27903. this._activeAnimatables = [];
  27904. }
  27905. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27906. var group = _a[_i];
  27907. group.stop();
  27908. }
  27909. };
  27910. Scene.prototype._animate = function () {
  27911. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27912. return;
  27913. }
  27914. // Getting time
  27915. var now = BABYLON.Tools.Now;
  27916. if (!this._animationTimeLast) {
  27917. if (this._pendingData.length > 0) {
  27918. return;
  27919. }
  27920. this._animationTimeLast = now;
  27921. }
  27922. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27923. this._animationTime += deltaTime;
  27924. this._animationTimeLast = now;
  27925. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27926. this._activeAnimatables[index]._animate(this._animationTime);
  27927. }
  27928. // Late animation bindings
  27929. this._processLateAnimationBindings();
  27930. };
  27931. /** @hidden */
  27932. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27933. var target = runtimeAnimation.target;
  27934. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27935. if (!target._lateAnimationHolders) {
  27936. target._lateAnimationHolders = {};
  27937. }
  27938. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27939. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27940. totalWeight: 0,
  27941. animations: [],
  27942. originalValue: originalValue
  27943. };
  27944. }
  27945. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27946. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27947. };
  27948. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27949. var normalizer = 1.0;
  27950. var finalPosition = BABYLON.Tmp.Vector3[0];
  27951. var finalScaling = BABYLON.Tmp.Vector3[1];
  27952. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27953. var startIndex = 0;
  27954. var originalAnimation = holder.animations[0];
  27955. var originalValue = holder.originalValue;
  27956. var scale = 1;
  27957. if (holder.totalWeight < 1.0) {
  27958. // We need to mix the original value in
  27959. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27960. scale = 1.0 - holder.totalWeight;
  27961. }
  27962. else {
  27963. startIndex = 1;
  27964. // We need to normalize the weights
  27965. normalizer = holder.totalWeight;
  27966. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27967. scale = originalAnimation.weight / normalizer;
  27968. if (scale == 1) {
  27969. return originalAnimation.currentValue;
  27970. }
  27971. }
  27972. finalScaling.scaleInPlace(scale);
  27973. finalPosition.scaleInPlace(scale);
  27974. finalQuaternion.scaleInPlace(scale);
  27975. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27976. var runtimeAnimation = holder.animations[animIndex];
  27977. var scale = runtimeAnimation.weight / normalizer;
  27978. var currentPosition = BABYLON.Tmp.Vector3[2];
  27979. var currentScaling = BABYLON.Tmp.Vector3[3];
  27980. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27981. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27982. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27983. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27984. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27985. }
  27986. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27987. return originalAnimation._workValue;
  27988. };
  27989. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  27990. var originalAnimation = holder.animations[0];
  27991. var originalValue = holder.originalValue;
  27992. if (holder.animations.length === 1) {
  27993. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  27994. return refQuaternion;
  27995. }
  27996. var normalizer = 1.0;
  27997. var quaternions;
  27998. var weights;
  27999. if (holder.totalWeight < 1.0) {
  28000. var scale = 1.0 - holder.totalWeight;
  28001. quaternions = [];
  28002. weights = [];
  28003. quaternions.push(originalValue);
  28004. weights.push(scale);
  28005. }
  28006. else {
  28007. if (holder.animations.length === 2) { // Slerp as soon as we can
  28008. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  28009. return refQuaternion;
  28010. }
  28011. quaternions = [];
  28012. weights = [];
  28013. normalizer = holder.totalWeight;
  28014. }
  28015. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  28016. var runtimeAnimation = holder.animations[animIndex];
  28017. quaternions.push(runtimeAnimation.currentValue);
  28018. weights.push(runtimeAnimation.weight / normalizer);
  28019. }
  28020. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  28021. var cumulativeAmount = 0;
  28022. var cumulativeQuaternion = null;
  28023. for (var index = 0; index < quaternions.length;) {
  28024. if (!cumulativeQuaternion) {
  28025. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  28026. cumulativeQuaternion = refQuaternion;
  28027. cumulativeAmount = weights[index] + weights[index + 1];
  28028. index += 2;
  28029. continue;
  28030. }
  28031. cumulativeAmount += weights[index];
  28032. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28033. index++;
  28034. }
  28035. return cumulativeQuaternion;
  28036. };
  28037. Scene.prototype._processLateAnimationBindings = function () {
  28038. if (!this._registeredForLateAnimationBindings.length) {
  28039. return;
  28040. }
  28041. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28042. var target = this._registeredForLateAnimationBindings.data[index];
  28043. for (var path in target._lateAnimationHolders) {
  28044. var holder = target._lateAnimationHolders[path];
  28045. var originalAnimation = holder.animations[0];
  28046. var originalValue = holder.originalValue;
  28047. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28048. var finalValue = target[path];
  28049. if (matrixDecomposeMode) {
  28050. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28051. }
  28052. else {
  28053. var quaternionMode = originalValue.w !== undefined;
  28054. if (quaternionMode) {
  28055. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28056. }
  28057. else {
  28058. var startIndex = 0;
  28059. var normalizer = 1.0;
  28060. if (holder.totalWeight < 1.0) {
  28061. // We need to mix the original value in
  28062. if (originalValue.scale) {
  28063. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28064. }
  28065. else {
  28066. finalValue = originalValue * (1.0 - holder.totalWeight);
  28067. }
  28068. }
  28069. else {
  28070. // We need to normalize the weights
  28071. normalizer = holder.totalWeight;
  28072. var scale_1 = originalAnimation.weight / normalizer;
  28073. if (scale_1 !== 1) {
  28074. if (originalAnimation.currentValue.scale) {
  28075. finalValue = originalAnimation.currentValue.scale(scale_1);
  28076. }
  28077. else {
  28078. finalValue = originalAnimation.currentValue * scale_1;
  28079. }
  28080. }
  28081. else {
  28082. finalValue = originalAnimation.currentValue;
  28083. }
  28084. startIndex = 1;
  28085. }
  28086. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28087. var runtimeAnimation = holder.animations[animIndex];
  28088. var scale = runtimeAnimation.weight / normalizer;
  28089. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28090. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28091. }
  28092. else {
  28093. finalValue += runtimeAnimation.currentValue * scale;
  28094. }
  28095. }
  28096. }
  28097. }
  28098. target[path] = finalValue;
  28099. }
  28100. target._lateAnimationHolders = {};
  28101. }
  28102. this._registeredForLateAnimationBindings.reset();
  28103. };
  28104. // Matrix
  28105. /** @hidden */
  28106. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28107. this._useAlternateCameraConfiguration = active;
  28108. };
  28109. /**
  28110. * Gets the current view matrix
  28111. * @returns a Matrix
  28112. */
  28113. Scene.prototype.getViewMatrix = function () {
  28114. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28115. };
  28116. /**
  28117. * Gets the current projection matrix
  28118. * @returns a Matrix
  28119. */
  28120. Scene.prototype.getProjectionMatrix = function () {
  28121. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28122. };
  28123. /**
  28124. * Gets the current transform matrix
  28125. * @returns a Matrix made of View * Projection
  28126. */
  28127. Scene.prototype.getTransformMatrix = function () {
  28128. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28129. };
  28130. /**
  28131. * Sets the current transform matrix
  28132. * @param view defines the View matrix to use
  28133. * @param projection defines the Projection matrix to use
  28134. */
  28135. Scene.prototype.setTransformMatrix = function (view, projection) {
  28136. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28137. return;
  28138. }
  28139. this._viewUpdateFlag = view.updateFlag;
  28140. this._projectionUpdateFlag = projection.updateFlag;
  28141. this._viewMatrix = view;
  28142. this._projectionMatrix = projection;
  28143. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28144. // Update frustum
  28145. if (!this._frustumPlanes) {
  28146. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28147. }
  28148. else {
  28149. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28150. }
  28151. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28152. var otherCamera = this.activeCamera._alternateCamera;
  28153. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28154. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28155. }
  28156. if (this._sceneUbo.useUbo) {
  28157. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28158. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28159. this._sceneUbo.update();
  28160. }
  28161. };
  28162. /** @hidden */
  28163. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28164. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28165. return;
  28166. }
  28167. this._alternateViewUpdateFlag = view.updateFlag;
  28168. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28169. this._alternateViewMatrix = view;
  28170. this._alternateProjectionMatrix = projection;
  28171. if (!this._alternateTransformMatrix) {
  28172. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28173. }
  28174. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28175. if (!this._alternateSceneUbo) {
  28176. this._createAlternateUbo();
  28177. }
  28178. if (this._alternateSceneUbo.useUbo) {
  28179. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28180. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28181. this._alternateSceneUbo.update();
  28182. }
  28183. };
  28184. /**
  28185. * Gets the uniform buffer used to store scene data
  28186. * @returns a UniformBuffer
  28187. */
  28188. Scene.prototype.getSceneUniformBuffer = function () {
  28189. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28190. };
  28191. /**
  28192. * Gets an unique (relatively to the current scene) Id
  28193. * @returns an unique number for the scene
  28194. */
  28195. Scene.prototype.getUniqueId = function () {
  28196. var result = Scene._uniqueIdCounter;
  28197. Scene._uniqueIdCounter++;
  28198. return result;
  28199. };
  28200. /**
  28201. * Add a mesh to the list of scene's meshes
  28202. * @param newMesh defines the mesh to add
  28203. * @param recursive if all child meshes should also be added to the scene
  28204. */
  28205. Scene.prototype.addMesh = function (newMesh, recursive) {
  28206. var _this = this;
  28207. if (recursive === void 0) { recursive = false; }
  28208. this.meshes.push(newMesh);
  28209. //notify the collision coordinator
  28210. if (this.collisionCoordinator) {
  28211. this.collisionCoordinator.onMeshAdded(newMesh);
  28212. }
  28213. newMesh._resyncLightSources();
  28214. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28215. if (recursive) {
  28216. newMesh.getChildMeshes().forEach(function (m) {
  28217. _this.addMesh(m);
  28218. });
  28219. }
  28220. };
  28221. /**
  28222. * Remove a mesh for the list of scene's meshes
  28223. * @param toRemove defines the mesh to remove
  28224. * @param recursive if all child meshes should also be removed from the scene
  28225. * @returns the index where the mesh was in the mesh list
  28226. */
  28227. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28228. var _this = this;
  28229. if (recursive === void 0) { recursive = false; }
  28230. var index = this.meshes.indexOf(toRemove);
  28231. if (index !== -1) {
  28232. // Remove from the scene if mesh found
  28233. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28234. this.meshes.pop();
  28235. }
  28236. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28237. if (recursive) {
  28238. toRemove.getChildMeshes().forEach(function (m) {
  28239. _this.removeMesh(m);
  28240. });
  28241. }
  28242. return index;
  28243. };
  28244. /**
  28245. * Add a transform node to the list of scene's transform nodes
  28246. * @param newTransformNode defines the transform node to add
  28247. */
  28248. Scene.prototype.addTransformNode = function (newTransformNode) {
  28249. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28250. this.transformNodes.push(newTransformNode);
  28251. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28252. };
  28253. /**
  28254. * Remove a transform node for the list of scene's transform nodes
  28255. * @param toRemove defines the transform node to remove
  28256. * @returns the index where the transform node was in the transform node list
  28257. */
  28258. Scene.prototype.removeTransformNode = function (toRemove) {
  28259. var index = toRemove._indexInSceneTransformNodesArray;
  28260. if (index !== -1) {
  28261. if (index !== this.transformNodes.length - 1) {
  28262. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28263. this.transformNodes[index] = lastNode;
  28264. lastNode._indexInSceneTransformNodesArray = index;
  28265. }
  28266. toRemove._indexInSceneTransformNodesArray = -1;
  28267. this.transformNodes.pop();
  28268. }
  28269. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28270. return index;
  28271. };
  28272. /**
  28273. * Remove a skeleton for the list of scene's skeletons
  28274. * @param toRemove defines the skeleton to remove
  28275. * @returns the index where the skeleton was in the skeleton list
  28276. */
  28277. Scene.prototype.removeSkeleton = function (toRemove) {
  28278. var index = this.skeletons.indexOf(toRemove);
  28279. if (index !== -1) {
  28280. // Remove from the scene if found
  28281. this.skeletons.splice(index, 1);
  28282. }
  28283. return index;
  28284. };
  28285. /**
  28286. * Remove a morph target for the list of scene's morph targets
  28287. * @param toRemove defines the morph target to remove
  28288. * @returns the index where the morph target was in the morph target list
  28289. */
  28290. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28291. var index = this.morphTargetManagers.indexOf(toRemove);
  28292. if (index !== -1) {
  28293. // Remove from the scene if found
  28294. this.morphTargetManagers.splice(index, 1);
  28295. }
  28296. return index;
  28297. };
  28298. /**
  28299. * Remove a light for the list of scene's lights
  28300. * @param toRemove defines the light to remove
  28301. * @returns the index where the light was in the light list
  28302. */
  28303. Scene.prototype.removeLight = function (toRemove) {
  28304. var index = this.lights.indexOf(toRemove);
  28305. if (index !== -1) {
  28306. // Remove from meshes
  28307. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28308. var mesh = _a[_i];
  28309. mesh._removeLightSource(toRemove);
  28310. }
  28311. // Remove from the scene if mesh found
  28312. this.lights.splice(index, 1);
  28313. this.sortLightsByPriority();
  28314. }
  28315. this.onLightRemovedObservable.notifyObservers(toRemove);
  28316. return index;
  28317. };
  28318. /**
  28319. * Remove a camera for the list of scene's cameras
  28320. * @param toRemove defines the camera to remove
  28321. * @returns the index where the camera was in the camera list
  28322. */
  28323. Scene.prototype.removeCamera = function (toRemove) {
  28324. var index = this.cameras.indexOf(toRemove);
  28325. if (index !== -1) {
  28326. // Remove from the scene if mesh found
  28327. this.cameras.splice(index, 1);
  28328. }
  28329. // Remove from activeCameras
  28330. var index2 = this.activeCameras.indexOf(toRemove);
  28331. if (index2 !== -1) {
  28332. // Remove from the scene if mesh found
  28333. this.activeCameras.splice(index2, 1);
  28334. }
  28335. // Reset the activeCamera
  28336. if (this.activeCamera === toRemove) {
  28337. if (this.cameras.length > 0) {
  28338. this.activeCamera = this.cameras[0];
  28339. }
  28340. else {
  28341. this.activeCamera = null;
  28342. }
  28343. }
  28344. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28345. return index;
  28346. };
  28347. /**
  28348. * Remove a particle system for the list of scene's particle systems
  28349. * @param toRemove defines the particle system to remove
  28350. * @returns the index where the particle system was in the particle system list
  28351. */
  28352. Scene.prototype.removeParticleSystem = function (toRemove) {
  28353. var index = this.particleSystems.indexOf(toRemove);
  28354. if (index !== -1) {
  28355. this.particleSystems.splice(index, 1);
  28356. }
  28357. return index;
  28358. };
  28359. /**
  28360. * Remove a animation for the list of scene's animations
  28361. * @param toRemove defines the animation to remove
  28362. * @returns the index where the animation was in the animation list
  28363. */
  28364. Scene.prototype.removeAnimation = function (toRemove) {
  28365. var index = this.animations.indexOf(toRemove);
  28366. if (index !== -1) {
  28367. this.animations.splice(index, 1);
  28368. }
  28369. return index;
  28370. };
  28371. /**
  28372. * Removes the given animation group from this scene.
  28373. * @param toRemove The animation group to remove
  28374. * @returns The index of the removed animation group
  28375. */
  28376. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28377. var index = this.animationGroups.indexOf(toRemove);
  28378. if (index !== -1) {
  28379. this.animationGroups.splice(index, 1);
  28380. }
  28381. return index;
  28382. };
  28383. /**
  28384. * Removes the given multi-material from this scene.
  28385. * @param toRemove The multi-material to remove
  28386. * @returns The index of the removed multi-material
  28387. */
  28388. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28389. var index = this.multiMaterials.indexOf(toRemove);
  28390. if (index !== -1) {
  28391. this.multiMaterials.splice(index, 1);
  28392. }
  28393. return index;
  28394. };
  28395. /**
  28396. * Removes the given material from this scene.
  28397. * @param toRemove The material to remove
  28398. * @returns The index of the removed material
  28399. */
  28400. Scene.prototype.removeMaterial = function (toRemove) {
  28401. var index = toRemove._indexInSceneMaterialArray;
  28402. if (index !== -1) {
  28403. if (index !== this.materials.length - 1) {
  28404. var lastMaterial = this.materials[this.materials.length - 1];
  28405. this.materials[index] = lastMaterial;
  28406. lastMaterial._indexInSceneMaterialArray = index;
  28407. }
  28408. toRemove._indexInSceneMaterialArray = -1;
  28409. this.materials.pop();
  28410. }
  28411. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28412. return index;
  28413. };
  28414. /**
  28415. * Removes the given action manager from this scene.
  28416. * @param toRemove The action manager to remove
  28417. * @returns The index of the removed action manager
  28418. */
  28419. Scene.prototype.removeActionManager = function (toRemove) {
  28420. var index = this.actionManagers.indexOf(toRemove);
  28421. if (index !== -1) {
  28422. this.actionManagers.splice(index, 1);
  28423. }
  28424. return index;
  28425. };
  28426. /**
  28427. * Removes the given texture from this scene.
  28428. * @param toRemove The texture to remove
  28429. * @returns The index of the removed texture
  28430. */
  28431. Scene.prototype.removeTexture = function (toRemove) {
  28432. var index = this.textures.indexOf(toRemove);
  28433. if (index !== -1) {
  28434. this.textures.splice(index, 1);
  28435. }
  28436. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28437. return index;
  28438. };
  28439. /**
  28440. * Adds the given light to this scene
  28441. * @param newLight The light to add
  28442. */
  28443. Scene.prototype.addLight = function (newLight) {
  28444. this.lights.push(newLight);
  28445. this.sortLightsByPriority();
  28446. // Add light to all meshes (To support if the light is removed and then readded)
  28447. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28448. var mesh = _a[_i];
  28449. if (mesh._lightSources.indexOf(newLight) === -1) {
  28450. mesh._lightSources.push(newLight);
  28451. mesh._resyncLightSources();
  28452. }
  28453. }
  28454. this.onNewLightAddedObservable.notifyObservers(newLight);
  28455. };
  28456. /**
  28457. * Sorts the list list based on light priorities
  28458. */
  28459. Scene.prototype.sortLightsByPriority = function () {
  28460. if (this.requireLightSorting) {
  28461. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28462. }
  28463. };
  28464. /**
  28465. * Adds the given camera to this scene
  28466. * @param newCamera The camera to add
  28467. */
  28468. Scene.prototype.addCamera = function (newCamera) {
  28469. this.cameras.push(newCamera);
  28470. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28471. };
  28472. /**
  28473. * Adds the given skeleton to this scene
  28474. * @param newSkeleton The skeleton to add
  28475. */
  28476. Scene.prototype.addSkeleton = function (newSkeleton) {
  28477. this.skeletons.push(newSkeleton);
  28478. };
  28479. /**
  28480. * Adds the given particle system to this scene
  28481. * @param newParticleSystem The particle system to add
  28482. */
  28483. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28484. this.particleSystems.push(newParticleSystem);
  28485. };
  28486. /**
  28487. * Adds the given animation to this scene
  28488. * @param newAnimation The animation to add
  28489. */
  28490. Scene.prototype.addAnimation = function (newAnimation) {
  28491. this.animations.push(newAnimation);
  28492. };
  28493. /**
  28494. * Adds the given animation group to this scene.
  28495. * @param newAnimationGroup The animation group to add
  28496. */
  28497. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28498. this.animationGroups.push(newAnimationGroup);
  28499. };
  28500. /**
  28501. * Adds the given multi-material to this scene
  28502. * @param newMultiMaterial The multi-material to add
  28503. */
  28504. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28505. this.multiMaterials.push(newMultiMaterial);
  28506. };
  28507. /**
  28508. * Adds the given material to this scene
  28509. * @param newMaterial The material to add
  28510. */
  28511. Scene.prototype.addMaterial = function (newMaterial) {
  28512. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28513. this.materials.push(newMaterial);
  28514. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28515. };
  28516. /**
  28517. * Adds the given morph target to this scene
  28518. * @param newMorphTargetManager The morph target to add
  28519. */
  28520. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28521. this.morphTargetManagers.push(newMorphTargetManager);
  28522. };
  28523. /**
  28524. * Adds the given geometry to this scene
  28525. * @param newGeometry The geometry to add
  28526. */
  28527. Scene.prototype.addGeometry = function (newGeometry) {
  28528. if (this.geometriesById) {
  28529. this.geometriesById[newGeometry.id] = this.geometries.length;
  28530. }
  28531. this.geometries.push(newGeometry);
  28532. };
  28533. /**
  28534. * Adds the given action manager to this scene
  28535. * @param newActionManager The action manager to add
  28536. */
  28537. Scene.prototype.addActionManager = function (newActionManager) {
  28538. this.actionManagers.push(newActionManager);
  28539. };
  28540. /**
  28541. * Adds the given texture to this scene.
  28542. * @param newTexture The texture to add
  28543. */
  28544. Scene.prototype.addTexture = function (newTexture) {
  28545. this.textures.push(newTexture);
  28546. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28547. };
  28548. /**
  28549. * Switch active camera
  28550. * @param newCamera defines the new active camera
  28551. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28552. */
  28553. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28554. if (attachControl === void 0) { attachControl = true; }
  28555. var canvas = this._engine.getRenderingCanvas();
  28556. if (!canvas) {
  28557. return;
  28558. }
  28559. if (this.activeCamera) {
  28560. this.activeCamera.detachControl(canvas);
  28561. }
  28562. this.activeCamera = newCamera;
  28563. if (attachControl) {
  28564. newCamera.attachControl(canvas);
  28565. }
  28566. };
  28567. /**
  28568. * sets the active camera of the scene using its ID
  28569. * @param id defines the camera's ID
  28570. * @return the new active camera or null if none found.
  28571. */
  28572. Scene.prototype.setActiveCameraByID = function (id) {
  28573. var camera = this.getCameraByID(id);
  28574. if (camera) {
  28575. this.activeCamera = camera;
  28576. return camera;
  28577. }
  28578. return null;
  28579. };
  28580. /**
  28581. * sets the active camera of the scene using its name
  28582. * @param name defines the camera's name
  28583. * @returns the new active camera or null if none found.
  28584. */
  28585. Scene.prototype.setActiveCameraByName = function (name) {
  28586. var camera = this.getCameraByName(name);
  28587. if (camera) {
  28588. this.activeCamera = camera;
  28589. return camera;
  28590. }
  28591. return null;
  28592. };
  28593. /**
  28594. * get an animation group using its name
  28595. * @param name defines the material's name
  28596. * @return the animation group or null if none found.
  28597. */
  28598. Scene.prototype.getAnimationGroupByName = function (name) {
  28599. for (var index = 0; index < this.animationGroups.length; index++) {
  28600. if (this.animationGroups[index].name === name) {
  28601. return this.animationGroups[index];
  28602. }
  28603. }
  28604. return null;
  28605. };
  28606. /**
  28607. * get a material using its id
  28608. * @param id defines the material's ID
  28609. * @return the material or null if none found.
  28610. */
  28611. Scene.prototype.getMaterialByID = function (id) {
  28612. for (var index = 0; index < this.materials.length; index++) {
  28613. if (this.materials[index].id === id) {
  28614. return this.materials[index];
  28615. }
  28616. }
  28617. return null;
  28618. };
  28619. /**
  28620. * Gets a material using its name
  28621. * @param name defines the material's name
  28622. * @return the material or null if none found.
  28623. */
  28624. Scene.prototype.getMaterialByName = function (name) {
  28625. for (var index = 0; index < this.materials.length; index++) {
  28626. if (this.materials[index].name === name) {
  28627. return this.materials[index];
  28628. }
  28629. }
  28630. return null;
  28631. };
  28632. /**
  28633. * Gets a camera using its id
  28634. * @param id defines the id to look for
  28635. * @returns the camera or null if not found
  28636. */
  28637. Scene.prototype.getCameraByID = function (id) {
  28638. for (var index = 0; index < this.cameras.length; index++) {
  28639. if (this.cameras[index].id === id) {
  28640. return this.cameras[index];
  28641. }
  28642. }
  28643. return null;
  28644. };
  28645. /**
  28646. * Gets a camera using its unique id
  28647. * @param uniqueId defines the unique id to look for
  28648. * @returns the camera or null if not found
  28649. */
  28650. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28651. for (var index = 0; index < this.cameras.length; index++) {
  28652. if (this.cameras[index].uniqueId === uniqueId) {
  28653. return this.cameras[index];
  28654. }
  28655. }
  28656. return null;
  28657. };
  28658. /**
  28659. * Gets a camera using its name
  28660. * @param name defines the camera's name
  28661. * @return the camera or null if none found.
  28662. */
  28663. Scene.prototype.getCameraByName = function (name) {
  28664. for (var index = 0; index < this.cameras.length; index++) {
  28665. if (this.cameras[index].name === name) {
  28666. return this.cameras[index];
  28667. }
  28668. }
  28669. return null;
  28670. };
  28671. /**
  28672. * Gets a bone using its id
  28673. * @param id defines the bone's id
  28674. * @return the bone or null if not found
  28675. */
  28676. Scene.prototype.getBoneByID = function (id) {
  28677. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28678. var skeleton = this.skeletons[skeletonIndex];
  28679. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28680. if (skeleton.bones[boneIndex].id === id) {
  28681. return skeleton.bones[boneIndex];
  28682. }
  28683. }
  28684. }
  28685. return null;
  28686. };
  28687. /**
  28688. * Gets a bone using its id
  28689. * @param name defines the bone's name
  28690. * @return the bone or null if not found
  28691. */
  28692. Scene.prototype.getBoneByName = function (name) {
  28693. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28694. var skeleton = this.skeletons[skeletonIndex];
  28695. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28696. if (skeleton.bones[boneIndex].name === name) {
  28697. return skeleton.bones[boneIndex];
  28698. }
  28699. }
  28700. }
  28701. return null;
  28702. };
  28703. /**
  28704. * Gets a light node using its name
  28705. * @param name defines the the light's name
  28706. * @return the light or null if none found.
  28707. */
  28708. Scene.prototype.getLightByName = function (name) {
  28709. for (var index = 0; index < this.lights.length; index++) {
  28710. if (this.lights[index].name === name) {
  28711. return this.lights[index];
  28712. }
  28713. }
  28714. return null;
  28715. };
  28716. /**
  28717. * Gets a light node using its id
  28718. * @param id defines the light's id
  28719. * @return the light or null if none found.
  28720. */
  28721. Scene.prototype.getLightByID = function (id) {
  28722. for (var index = 0; index < this.lights.length; index++) {
  28723. if (this.lights[index].id === id) {
  28724. return this.lights[index];
  28725. }
  28726. }
  28727. return null;
  28728. };
  28729. /**
  28730. * Gets a light node using its scene-generated unique ID
  28731. * @param uniqueId defines the light's unique id
  28732. * @return the light or null if none found.
  28733. */
  28734. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28735. for (var index = 0; index < this.lights.length; index++) {
  28736. if (this.lights[index].uniqueId === uniqueId) {
  28737. return this.lights[index];
  28738. }
  28739. }
  28740. return null;
  28741. };
  28742. /**
  28743. * Gets a particle system by id
  28744. * @param id defines the particle system id
  28745. * @return the corresponding system or null if none found
  28746. */
  28747. Scene.prototype.getParticleSystemByID = function (id) {
  28748. for (var index = 0; index < this.particleSystems.length; index++) {
  28749. if (this.particleSystems[index].id === id) {
  28750. return this.particleSystems[index];
  28751. }
  28752. }
  28753. return null;
  28754. };
  28755. /**
  28756. * Gets a geometry using its ID
  28757. * @param id defines the geometry's id
  28758. * @return the geometry or null if none found.
  28759. */
  28760. Scene.prototype.getGeometryByID = function (id) {
  28761. if (this.geometriesById) {
  28762. var index_1 = this.geometriesById[id];
  28763. if (index_1 !== undefined) {
  28764. return this.geometries[index_1];
  28765. }
  28766. }
  28767. else {
  28768. for (var index = 0; index < this.geometries.length; index++) {
  28769. if (this.geometries[index].id === id) {
  28770. return this.geometries[index];
  28771. }
  28772. }
  28773. }
  28774. return null;
  28775. };
  28776. Scene.prototype._getGeometryByUniqueID = function (id) {
  28777. for (var index = 0; index < this.geometries.length; index++) {
  28778. if (this.geometries[index].uniqueId === id) {
  28779. return this.geometries[index];
  28780. }
  28781. }
  28782. return null;
  28783. };
  28784. /**
  28785. * Add a new geometry to this scene
  28786. * @param geometry defines the geometry to be added to the scene.
  28787. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28788. * @return a boolean defining if the geometry was added or not
  28789. */
  28790. Scene.prototype.pushGeometry = function (geometry, force) {
  28791. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28792. return false;
  28793. }
  28794. this.addGeometry(geometry);
  28795. //notify the collision coordinator
  28796. if (this.collisionCoordinator) {
  28797. this.collisionCoordinator.onGeometryAdded(geometry);
  28798. }
  28799. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28800. return true;
  28801. };
  28802. /**
  28803. * Removes an existing geometry
  28804. * @param geometry defines the geometry to be removed from the scene
  28805. * @return a boolean defining if the geometry was removed or not
  28806. */
  28807. Scene.prototype.removeGeometry = function (geometry) {
  28808. var index;
  28809. if (this.geometriesById) {
  28810. index = this.geometriesById[geometry.id];
  28811. if (index === undefined) {
  28812. return false;
  28813. }
  28814. }
  28815. else {
  28816. index = this.geometries.indexOf(geometry);
  28817. if (index < 0) {
  28818. return false;
  28819. }
  28820. }
  28821. if (index !== this.geometries.length - 1) {
  28822. var lastGeometry = this.geometries[this.geometries.length - 1];
  28823. this.geometries[index] = lastGeometry;
  28824. if (this.geometriesById) {
  28825. this.geometriesById[lastGeometry.id] = index;
  28826. this.geometriesById[geometry.id] = undefined;
  28827. }
  28828. }
  28829. this.geometries.pop();
  28830. //notify the collision coordinator
  28831. if (this.collisionCoordinator) {
  28832. this.collisionCoordinator.onGeometryDeleted(geometry);
  28833. }
  28834. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28835. return true;
  28836. };
  28837. /**
  28838. * Gets the list of geometries attached to the scene
  28839. * @returns an array of Geometry
  28840. */
  28841. Scene.prototype.getGeometries = function () {
  28842. return this.geometries;
  28843. };
  28844. /**
  28845. * Gets the first added mesh found of a given ID
  28846. * @param id defines the id to search for
  28847. * @return the mesh found or null if not found at all
  28848. */
  28849. Scene.prototype.getMeshByID = function (id) {
  28850. for (var index = 0; index < this.meshes.length; index++) {
  28851. if (this.meshes[index].id === id) {
  28852. return this.meshes[index];
  28853. }
  28854. }
  28855. return null;
  28856. };
  28857. /**
  28858. * Gets a list of meshes using their id
  28859. * @param id defines the id to search for
  28860. * @returns a list of meshes
  28861. */
  28862. Scene.prototype.getMeshesByID = function (id) {
  28863. return this.meshes.filter(function (m) {
  28864. return m.id === id;
  28865. });
  28866. };
  28867. /**
  28868. * Gets the first added transform node found of a given ID
  28869. * @param id defines the id to search for
  28870. * @return the found transform node or null if not found at all.
  28871. */
  28872. Scene.prototype.getTransformNodeByID = function (id) {
  28873. for (var index = 0; index < this.transformNodes.length; index++) {
  28874. if (this.transformNodes[index].id === id) {
  28875. return this.transformNodes[index];
  28876. }
  28877. }
  28878. return null;
  28879. };
  28880. /**
  28881. * Gets a list of transform nodes using their id
  28882. * @param id defines the id to search for
  28883. * @returns a list of transform nodes
  28884. */
  28885. Scene.prototype.getTransformNodesByID = function (id) {
  28886. return this.transformNodes.filter(function (m) {
  28887. return m.id === id;
  28888. });
  28889. };
  28890. /**
  28891. * Gets a mesh with its auto-generated unique id
  28892. * @param uniqueId defines the unique id to search for
  28893. * @return the found mesh or null if not found at all.
  28894. */
  28895. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28896. for (var index = 0; index < this.meshes.length; index++) {
  28897. if (this.meshes[index].uniqueId === uniqueId) {
  28898. return this.meshes[index];
  28899. }
  28900. }
  28901. return null;
  28902. };
  28903. /**
  28904. * Gets a the last added mesh using a given id
  28905. * @param id defines the id to search for
  28906. * @return the found mesh or null if not found at all.
  28907. */
  28908. Scene.prototype.getLastMeshByID = function (id) {
  28909. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28910. if (this.meshes[index].id === id) {
  28911. return this.meshes[index];
  28912. }
  28913. }
  28914. return null;
  28915. };
  28916. /**
  28917. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28918. * @param id defines the id to search for
  28919. * @return the found node or null if not found at all
  28920. */
  28921. Scene.prototype.getLastEntryByID = function (id) {
  28922. var index;
  28923. for (index = this.meshes.length - 1; index >= 0; index--) {
  28924. if (this.meshes[index].id === id) {
  28925. return this.meshes[index];
  28926. }
  28927. }
  28928. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28929. if (this.transformNodes[index].id === id) {
  28930. return this.transformNodes[index];
  28931. }
  28932. }
  28933. for (index = this.cameras.length - 1; index >= 0; index--) {
  28934. if (this.cameras[index].id === id) {
  28935. return this.cameras[index];
  28936. }
  28937. }
  28938. for (index = this.lights.length - 1; index >= 0; index--) {
  28939. if (this.lights[index].id === id) {
  28940. return this.lights[index];
  28941. }
  28942. }
  28943. return null;
  28944. };
  28945. /**
  28946. * Gets a node (Mesh, Camera, Light) using a given id
  28947. * @param id defines the id to search for
  28948. * @return the found node or null if not found at all
  28949. */
  28950. Scene.prototype.getNodeByID = function (id) {
  28951. var mesh = this.getMeshByID(id);
  28952. if (mesh) {
  28953. return mesh;
  28954. }
  28955. var transformNode = this.getTransformNodeByID(id);
  28956. if (transformNode) {
  28957. return transformNode;
  28958. }
  28959. var light = this.getLightByID(id);
  28960. if (light) {
  28961. return light;
  28962. }
  28963. var camera = this.getCameraByID(id);
  28964. if (camera) {
  28965. return camera;
  28966. }
  28967. var bone = this.getBoneByID(id);
  28968. if (bone) {
  28969. return bone;
  28970. }
  28971. return null;
  28972. };
  28973. /**
  28974. * Gets a node (Mesh, Camera, Light) using a given name
  28975. * @param name defines the name to search for
  28976. * @return the found node or null if not found at all.
  28977. */
  28978. Scene.prototype.getNodeByName = function (name) {
  28979. var mesh = this.getMeshByName(name);
  28980. if (mesh) {
  28981. return mesh;
  28982. }
  28983. var transformNode = this.getTransformNodeByName(name);
  28984. if (transformNode) {
  28985. return transformNode;
  28986. }
  28987. var light = this.getLightByName(name);
  28988. if (light) {
  28989. return light;
  28990. }
  28991. var camera = this.getCameraByName(name);
  28992. if (camera) {
  28993. return camera;
  28994. }
  28995. var bone = this.getBoneByName(name);
  28996. if (bone) {
  28997. return bone;
  28998. }
  28999. return null;
  29000. };
  29001. /**
  29002. * Gets a mesh using a given name
  29003. * @param name defines the name to search for
  29004. * @return the found mesh or null if not found at all.
  29005. */
  29006. Scene.prototype.getMeshByName = function (name) {
  29007. for (var index = 0; index < this.meshes.length; index++) {
  29008. if (this.meshes[index].name === name) {
  29009. return this.meshes[index];
  29010. }
  29011. }
  29012. return null;
  29013. };
  29014. /**
  29015. * Gets a transform node using a given name
  29016. * @param name defines the name to search for
  29017. * @return the found transform node or null if not found at all.
  29018. */
  29019. Scene.prototype.getTransformNodeByName = function (name) {
  29020. for (var index = 0; index < this.transformNodes.length; index++) {
  29021. if (this.transformNodes[index].name === name) {
  29022. return this.transformNodes[index];
  29023. }
  29024. }
  29025. return null;
  29026. };
  29027. /**
  29028. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  29029. * @param id defines the id to search for
  29030. * @return the found skeleton or null if not found at all.
  29031. */
  29032. Scene.prototype.getLastSkeletonByID = function (id) {
  29033. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29034. if (this.skeletons[index].id === id) {
  29035. return this.skeletons[index];
  29036. }
  29037. }
  29038. return null;
  29039. };
  29040. /**
  29041. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29042. * @param id defines the id to search for
  29043. * @return the found skeleton or null if not found at all.
  29044. */
  29045. Scene.prototype.getSkeletonById = function (id) {
  29046. for (var index = 0; index < this.skeletons.length; index++) {
  29047. if (this.skeletons[index].id === id) {
  29048. return this.skeletons[index];
  29049. }
  29050. }
  29051. return null;
  29052. };
  29053. /**
  29054. * Gets a skeleton using a given name
  29055. * @param name defines the name to search for
  29056. * @return the found skeleton or null if not found at all.
  29057. */
  29058. Scene.prototype.getSkeletonByName = function (name) {
  29059. for (var index = 0; index < this.skeletons.length; index++) {
  29060. if (this.skeletons[index].name === name) {
  29061. return this.skeletons[index];
  29062. }
  29063. }
  29064. return null;
  29065. };
  29066. /**
  29067. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29068. * @param id defines the id to search for
  29069. * @return the found morph target manager or null if not found at all.
  29070. */
  29071. Scene.prototype.getMorphTargetManagerById = function (id) {
  29072. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29073. if (this.morphTargetManagers[index].uniqueId === id) {
  29074. return this.morphTargetManagers[index];
  29075. }
  29076. }
  29077. return null;
  29078. };
  29079. /**
  29080. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29081. * @param id defines the id to search for
  29082. * @return the found morph target or null if not found at all.
  29083. */
  29084. Scene.prototype.getMorphTargetById = function (id) {
  29085. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29086. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29087. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29088. var target = morphTargetManager.getTarget(index);
  29089. if (target.id === id) {
  29090. return target;
  29091. }
  29092. }
  29093. }
  29094. return null;
  29095. };
  29096. /**
  29097. * Gets a boolean indicating if the given mesh is active
  29098. * @param mesh defines the mesh to look for
  29099. * @returns true if the mesh is in the active list
  29100. */
  29101. Scene.prototype.isActiveMesh = function (mesh) {
  29102. return (this._activeMeshes.indexOf(mesh) !== -1);
  29103. };
  29104. Object.defineProperty(Scene.prototype, "uid", {
  29105. /**
  29106. * Return a unique id as a string which can serve as an identifier for the scene
  29107. */
  29108. get: function () {
  29109. if (!this._uid) {
  29110. this._uid = BABYLON.Tools.RandomId();
  29111. }
  29112. return this._uid;
  29113. },
  29114. enumerable: true,
  29115. configurable: true
  29116. });
  29117. /**
  29118. * Add an externaly attached data from its key.
  29119. * This method call will fail and return false, if such key already exists.
  29120. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29121. * @param key the unique key that identifies the data
  29122. * @param data the data object to associate to the key for this Engine instance
  29123. * @return true if no such key were already present and the data was added successfully, false otherwise
  29124. */
  29125. Scene.prototype.addExternalData = function (key, data) {
  29126. if (!this._externalData) {
  29127. this._externalData = new BABYLON.StringDictionary();
  29128. }
  29129. return this._externalData.add(key, data);
  29130. };
  29131. /**
  29132. * Get an externaly attached data from its key
  29133. * @param key the unique key that identifies the data
  29134. * @return the associated data, if present (can be null), or undefined if not present
  29135. */
  29136. Scene.prototype.getExternalData = function (key) {
  29137. if (!this._externalData) {
  29138. return null;
  29139. }
  29140. return this._externalData.get(key);
  29141. };
  29142. /**
  29143. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29144. * @param key the unique key that identifies the data
  29145. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29146. * @return the associated data, can be null if the factory returned null.
  29147. */
  29148. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29149. if (!this._externalData) {
  29150. this._externalData = new BABYLON.StringDictionary();
  29151. }
  29152. return this._externalData.getOrAddWithFactory(key, factory);
  29153. };
  29154. /**
  29155. * Remove an externaly attached data from the Engine instance
  29156. * @param key the unique key that identifies the data
  29157. * @return true if the data was successfully removed, false if it doesn't exist
  29158. */
  29159. Scene.prototype.removeExternalData = function (key) {
  29160. return this._externalData.remove(key);
  29161. };
  29162. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29163. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29164. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29165. var step = _a[_i];
  29166. step.action(mesh, subMesh);
  29167. }
  29168. var material = subMesh.getMaterial();
  29169. if (material !== null && material !== undefined) {
  29170. // Render targets
  29171. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29172. if (this._processedMaterials.indexOf(material) === -1) {
  29173. this._processedMaterials.push(material);
  29174. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29175. }
  29176. }
  29177. // Dispatch
  29178. this._activeIndices.addCount(subMesh.indexCount, false);
  29179. this._renderingManager.dispatch(subMesh, mesh, material);
  29180. }
  29181. }
  29182. };
  29183. /**
  29184. * Clear the processed materials smart array preventing retention point in material dispose.
  29185. */
  29186. Scene.prototype.freeProcessedMaterials = function () {
  29187. this._processedMaterials.dispose();
  29188. };
  29189. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29190. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29191. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29192. * when disposing several meshes in a row or a hierarchy of meshes.
  29193. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29194. */
  29195. get: function () {
  29196. return this._preventFreeActiveMeshesAndRenderingGroups;
  29197. },
  29198. set: function (value) {
  29199. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29200. return;
  29201. }
  29202. if (value) {
  29203. this.freeActiveMeshes();
  29204. this.freeRenderingGroups();
  29205. }
  29206. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29207. },
  29208. enumerable: true,
  29209. configurable: true
  29210. });
  29211. /**
  29212. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29213. */
  29214. Scene.prototype.freeActiveMeshes = function () {
  29215. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29216. return;
  29217. }
  29218. this._activeMeshes.dispose();
  29219. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29220. this.activeCamera._activeMeshes.dispose();
  29221. }
  29222. if (this.activeCameras) {
  29223. for (var i = 0; i < this.activeCameras.length; i++) {
  29224. var activeCamera = this.activeCameras[i];
  29225. if (activeCamera && activeCamera._activeMeshes) {
  29226. activeCamera._activeMeshes.dispose();
  29227. }
  29228. }
  29229. }
  29230. };
  29231. /**
  29232. * Clear the info related to rendering groups preventing retention points during dispose.
  29233. */
  29234. Scene.prototype.freeRenderingGroups = function () {
  29235. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29236. return;
  29237. }
  29238. if (this._renderingManager) {
  29239. this._renderingManager.freeRenderingGroups();
  29240. }
  29241. if (this.textures) {
  29242. for (var i = 0; i < this.textures.length; i++) {
  29243. var texture = this.textures[i];
  29244. if (texture && texture.renderList) {
  29245. texture.freeRenderingGroups();
  29246. }
  29247. }
  29248. }
  29249. };
  29250. /** @hidden */
  29251. Scene.prototype._isInIntermediateRendering = function () {
  29252. return this._intermediateRendering;
  29253. };
  29254. /**
  29255. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29256. * @returns the current scene
  29257. */
  29258. Scene.prototype.freezeActiveMeshes = function () {
  29259. if (!this.activeCamera) {
  29260. return this;
  29261. }
  29262. if (!this._frustumPlanes) {
  29263. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29264. }
  29265. this._evaluateActiveMeshes();
  29266. this._activeMeshesFrozen = true;
  29267. return this;
  29268. };
  29269. /**
  29270. * Use this function to restart evaluating active meshes on every frame
  29271. * @returns the current scene
  29272. */
  29273. Scene.prototype.unfreezeActiveMeshes = function () {
  29274. this._activeMeshesFrozen = false;
  29275. return this;
  29276. };
  29277. Scene.prototype._evaluateActiveMeshes = function () {
  29278. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29279. return;
  29280. }
  29281. if (!this.activeCamera) {
  29282. return;
  29283. }
  29284. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29285. this.activeCamera._activeMeshes.reset();
  29286. this._activeMeshes.reset();
  29287. this._renderingManager.reset();
  29288. this._processedMaterials.reset();
  29289. this._activeParticleSystems.reset();
  29290. this._activeSkeletons.reset();
  29291. this._softwareSkinnedMeshes.reset();
  29292. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29293. var step = _a[_i];
  29294. step.action();
  29295. }
  29296. // Determine mesh candidates
  29297. var meshes = this.getActiveMeshCandidates();
  29298. // Check each mesh
  29299. var len = meshes.length;
  29300. for (var i = 0; i < len; i++) {
  29301. var mesh = meshes.data[i];
  29302. if (mesh.isBlocked) {
  29303. continue;
  29304. }
  29305. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29306. if (!mesh.isReady() || !mesh.isEnabled()) {
  29307. continue;
  29308. }
  29309. mesh.computeWorldMatrix();
  29310. // Intersections
  29311. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29312. this._meshesForIntersections.pushNoDuplicate(mesh);
  29313. }
  29314. // Switch to current LOD
  29315. var meshLOD = mesh.getLOD(this.activeCamera);
  29316. if (meshLOD === undefined || meshLOD === null) {
  29317. continue;
  29318. }
  29319. mesh._preActivate();
  29320. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29321. this._activeMeshes.push(mesh);
  29322. this.activeCamera._activeMeshes.push(mesh);
  29323. mesh._activate(this._renderId);
  29324. if (meshLOD !== mesh) {
  29325. meshLOD._activate(this._renderId);
  29326. }
  29327. this._activeMesh(mesh, meshLOD);
  29328. }
  29329. }
  29330. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29331. // Particle systems
  29332. if (this.particlesEnabled) {
  29333. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29334. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29335. var particleSystem = this.particleSystems[particleIndex];
  29336. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29337. continue;
  29338. }
  29339. var emitter = particleSystem.emitter;
  29340. if (!emitter.position || emitter.isEnabled()) {
  29341. this._activeParticleSystems.push(particleSystem);
  29342. particleSystem.animate();
  29343. this._renderingManager.dispatchParticles(particleSystem);
  29344. }
  29345. }
  29346. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29347. }
  29348. };
  29349. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29350. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29351. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29352. mesh.skeleton.prepare();
  29353. }
  29354. if (!mesh.computeBonesUsingShaders) {
  29355. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29356. }
  29357. }
  29358. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29359. var step = _a[_i];
  29360. step.action(sourceMesh, mesh);
  29361. }
  29362. if (mesh !== undefined && mesh !== null
  29363. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29364. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29365. var len = subMeshes.length;
  29366. for (var i = 0; i < len; i++) {
  29367. var subMesh = subMeshes.data[i];
  29368. this._evaluateSubMesh(subMesh, mesh);
  29369. }
  29370. }
  29371. };
  29372. /**
  29373. * Update the transform matrix to update from the current active camera
  29374. * @param force defines a boolean used to force the update even if cache is up to date
  29375. */
  29376. Scene.prototype.updateTransformMatrix = function (force) {
  29377. if (!this.activeCamera) {
  29378. return;
  29379. }
  29380. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29381. };
  29382. /**
  29383. * 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)
  29384. * @param alternateCamera defines the camera to use
  29385. */
  29386. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29387. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29388. };
  29389. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29390. if (camera && camera._skipRendering) {
  29391. return;
  29392. }
  29393. var engine = this._engine;
  29394. this.activeCamera = camera;
  29395. if (!this.activeCamera) {
  29396. throw new Error("Active camera not set");
  29397. }
  29398. // Viewport
  29399. engine.setViewport(this.activeCamera.viewport);
  29400. // Camera
  29401. this.resetCachedMaterial();
  29402. this._renderId++;
  29403. this.updateTransformMatrix();
  29404. if (camera._alternateCamera) {
  29405. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29406. this._alternateRendering = true;
  29407. }
  29408. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29409. // Meshes
  29410. this._evaluateActiveMeshes();
  29411. // Software skinning
  29412. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29413. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29414. mesh.applySkeleton(mesh.skeleton);
  29415. }
  29416. // Render targets
  29417. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29418. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29419. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29420. }
  29421. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29422. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29423. }
  29424. // Collects render targets from external components.
  29425. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29426. var step = _a[_i];
  29427. step.action(this._renderTargets);
  29428. }
  29429. if (this.renderTargetsEnabled) {
  29430. this._intermediateRendering = true;
  29431. if (this._renderTargets.length > 0) {
  29432. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29433. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29434. var renderTarget = this._renderTargets.data[renderIndex];
  29435. if (renderTarget._shouldRender()) {
  29436. this._renderId++;
  29437. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29438. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29439. }
  29440. }
  29441. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29442. this._renderId++;
  29443. }
  29444. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29445. var step = _c[_b];
  29446. step.action(this.activeCamera);
  29447. }
  29448. this._intermediateRendering = false;
  29449. if (this.activeCamera.outputRenderTarget) {
  29450. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29451. if (internalTexture) {
  29452. engine.bindFramebuffer(internalTexture);
  29453. }
  29454. else {
  29455. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29456. }
  29457. }
  29458. else {
  29459. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29460. }
  29461. }
  29462. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29463. // Prepare Frame
  29464. if (this.postProcessManager) {
  29465. this.postProcessManager._prepareFrame();
  29466. }
  29467. // Before Camera Draw
  29468. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29469. var step = _e[_d];
  29470. step.action(this.activeCamera);
  29471. }
  29472. // Render
  29473. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29474. this._renderingManager.render(null, null, true, true);
  29475. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29476. // After Camera Draw
  29477. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29478. var step = _g[_f];
  29479. step.action(this.activeCamera);
  29480. }
  29481. // Finalize frame
  29482. if (this.postProcessManager) {
  29483. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29484. }
  29485. // Reset some special arrays
  29486. this._renderTargets.reset();
  29487. this._alternateRendering = false;
  29488. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29489. };
  29490. Scene.prototype._processSubCameras = function (camera) {
  29491. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29492. this._renderForCamera(camera);
  29493. return;
  29494. }
  29495. // rig cameras
  29496. for (var index = 0; index < camera._rigCameras.length; index++) {
  29497. this._renderForCamera(camera._rigCameras[index], camera);
  29498. }
  29499. this.activeCamera = camera;
  29500. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29501. };
  29502. Scene.prototype._checkIntersections = function () {
  29503. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29504. var sourceMesh = this._meshesForIntersections.data[index];
  29505. if (!sourceMesh.actionManager) {
  29506. continue;
  29507. }
  29508. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29509. var action = sourceMesh.actionManager.actions[actionIndex];
  29510. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29511. var parameters = action.getTriggerParameter();
  29512. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29513. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29514. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29515. if (areIntersecting && currentIntersectionInProgress === -1) {
  29516. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29517. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29518. sourceMesh._intersectionsInProgress.push(otherMesh);
  29519. }
  29520. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29521. sourceMesh._intersectionsInProgress.push(otherMesh);
  29522. }
  29523. }
  29524. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29525. //They intersected, and now they don't.
  29526. //is this trigger an exit trigger? execute an event.
  29527. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29528. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29529. }
  29530. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29531. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29532. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29533. return otherMesh === parameterMesh;
  29534. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29535. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29536. }
  29537. }
  29538. }
  29539. }
  29540. }
  29541. };
  29542. /** @hidden */
  29543. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29544. // Do nothing. Code will be replaced if physics engine component is referenced
  29545. };
  29546. /**
  29547. * Render the scene
  29548. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29549. */
  29550. Scene.prototype.render = function (updateCameras) {
  29551. if (updateCameras === void 0) { updateCameras = true; }
  29552. if (this.isDisposed) {
  29553. return;
  29554. }
  29555. this._frameId++;
  29556. // Register components that have been associated lately to the scene.
  29557. this._registerTransientComponents();
  29558. this._activeParticles.fetchNewFrame();
  29559. this._totalVertices.fetchNewFrame();
  29560. this._activeIndices.fetchNewFrame();
  29561. this._activeBones.fetchNewFrame();
  29562. this._meshesForIntersections.reset();
  29563. this.resetCachedMaterial();
  29564. this.onBeforeAnimationsObservable.notifyObservers(this);
  29565. // Actions
  29566. if (this.actionManager) {
  29567. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29568. }
  29569. if (this._engine.isDeterministicLockStep()) {
  29570. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29571. var defaultFPS = (60.0 / 1000.0);
  29572. var defaultFrameTime = this.getDeterministicFrameTime();
  29573. var stepsTaken = 0;
  29574. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29575. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29576. internalSteps = Math.min(internalSteps, maxSubSteps);
  29577. do {
  29578. this.onBeforeStepObservable.notifyObservers(this);
  29579. // Animations
  29580. this._animationRatio = defaultFrameTime * defaultFPS;
  29581. this._animate();
  29582. this.onAfterAnimationsObservable.notifyObservers(this);
  29583. // Physics
  29584. this._advancePhysicsEngineStep(defaultFrameTime);
  29585. this.onAfterStepObservable.notifyObservers(this);
  29586. this._currentStepId++;
  29587. stepsTaken++;
  29588. deltaTime -= defaultFrameTime;
  29589. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29590. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29591. }
  29592. else {
  29593. // Animations
  29594. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29595. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29596. this._animate();
  29597. this.onAfterAnimationsObservable.notifyObservers(this);
  29598. // Physics
  29599. this._advancePhysicsEngineStep(deltaTime);
  29600. }
  29601. // Before camera update steps
  29602. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29603. var step = _a[_i];
  29604. step.action();
  29605. }
  29606. // Update Cameras
  29607. if (updateCameras) {
  29608. if (this.activeCameras.length > 0) {
  29609. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29610. var camera = this.activeCameras[cameraIndex];
  29611. camera.update();
  29612. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29613. // rig cameras
  29614. for (var index = 0; index < camera._rigCameras.length; index++) {
  29615. camera._rigCameras[index].update();
  29616. }
  29617. }
  29618. }
  29619. }
  29620. else if (this.activeCamera) {
  29621. this.activeCamera.update();
  29622. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29623. // rig cameras
  29624. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29625. this.activeCamera._rigCameras[index].update();
  29626. }
  29627. }
  29628. }
  29629. }
  29630. // Before render
  29631. this.onBeforeRenderObservable.notifyObservers(this);
  29632. // Customs render targets
  29633. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29634. var engine = this.getEngine();
  29635. var currentActiveCamera = this.activeCamera;
  29636. if (this.renderTargetsEnabled) {
  29637. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29638. this._intermediateRendering = true;
  29639. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29640. var renderTarget = this.customRenderTargets[customIndex];
  29641. if (renderTarget._shouldRender()) {
  29642. this._renderId++;
  29643. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29644. if (!this.activeCamera) {
  29645. throw new Error("Active camera not set");
  29646. }
  29647. // Viewport
  29648. engine.setViewport(this.activeCamera.viewport);
  29649. // Camera
  29650. this.updateTransformMatrix();
  29651. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29652. }
  29653. }
  29654. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29655. this._intermediateRendering = false;
  29656. this._renderId++;
  29657. }
  29658. // Restore back buffer
  29659. if (this.customRenderTargets.length > 0) {
  29660. engine.restoreDefaultFramebuffer();
  29661. }
  29662. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29663. this.activeCamera = currentActiveCamera;
  29664. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29665. var step = _c[_b];
  29666. step.action();
  29667. }
  29668. // Clear
  29669. if (this.autoClearDepthAndStencil || this.autoClear) {
  29670. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29671. }
  29672. // Collects render targets from external components.
  29673. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29674. var step = _e[_d];
  29675. step.action(this._renderTargets);
  29676. }
  29677. // Multi-cameras?
  29678. if (this.activeCameras.length > 0) {
  29679. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29680. if (cameraIndex > 0) {
  29681. this._engine.clear(null, false, true, true);
  29682. }
  29683. this._processSubCameras(this.activeCameras[cameraIndex]);
  29684. }
  29685. }
  29686. else {
  29687. if (!this.activeCamera) {
  29688. throw new Error("No camera defined");
  29689. }
  29690. this._processSubCameras(this.activeCamera);
  29691. }
  29692. // Intersection checks
  29693. this._checkIntersections();
  29694. // Executes the after render stage actions.
  29695. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29696. var step = _g[_f];
  29697. step.action();
  29698. }
  29699. // After render
  29700. if (this.afterRender) {
  29701. this.afterRender();
  29702. }
  29703. this.onAfterRenderObservable.notifyObservers(this);
  29704. // Cleaning
  29705. if (this._toBeDisposed.length) {
  29706. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29707. var data = this._toBeDisposed[index];
  29708. if (data) {
  29709. data.dispose();
  29710. }
  29711. }
  29712. this._toBeDisposed = [];
  29713. }
  29714. if (this.dumpNextRenderTargets) {
  29715. this.dumpNextRenderTargets = false;
  29716. }
  29717. this._activeBones.addCount(0, true);
  29718. this._activeIndices.addCount(0, true);
  29719. this._activeParticles.addCount(0, true);
  29720. };
  29721. /**
  29722. * Freeze all materials
  29723. * A frozen material will not be updatable but should be faster to render
  29724. */
  29725. Scene.prototype.freezeMaterials = function () {
  29726. for (var i = 0; i < this.materials.length; i++) {
  29727. this.materials[i].freeze();
  29728. }
  29729. };
  29730. /**
  29731. * Unfreeze all materials
  29732. * A frozen material will not be updatable but should be faster to render
  29733. */
  29734. Scene.prototype.unfreezeMaterials = function () {
  29735. for (var i = 0; i < this.materials.length; i++) {
  29736. this.materials[i].unfreeze();
  29737. }
  29738. };
  29739. /**
  29740. * Releases all held ressources
  29741. */
  29742. Scene.prototype.dispose = function () {
  29743. this.beforeRender = null;
  29744. this.afterRender = null;
  29745. this.skeletons = [];
  29746. this.morphTargetManagers = [];
  29747. this._transientComponents = [];
  29748. this._isReadyForMeshStage.clear();
  29749. this._beforeEvaluateActiveMeshStage.clear();
  29750. this._evaluateSubMeshStage.clear();
  29751. this._activeMeshStage.clear();
  29752. this._cameraDrawRenderTargetStage.clear();
  29753. this._beforeCameraDrawStage.clear();
  29754. this._beforeRenderTargetDrawStage.clear();
  29755. this._beforeRenderingGroupDrawStage.clear();
  29756. this._beforeRenderingMeshStage.clear();
  29757. this._afterRenderingMeshStage.clear();
  29758. this._afterRenderingGroupDrawStage.clear();
  29759. this._afterCameraDrawStage.clear();
  29760. this._afterRenderTargetDrawStage.clear();
  29761. this._afterRenderStage.clear();
  29762. this._beforeCameraUpdateStage.clear();
  29763. this._beforeClearStage.clear();
  29764. this._gatherRenderTargetsStage.clear();
  29765. this._gatherActiveCameraRenderTargetsStage.clear();
  29766. this._pointerMoveStage.clear();
  29767. this._pointerDownStage.clear();
  29768. this._pointerUpStage.clear();
  29769. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29770. var component = _a[_i];
  29771. component.dispose();
  29772. }
  29773. this.importedMeshesFiles = new Array();
  29774. this.stopAllAnimations();
  29775. this.resetCachedMaterial();
  29776. // Smart arrays
  29777. if (this.activeCamera) {
  29778. this.activeCamera._activeMeshes.dispose();
  29779. this.activeCamera = null;
  29780. }
  29781. this._activeMeshes.dispose();
  29782. this._renderingManager.dispose();
  29783. this._processedMaterials.dispose();
  29784. this._activeParticleSystems.dispose();
  29785. this._activeSkeletons.dispose();
  29786. this._softwareSkinnedMeshes.dispose();
  29787. this._renderTargets.dispose();
  29788. this._registeredForLateAnimationBindings.dispose();
  29789. this._meshesForIntersections.dispose();
  29790. this._toBeDisposed = [];
  29791. // Abort active requests
  29792. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29793. var request = _c[_b];
  29794. request.abort();
  29795. }
  29796. // Events
  29797. this.onDisposeObservable.notifyObservers(this);
  29798. this.onDisposeObservable.clear();
  29799. this.onBeforeRenderObservable.clear();
  29800. this.onAfterRenderObservable.clear();
  29801. this.onBeforeRenderTargetsRenderObservable.clear();
  29802. this.onAfterRenderTargetsRenderObservable.clear();
  29803. this.onAfterStepObservable.clear();
  29804. this.onBeforeStepObservable.clear();
  29805. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29806. this.onAfterActiveMeshesEvaluationObservable.clear();
  29807. this.onBeforeParticlesRenderingObservable.clear();
  29808. this.onAfterParticlesRenderingObservable.clear();
  29809. this.onBeforeDrawPhaseObservable.clear();
  29810. this.onAfterDrawPhaseObservable.clear();
  29811. this.onBeforeAnimationsObservable.clear();
  29812. this.onAfterAnimationsObservable.clear();
  29813. this.onDataLoadedObservable.clear();
  29814. this.onBeforeRenderingGroupObservable.clear();
  29815. this.onAfterRenderingGroupObservable.clear();
  29816. this.onMeshImportedObservable.clear();
  29817. this.onBeforeCameraRenderObservable.clear();
  29818. this.onAfterCameraRenderObservable.clear();
  29819. this.onReadyObservable.clear();
  29820. this.onNewCameraAddedObservable.clear();
  29821. this.onCameraRemovedObservable.clear();
  29822. this.onNewLightAddedObservable.clear();
  29823. this.onLightRemovedObservable.clear();
  29824. this.onNewGeometryAddedObservable.clear();
  29825. this.onGeometryRemovedObservable.clear();
  29826. this.onNewTransformNodeAddedObservable.clear();
  29827. this.onTransformNodeRemovedObservable.clear();
  29828. this.onNewMeshAddedObservable.clear();
  29829. this.onMeshRemovedObservable.clear();
  29830. this.onNewMaterialAddedObservable.clear();
  29831. this.onMaterialRemovedObservable.clear();
  29832. this.onNewTextureAddedObservable.clear();
  29833. this.onTextureRemovedObservable.clear();
  29834. this.onPrePointerObservable.clear();
  29835. this.onPointerObservable.clear();
  29836. this.onPreKeyboardObservable.clear();
  29837. this.onKeyboardObservable.clear();
  29838. this.onActiveCameraChanged.clear();
  29839. this.detachControl();
  29840. // Detach cameras
  29841. var canvas = this._engine.getRenderingCanvas();
  29842. if (canvas) {
  29843. var index;
  29844. for (index = 0; index < this.cameras.length; index++) {
  29845. this.cameras[index].detachControl(canvas);
  29846. }
  29847. }
  29848. // Release animation groups
  29849. while (this.animationGroups.length) {
  29850. this.animationGroups[0].dispose();
  29851. }
  29852. // Release lights
  29853. while (this.lights.length) {
  29854. this.lights[0].dispose();
  29855. }
  29856. // Release meshes
  29857. while (this.meshes.length) {
  29858. this.meshes[0].dispose(true);
  29859. }
  29860. while (this.transformNodes.length) {
  29861. this.removeTransformNode(this.transformNodes[0]);
  29862. }
  29863. // Release cameras
  29864. while (this.cameras.length) {
  29865. this.cameras[0].dispose();
  29866. }
  29867. // Release materials
  29868. if (this.defaultMaterial) {
  29869. this.defaultMaterial.dispose();
  29870. }
  29871. while (this.multiMaterials.length) {
  29872. this.multiMaterials[0].dispose();
  29873. }
  29874. while (this.materials.length) {
  29875. this.materials[0].dispose();
  29876. }
  29877. // Release particles
  29878. while (this.particleSystems.length) {
  29879. this.particleSystems[0].dispose();
  29880. }
  29881. // Release postProcesses
  29882. while (this.postProcesses.length) {
  29883. this.postProcesses[0].dispose();
  29884. }
  29885. // Release textures
  29886. while (this.textures.length) {
  29887. this.textures[0].dispose();
  29888. }
  29889. // Release UBO
  29890. this._sceneUbo.dispose();
  29891. if (this._alternateSceneUbo) {
  29892. this._alternateSceneUbo.dispose();
  29893. }
  29894. // Post-processes
  29895. this.postProcessManager.dispose();
  29896. // Remove from engine
  29897. index = this._engine.scenes.indexOf(this);
  29898. if (index > -1) {
  29899. this._engine.scenes.splice(index, 1);
  29900. }
  29901. this._engine.wipeCaches(true);
  29902. this._isDisposed = true;
  29903. };
  29904. Object.defineProperty(Scene.prototype, "isDisposed", {
  29905. /**
  29906. * Gets if the scene is already disposed
  29907. */
  29908. get: function () {
  29909. return this._isDisposed;
  29910. },
  29911. enumerable: true,
  29912. configurable: true
  29913. });
  29914. /**
  29915. * Call this function to reduce memory footprint of the scene.
  29916. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29917. */
  29918. Scene.prototype.clearCachedVertexData = function () {
  29919. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29920. var mesh = this.meshes[meshIndex];
  29921. var geometry = mesh.geometry;
  29922. if (geometry) {
  29923. geometry._indices = [];
  29924. for (var vbName in geometry._vertexBuffers) {
  29925. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29926. continue;
  29927. }
  29928. geometry._vertexBuffers[vbName]._buffer._data = null;
  29929. }
  29930. }
  29931. }
  29932. };
  29933. /**
  29934. * This function will remove the local cached buffer data from texture.
  29935. * It will save memory but will prevent the texture from being rebuilt
  29936. */
  29937. Scene.prototype.cleanCachedTextureBuffer = function () {
  29938. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29939. var baseTexture = _a[_i];
  29940. var buffer = baseTexture._buffer;
  29941. if (buffer) {
  29942. baseTexture._buffer = null;
  29943. }
  29944. }
  29945. };
  29946. /**
  29947. * Get the world extend vectors with an optional filter
  29948. *
  29949. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29950. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29951. */
  29952. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29953. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29954. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29955. filterPredicate = filterPredicate || (function () { return true; });
  29956. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29957. mesh.computeWorldMatrix(true);
  29958. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29959. return;
  29960. }
  29961. var boundingInfo = mesh.getBoundingInfo();
  29962. var minBox = boundingInfo.boundingBox.minimumWorld;
  29963. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29964. BABYLON.Tools.CheckExtends(minBox, min, max);
  29965. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29966. });
  29967. return {
  29968. min: min,
  29969. max: max
  29970. };
  29971. };
  29972. // Picking
  29973. /**
  29974. * Creates a ray that can be used to pick in the scene
  29975. * @param x defines the x coordinate of the origin (on-screen)
  29976. * @param y defines the y coordinate of the origin (on-screen)
  29977. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29978. * @param camera defines the camera to use for the picking
  29979. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29980. * @returns a Ray
  29981. */
  29982. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29983. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29984. var result = BABYLON.Ray.Zero();
  29985. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29986. return result;
  29987. };
  29988. /**
  29989. * Creates a ray that can be used to pick in the scene
  29990. * @param x defines the x coordinate of the origin (on-screen)
  29991. * @param y defines the y coordinate of the origin (on-screen)
  29992. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29993. * @param result defines the ray where to store the picking ray
  29994. * @param camera defines the camera to use for the picking
  29995. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29996. * @returns the current scene
  29997. */
  29998. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  29999. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30000. var engine = this._engine;
  30001. if (!camera) {
  30002. if (!this.activeCamera) {
  30003. throw new Error("Active camera not set");
  30004. }
  30005. camera = this.activeCamera;
  30006. }
  30007. var cameraViewport = camera.viewport;
  30008. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30009. // Moving coordinates to local viewport world
  30010. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30011. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30012. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  30013. return this;
  30014. };
  30015. /**
  30016. * Creates a ray that can be used to pick in the scene
  30017. * @param x defines the x coordinate of the origin (on-screen)
  30018. * @param y defines the y coordinate of the origin (on-screen)
  30019. * @param camera defines the camera to use for the picking
  30020. * @returns a Ray
  30021. */
  30022. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  30023. var result = BABYLON.Ray.Zero();
  30024. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  30025. return result;
  30026. };
  30027. /**
  30028. * Creates a ray that can be used to pick in the scene
  30029. * @param x defines the x coordinate of the origin (on-screen)
  30030. * @param y defines the y coordinate of the origin (on-screen)
  30031. * @param result defines the ray where to store the picking ray
  30032. * @param camera defines the camera to use for the picking
  30033. * @returns the current scene
  30034. */
  30035. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30036. if (!BABYLON.PickingInfo) {
  30037. return this;
  30038. }
  30039. var engine = this._engine;
  30040. if (!camera) {
  30041. if (!this.activeCamera) {
  30042. throw new Error("Active camera not set");
  30043. }
  30044. camera = this.activeCamera;
  30045. }
  30046. var cameraViewport = camera.viewport;
  30047. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30048. var identity = BABYLON.Matrix.Identity();
  30049. // Moving coordinates to local viewport world
  30050. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30051. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30052. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30053. return this;
  30054. };
  30055. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30056. if (!BABYLON.PickingInfo) {
  30057. return null;
  30058. }
  30059. var pickingInfo = null;
  30060. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30061. var mesh = this.meshes[meshIndex];
  30062. if (predicate) {
  30063. if (!predicate(mesh)) {
  30064. continue;
  30065. }
  30066. }
  30067. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30068. continue;
  30069. }
  30070. var world = mesh.getWorldMatrix();
  30071. var ray = rayFunction(world);
  30072. var result = mesh.intersects(ray, fastCheck);
  30073. if (!result || !result.hit) {
  30074. continue;
  30075. }
  30076. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30077. continue;
  30078. }
  30079. pickingInfo = result;
  30080. if (fastCheck) {
  30081. break;
  30082. }
  30083. }
  30084. return pickingInfo || new BABYLON.PickingInfo();
  30085. };
  30086. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30087. if (!BABYLON.PickingInfo) {
  30088. return null;
  30089. }
  30090. var pickingInfos = new Array();
  30091. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30092. var mesh = this.meshes[meshIndex];
  30093. if (predicate) {
  30094. if (!predicate(mesh)) {
  30095. continue;
  30096. }
  30097. }
  30098. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30099. continue;
  30100. }
  30101. var world = mesh.getWorldMatrix();
  30102. var ray = rayFunction(world);
  30103. var result = mesh.intersects(ray, false);
  30104. if (!result || !result.hit) {
  30105. continue;
  30106. }
  30107. pickingInfos.push(result);
  30108. }
  30109. return pickingInfos;
  30110. };
  30111. /** Launch a ray to try to pick a mesh in the scene
  30112. * @param x position on screen
  30113. * @param y position on screen
  30114. * @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
  30115. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30116. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30117. * @returns a PickingInfo
  30118. */
  30119. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30120. var _this = this;
  30121. if (!BABYLON.PickingInfo) {
  30122. return null;
  30123. }
  30124. var result = this._internalPick(function (world) {
  30125. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30126. return _this._tempPickingRay;
  30127. }, predicate, fastCheck);
  30128. if (result) {
  30129. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30130. }
  30131. return result;
  30132. };
  30133. /** Use the given ray to pick a mesh in the scene
  30134. * @param ray The ray to use to pick meshes
  30135. * @param predicate Predicate function used to determine eligible meshes. Can be set to null. In this case, a mesh must have isPickable set to true
  30136. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30137. * @returns a PickingInfo
  30138. */
  30139. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30140. var _this = this;
  30141. var result = this._internalPick(function (world) {
  30142. if (!_this._pickWithRayInverseMatrix) {
  30143. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30144. }
  30145. world.invertToRef(_this._pickWithRayInverseMatrix);
  30146. if (!_this._cachedRayForTransform) {
  30147. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30148. }
  30149. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30150. return _this._cachedRayForTransform;
  30151. }, predicate, fastCheck);
  30152. if (result) {
  30153. result.ray = ray;
  30154. }
  30155. return result;
  30156. };
  30157. /**
  30158. * Launch a ray to try to pick a mesh in the scene
  30159. * @param x X position on screen
  30160. * @param y Y position on screen
  30161. * @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
  30162. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30163. * @returns an array of PickingInfo
  30164. */
  30165. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30166. var _this = this;
  30167. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30168. };
  30169. /**
  30170. * Launch a ray to try to pick a mesh in the scene
  30171. * @param ray Ray to use
  30172. * @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
  30173. * @returns an array of PickingInfo
  30174. */
  30175. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30176. var _this = this;
  30177. return this._internalMultiPick(function (world) {
  30178. if (!_this._pickWithRayInverseMatrix) {
  30179. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30180. }
  30181. world.invertToRef(_this._pickWithRayInverseMatrix);
  30182. if (!_this._cachedRayForTransform) {
  30183. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30184. }
  30185. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30186. return _this._cachedRayForTransform;
  30187. }, predicate);
  30188. };
  30189. /**
  30190. * Force the value of meshUnderPointer
  30191. * @param mesh defines the mesh to use
  30192. */
  30193. Scene.prototype.setPointerOverMesh = function (mesh) {
  30194. if (this._pointerOverMesh === mesh) {
  30195. return;
  30196. }
  30197. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30198. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30199. }
  30200. this._pointerOverMesh = mesh;
  30201. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30202. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30203. }
  30204. };
  30205. /**
  30206. * Gets the mesh under the pointer
  30207. * @returns a Mesh or null if no mesh is under the pointer
  30208. */
  30209. Scene.prototype.getPointerOverMesh = function () {
  30210. return this._pointerOverMesh;
  30211. };
  30212. // Misc.
  30213. /** @hidden */
  30214. Scene.prototype._rebuildGeometries = function () {
  30215. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30216. var geometry = _a[_i];
  30217. geometry._rebuild();
  30218. }
  30219. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30220. var mesh = _c[_b];
  30221. mesh._rebuild();
  30222. }
  30223. if (this.postProcessManager) {
  30224. this.postProcessManager._rebuild();
  30225. }
  30226. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30227. var component = _e[_d];
  30228. component.rebuild();
  30229. }
  30230. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30231. var system = _g[_f];
  30232. system.rebuild();
  30233. }
  30234. };
  30235. /** @hidden */
  30236. Scene.prototype._rebuildTextures = function () {
  30237. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30238. var texture = _a[_i];
  30239. texture._rebuild();
  30240. }
  30241. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30242. };
  30243. // Tags
  30244. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30245. if (tagsQuery === undefined) {
  30246. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30247. return list;
  30248. }
  30249. var listByTags = [];
  30250. forEach = forEach || (function (item) { return; });
  30251. for (var i in list) {
  30252. var item = list[i];
  30253. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30254. listByTags.push(item);
  30255. forEach(item);
  30256. }
  30257. }
  30258. return listByTags;
  30259. };
  30260. /**
  30261. * Get a list of meshes by tags
  30262. * @param tagsQuery defines the tags query to use
  30263. * @param forEach defines a predicate used to filter results
  30264. * @returns an array of Mesh
  30265. */
  30266. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30267. return this._getByTags(this.meshes, tagsQuery, forEach);
  30268. };
  30269. /**
  30270. * Get a list of cameras by tags
  30271. * @param tagsQuery defines the tags query to use
  30272. * @param forEach defines a predicate used to filter results
  30273. * @returns an array of Camera
  30274. */
  30275. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30276. return this._getByTags(this.cameras, tagsQuery, forEach);
  30277. };
  30278. /**
  30279. * Get a list of lights by tags
  30280. * @param tagsQuery defines the tags query to use
  30281. * @param forEach defines a predicate used to filter results
  30282. * @returns an array of Light
  30283. */
  30284. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30285. return this._getByTags(this.lights, tagsQuery, forEach);
  30286. };
  30287. /**
  30288. * Get a list of materials by tags
  30289. * @param tagsQuery defines the tags query to use
  30290. * @param forEach defines a predicate used to filter results
  30291. * @returns an array of Material
  30292. */
  30293. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30294. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30295. };
  30296. /**
  30297. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30298. * This allowed control for front to back rendering or reversly depending of the special needs.
  30299. *
  30300. * @param renderingGroupId The rendering group id corresponding to its index
  30301. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30302. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30303. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30304. */
  30305. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30306. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30307. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30308. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30309. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30310. };
  30311. /**
  30312. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30313. *
  30314. * @param renderingGroupId The rendering group id corresponding to its index
  30315. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30316. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30317. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30318. */
  30319. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30320. if (depth === void 0) { depth = true; }
  30321. if (stencil === void 0) { stencil = true; }
  30322. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30323. };
  30324. /**
  30325. * Gets the current auto clear configuration for one rendering group of the rendering
  30326. * manager.
  30327. * @param index the rendering group index to get the information for
  30328. * @returns The auto clear setup for the requested rendering group
  30329. */
  30330. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30331. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30332. };
  30333. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30334. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30335. get: function () {
  30336. return this._blockMaterialDirtyMechanism;
  30337. },
  30338. set: function (value) {
  30339. if (this._blockMaterialDirtyMechanism === value) {
  30340. return;
  30341. }
  30342. this._blockMaterialDirtyMechanism = value;
  30343. if (!value) { // Do a complete update
  30344. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30345. }
  30346. },
  30347. enumerable: true,
  30348. configurable: true
  30349. });
  30350. /**
  30351. * Will flag all materials as dirty to trigger new shader compilation
  30352. * @param flag defines the flag used to specify which material part must be marked as dirty
  30353. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30354. */
  30355. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30356. if (this._blockMaterialDirtyMechanism) {
  30357. return;
  30358. }
  30359. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30360. var material = _a[_i];
  30361. if (predicate && !predicate(material)) {
  30362. continue;
  30363. }
  30364. material.markAsDirty(flag);
  30365. }
  30366. };
  30367. /** @hidden */
  30368. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30369. var _this = this;
  30370. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30371. this._activeRequests.push(request);
  30372. request.onCompleteObservable.add(function (request) {
  30373. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30374. });
  30375. return request;
  30376. };
  30377. /** @hidden */
  30378. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30379. var _this = this;
  30380. return new Promise(function (resolve, reject) {
  30381. _this._loadFile(url, function (data) {
  30382. resolve(data);
  30383. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30384. reject(exception);
  30385. });
  30386. });
  30387. };
  30388. // Statics
  30389. Scene._uniqueIdCounter = 0;
  30390. /** The fog is deactivated */
  30391. Scene.FOGMODE_NONE = 0;
  30392. /** The fog density is following an exponential function */
  30393. Scene.FOGMODE_EXP = 1;
  30394. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30395. Scene.FOGMODE_EXP2 = 2;
  30396. /** The fog density is following a linear function. */
  30397. Scene.FOGMODE_LINEAR = 3;
  30398. /**
  30399. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30400. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30401. */
  30402. Scene.MinDeltaTime = 1.0;
  30403. /**
  30404. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30405. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30406. */
  30407. Scene.MaxDeltaTime = 1000.0;
  30408. /** The distance in pixel that you have to move to prevent some events */
  30409. Scene.DragMovementThreshold = 10; // in pixels
  30410. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30411. Scene.LongPressDelay = 500; // in milliseconds
  30412. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30413. Scene.DoubleClickDelay = 300; // in milliseconds
  30414. /** If you need to check double click without raising a single click at first click, enable this flag */
  30415. Scene.ExclusiveDoubleClickMode = false;
  30416. return Scene;
  30417. }(BABYLON.AbstractScene));
  30418. BABYLON.Scene = Scene;
  30419. })(BABYLON || (BABYLON = {}));
  30420. //# sourceMappingURL=babylon.scene.js.map
  30421. var BABYLON;
  30422. (function (BABYLON) {
  30423. /**
  30424. * Set of assets to keep when moving a scene into an asset container.
  30425. */
  30426. var KeepAssets = /** @class */ (function (_super) {
  30427. __extends(KeepAssets, _super);
  30428. function KeepAssets() {
  30429. return _super !== null && _super.apply(this, arguments) || this;
  30430. }
  30431. return KeepAssets;
  30432. }(BABYLON.AbstractScene));
  30433. BABYLON.KeepAssets = KeepAssets;
  30434. /**
  30435. * Container with a set of assets that can be added or removed from a scene.
  30436. */
  30437. var AssetContainer = /** @class */ (function (_super) {
  30438. __extends(AssetContainer, _super);
  30439. /**
  30440. * Instantiates an AssetContainer.
  30441. * @param scene The scene the AssetContainer belongs to.
  30442. */
  30443. function AssetContainer(scene) {
  30444. var _this = _super.call(this) || this;
  30445. _this.scene = scene;
  30446. _this["sounds"] = [];
  30447. _this["effectLayers"] = [];
  30448. _this["layers"] = [];
  30449. _this["lensFlareSystems"] = [];
  30450. _this["proceduralTextures"] = [];
  30451. _this["reflectionProbes"] = [];
  30452. return _this;
  30453. }
  30454. /**
  30455. * Adds all the assets from the container to the scene.
  30456. */
  30457. AssetContainer.prototype.addAllToScene = function () {
  30458. var _this = this;
  30459. this.cameras.forEach(function (o) {
  30460. _this.scene.addCamera(o);
  30461. });
  30462. this.lights.forEach(function (o) {
  30463. _this.scene.addLight(o);
  30464. });
  30465. this.meshes.forEach(function (o) {
  30466. _this.scene.addMesh(o);
  30467. });
  30468. this.skeletons.forEach(function (o) {
  30469. _this.scene.addSkeleton(o);
  30470. });
  30471. this.animations.forEach(function (o) {
  30472. _this.scene.addAnimation(o);
  30473. });
  30474. this.animationGroups.forEach(function (o) {
  30475. _this.scene.addAnimationGroup(o);
  30476. });
  30477. this.multiMaterials.forEach(function (o) {
  30478. _this.scene.addMultiMaterial(o);
  30479. });
  30480. this.materials.forEach(function (o) {
  30481. _this.scene.addMaterial(o);
  30482. });
  30483. this.morphTargetManagers.forEach(function (o) {
  30484. _this.scene.addMorphTargetManager(o);
  30485. });
  30486. this.geometries.forEach(function (o) {
  30487. _this.scene.addGeometry(o);
  30488. });
  30489. this.transformNodes.forEach(function (o) {
  30490. _this.scene.addTransformNode(o);
  30491. });
  30492. this.actionManagers.forEach(function (o) {
  30493. _this.scene.addActionManager(o);
  30494. });
  30495. this.textures.forEach(function (o) {
  30496. _this.scene.addTexture(o);
  30497. });
  30498. this.reflectionProbes.forEach(function (o) {
  30499. _this.scene.addReflectionProbe(o);
  30500. });
  30501. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30502. var component = _a[_i];
  30503. component.addFromContainer(this);
  30504. }
  30505. };
  30506. /**
  30507. * Removes all the assets in the container from the scene
  30508. */
  30509. AssetContainer.prototype.removeAllFromScene = function () {
  30510. var _this = this;
  30511. this.cameras.forEach(function (o) {
  30512. _this.scene.removeCamera(o);
  30513. });
  30514. this.lights.forEach(function (o) {
  30515. _this.scene.removeLight(o);
  30516. });
  30517. this.meshes.forEach(function (o) {
  30518. _this.scene.removeMesh(o);
  30519. });
  30520. this.skeletons.forEach(function (o) {
  30521. _this.scene.removeSkeleton(o);
  30522. });
  30523. this.animations.forEach(function (o) {
  30524. _this.scene.removeAnimation(o);
  30525. });
  30526. this.animationGroups.forEach(function (o) {
  30527. _this.scene.removeAnimationGroup(o);
  30528. });
  30529. this.multiMaterials.forEach(function (o) {
  30530. _this.scene.removeMultiMaterial(o);
  30531. });
  30532. this.materials.forEach(function (o) {
  30533. _this.scene.removeMaterial(o);
  30534. });
  30535. this.morphTargetManagers.forEach(function (o) {
  30536. _this.scene.removeMorphTargetManager(o);
  30537. });
  30538. this.geometries.forEach(function (o) {
  30539. _this.scene.removeGeometry(o);
  30540. });
  30541. this.transformNodes.forEach(function (o) {
  30542. _this.scene.removeTransformNode(o);
  30543. });
  30544. this.actionManagers.forEach(function (o) {
  30545. _this.scene.removeActionManager(o);
  30546. });
  30547. this.textures.forEach(function (o) {
  30548. _this.scene.removeTexture(o);
  30549. });
  30550. this.reflectionProbes.forEach(function (o) {
  30551. _this.scene.removeReflectionProbe(o);
  30552. });
  30553. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30554. var component = _a[_i];
  30555. component.removeFromContainer(this);
  30556. }
  30557. };
  30558. /**
  30559. * Disposes all the assets in the container
  30560. */
  30561. AssetContainer.prototype.dispose = function () {
  30562. this.cameras.forEach(function (o) {
  30563. o.dispose();
  30564. });
  30565. this.lights.forEach(function (o) {
  30566. o.dispose();
  30567. });
  30568. this.meshes.forEach(function (o) {
  30569. o.dispose();
  30570. });
  30571. this.skeletons.forEach(function (o) {
  30572. o.dispose();
  30573. });
  30574. this.animationGroups.forEach(function (o) {
  30575. o.dispose();
  30576. });
  30577. this.multiMaterials.forEach(function (o) {
  30578. o.dispose();
  30579. });
  30580. this.materials.forEach(function (o) {
  30581. o.dispose();
  30582. });
  30583. this.geometries.forEach(function (o) {
  30584. o.dispose();
  30585. });
  30586. this.transformNodes.forEach(function (o) {
  30587. o.dispose();
  30588. });
  30589. this.actionManagers.forEach(function (o) {
  30590. o.dispose();
  30591. });
  30592. this.textures.forEach(function (o) {
  30593. o.dispose();
  30594. });
  30595. this.reflectionProbes.forEach(function (o) {
  30596. o.dispose();
  30597. });
  30598. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30599. var component = _a[_i];
  30600. component.dispose();
  30601. }
  30602. };
  30603. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30604. if (!sourceAssets) {
  30605. return;
  30606. }
  30607. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30608. var asset = sourceAssets_1[_i];
  30609. var move = true;
  30610. if (keepAssets) {
  30611. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30612. var keepAsset = keepAssets_1[_a];
  30613. if (asset === keepAsset) {
  30614. move = false;
  30615. break;
  30616. }
  30617. }
  30618. }
  30619. if (move) {
  30620. targetAssets.push(asset);
  30621. }
  30622. }
  30623. };
  30624. /**
  30625. * Removes all the assets contained in the scene and adds them to the container.
  30626. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30627. */
  30628. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30629. if (keepAssets === undefined) {
  30630. keepAssets = new KeepAssets();
  30631. }
  30632. for (var key in this) {
  30633. if (this.hasOwnProperty(key)) {
  30634. this[key] = this[key] || [];
  30635. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30636. }
  30637. }
  30638. this.removeAllFromScene();
  30639. };
  30640. /**
  30641. * Adds all meshes in the asset container to a root mesh that can be used to position all the contained meshes. The root mesh is then added to the front of the meshes in the assetContainer.
  30642. * @returns the root mesh
  30643. */
  30644. AssetContainer.prototype.createRootMesh = function () {
  30645. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30646. this.meshes.forEach(function (m) {
  30647. if (!m.parent) {
  30648. rootMesh.addChild(m);
  30649. }
  30650. });
  30651. this.meshes.unshift(rootMesh);
  30652. return rootMesh;
  30653. };
  30654. return AssetContainer;
  30655. }(BABYLON.AbstractScene));
  30656. BABYLON.AssetContainer = AssetContainer;
  30657. })(BABYLON || (BABYLON = {}));
  30658. //# sourceMappingURL=babylon.assetContainer.js.map
  30659. var BABYLON;
  30660. (function (BABYLON) {
  30661. /**
  30662. * Class used to store data that will be store in GPU memory
  30663. */
  30664. var Buffer = /** @class */ (function () {
  30665. /**
  30666. * Constructor
  30667. * @param engine the engine
  30668. * @param data the data to use for this buffer
  30669. * @param updatable whether the data is updatable
  30670. * @param stride the stride (optional)
  30671. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30672. * @param instanced whether the buffer is instanced (optional)
  30673. * @param useBytes set to true if the stride in in bytes (optional)
  30674. */
  30675. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30676. if (stride === void 0) { stride = 0; }
  30677. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30678. if (instanced === void 0) { instanced = false; }
  30679. if (useBytes === void 0) { useBytes = false; }
  30680. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30681. this._engine = engine.getScene().getEngine();
  30682. }
  30683. else {
  30684. this._engine = engine;
  30685. }
  30686. this._updatable = updatable;
  30687. this._instanced = instanced;
  30688. this._data = data;
  30689. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30690. if (!postponeInternalCreation) { // by default
  30691. this.create();
  30692. }
  30693. }
  30694. /**
  30695. * Create a new VertexBuffer based on the current buffer
  30696. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30697. * @param offset defines offset in the buffer (0 by default)
  30698. * @param size defines the size in floats of attributes (position is 3 for instance)
  30699. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30700. * @param instanced defines if the vertex buffer contains indexed data
  30701. * @param useBytes defines if the offset and stride are in bytes
  30702. * @returns the new vertex buffer
  30703. */
  30704. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30705. if (useBytes === void 0) { useBytes = false; }
  30706. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30707. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30708. // a lot of these parameters are ignored as they are overriden by the buffer
  30709. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30710. };
  30711. // Properties
  30712. /**
  30713. * Gets a boolean indicating if the Buffer is updatable?
  30714. * @returns true if the buffer is updatable
  30715. */
  30716. Buffer.prototype.isUpdatable = function () {
  30717. return this._updatable;
  30718. };
  30719. /**
  30720. * Gets current buffer's data
  30721. * @returns a DataArray or null
  30722. */
  30723. Buffer.prototype.getData = function () {
  30724. return this._data;
  30725. };
  30726. /**
  30727. * Gets underlying native buffer
  30728. * @returns underlying native buffer
  30729. */
  30730. Buffer.prototype.getBuffer = function () {
  30731. return this._buffer;
  30732. };
  30733. /**
  30734. * Gets the stride in float32 units (i.e. byte stride / 4).
  30735. * May not be an integer if the byte stride is not divisible by 4.
  30736. * DEPRECATED. Use byteStride instead.
  30737. * @returns the stride in float32 units
  30738. */
  30739. Buffer.prototype.getStrideSize = function () {
  30740. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30741. };
  30742. // Methods
  30743. /**
  30744. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30745. * @param data defines the data to store
  30746. */
  30747. Buffer.prototype.create = function (data) {
  30748. if (data === void 0) { data = null; }
  30749. if (!data && this._buffer) {
  30750. return; // nothing to do
  30751. }
  30752. data = data || this._data;
  30753. if (!data) {
  30754. return;
  30755. }
  30756. if (!this._buffer) { // create buffer
  30757. if (this._updatable) {
  30758. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30759. this._data = data;
  30760. }
  30761. else {
  30762. this._buffer = this._engine.createVertexBuffer(data);
  30763. }
  30764. }
  30765. else if (this._updatable) { // update buffer
  30766. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30767. this._data = data;
  30768. }
  30769. };
  30770. /** @hidden */
  30771. Buffer.prototype._rebuild = function () {
  30772. this._buffer = null;
  30773. this.create(this._data);
  30774. };
  30775. /**
  30776. * Update current buffer data
  30777. * @param data defines the data to store
  30778. */
  30779. Buffer.prototype.update = function (data) {
  30780. this.create(data);
  30781. };
  30782. /**
  30783. * Updates the data directly.
  30784. * @param data the new data
  30785. * @param offset the new offset
  30786. * @param vertexCount the vertex count (optional)
  30787. * @param useBytes set to true if the offset is in bytes
  30788. */
  30789. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30790. if (useBytes === void 0) { useBytes = false; }
  30791. if (!this._buffer) {
  30792. return;
  30793. }
  30794. if (this._updatable) { // update buffer
  30795. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30796. this._data = null;
  30797. }
  30798. };
  30799. /**
  30800. * Release all resources
  30801. */
  30802. Buffer.prototype.dispose = function () {
  30803. if (!this._buffer) {
  30804. return;
  30805. }
  30806. if (this._engine._releaseBuffer(this._buffer)) {
  30807. this._buffer = null;
  30808. }
  30809. };
  30810. return Buffer;
  30811. }());
  30812. BABYLON.Buffer = Buffer;
  30813. })(BABYLON || (BABYLON = {}));
  30814. //# sourceMappingURL=babylon.buffer.js.map
  30815. var BABYLON;
  30816. (function (BABYLON) {
  30817. /**
  30818. * Specialized buffer used to store vertex data
  30819. */
  30820. var VertexBuffer = /** @class */ (function () {
  30821. /**
  30822. * Constructor
  30823. * @param engine the engine
  30824. * @param data the data to use for this vertex buffer
  30825. * @param kind the vertex buffer kind
  30826. * @param updatable whether the data is updatable
  30827. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30828. * @param stride the stride (optional)
  30829. * @param instanced whether the buffer is instanced (optional)
  30830. * @param offset the offset of the data (optional)
  30831. * @param size the number of components (optional)
  30832. * @param type the type of the component (optional)
  30833. * @param normalized whether the data contains normalized data (optional)
  30834. * @param useBytes set to true if stride and offset are in bytes (optional)
  30835. */
  30836. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30837. if (normalized === void 0) { normalized = false; }
  30838. if (useBytes === void 0) { useBytes = false; }
  30839. if (data instanceof BABYLON.Buffer) {
  30840. this._buffer = data;
  30841. this._ownsBuffer = false;
  30842. }
  30843. else {
  30844. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30845. this._ownsBuffer = true;
  30846. }
  30847. this._kind = kind;
  30848. if (type == undefined) {
  30849. var data_1 = this.getData();
  30850. this.type = VertexBuffer.FLOAT;
  30851. if (data_1 instanceof Int8Array) {
  30852. this.type = VertexBuffer.BYTE;
  30853. }
  30854. else if (data_1 instanceof Uint8Array) {
  30855. this.type = VertexBuffer.UNSIGNED_BYTE;
  30856. }
  30857. else if (data_1 instanceof Int16Array) {
  30858. this.type = VertexBuffer.SHORT;
  30859. }
  30860. else if (data_1 instanceof Uint16Array) {
  30861. this.type = VertexBuffer.UNSIGNED_SHORT;
  30862. }
  30863. else if (data_1 instanceof Int32Array) {
  30864. this.type = VertexBuffer.INT;
  30865. }
  30866. else if (data_1 instanceof Uint32Array) {
  30867. this.type = VertexBuffer.UNSIGNED_INT;
  30868. }
  30869. }
  30870. else {
  30871. this.type = type;
  30872. }
  30873. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30874. if (useBytes) {
  30875. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30876. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30877. this.byteOffset = offset || 0;
  30878. }
  30879. else {
  30880. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30881. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30882. this.byteOffset = (offset || 0) * typeByteLength;
  30883. }
  30884. this.normalized = normalized;
  30885. this._instanced = instanced !== undefined ? instanced : false;
  30886. this._instanceDivisor = instanced ? 1 : 0;
  30887. }
  30888. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30889. /**
  30890. * Gets or sets the instance divisor when in instanced mode
  30891. */
  30892. get: function () {
  30893. return this._instanceDivisor;
  30894. },
  30895. set: function (value) {
  30896. this._instanceDivisor = value;
  30897. if (value == 0) {
  30898. this._instanced = false;
  30899. }
  30900. else {
  30901. this._instanced = true;
  30902. }
  30903. },
  30904. enumerable: true,
  30905. configurable: true
  30906. });
  30907. /** @hidden */
  30908. VertexBuffer.prototype._rebuild = function () {
  30909. if (!this._buffer) {
  30910. return;
  30911. }
  30912. this._buffer._rebuild();
  30913. };
  30914. /**
  30915. * Returns the kind of the VertexBuffer (string)
  30916. * @returns a string
  30917. */
  30918. VertexBuffer.prototype.getKind = function () {
  30919. return this._kind;
  30920. };
  30921. // Properties
  30922. /**
  30923. * Gets a boolean indicating if the VertexBuffer is updatable?
  30924. * @returns true if the buffer is updatable
  30925. */
  30926. VertexBuffer.prototype.isUpdatable = function () {
  30927. return this._buffer.isUpdatable();
  30928. };
  30929. /**
  30930. * Gets current buffer's data
  30931. * @returns a DataArray or null
  30932. */
  30933. VertexBuffer.prototype.getData = function () {
  30934. return this._buffer.getData();
  30935. };
  30936. /**
  30937. * Gets underlying native buffer
  30938. * @returns underlying native buffer
  30939. */
  30940. VertexBuffer.prototype.getBuffer = function () {
  30941. return this._buffer.getBuffer();
  30942. };
  30943. /**
  30944. * Gets the stride in float32 units (i.e. byte stride / 4).
  30945. * May not be an integer if the byte stride is not divisible by 4.
  30946. * DEPRECATED. Use byteStride instead.
  30947. * @returns the stride in float32 units
  30948. */
  30949. VertexBuffer.prototype.getStrideSize = function () {
  30950. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30951. };
  30952. /**
  30953. * Returns the offset as a multiple of the type byte length.
  30954. * DEPRECATED. Use byteOffset instead.
  30955. * @returns the offset in bytes
  30956. */
  30957. VertexBuffer.prototype.getOffset = function () {
  30958. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30959. };
  30960. /**
  30961. * Returns the number of components per vertex attribute (integer)
  30962. * @returns the size in float
  30963. */
  30964. VertexBuffer.prototype.getSize = function () {
  30965. return this._size;
  30966. };
  30967. /**
  30968. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30969. * @returns true if this buffer is instanced
  30970. */
  30971. VertexBuffer.prototype.getIsInstanced = function () {
  30972. return this._instanced;
  30973. };
  30974. /**
  30975. * Returns the instancing divisor, zero for non-instanced (integer).
  30976. * @returns a number
  30977. */
  30978. VertexBuffer.prototype.getInstanceDivisor = function () {
  30979. return this._instanceDivisor;
  30980. };
  30981. // Methods
  30982. /**
  30983. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30984. * @param data defines the data to store
  30985. */
  30986. VertexBuffer.prototype.create = function (data) {
  30987. this._buffer.create(data);
  30988. };
  30989. /**
  30990. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  30991. * This function will create a new buffer if the current one is not updatable
  30992. * @param data defines the data to store
  30993. */
  30994. VertexBuffer.prototype.update = function (data) {
  30995. this._buffer.update(data);
  30996. };
  30997. /**
  30998. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  30999. * Returns the directly updated WebGLBuffer.
  31000. * @param data the new data
  31001. * @param offset the new offset
  31002. * @param useBytes set to true if the offset is in bytes
  31003. */
  31004. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  31005. if (useBytes === void 0) { useBytes = false; }
  31006. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  31007. };
  31008. /**
  31009. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  31010. */
  31011. VertexBuffer.prototype.dispose = function () {
  31012. if (this._ownsBuffer) {
  31013. this._buffer.dispose();
  31014. }
  31015. };
  31016. /**
  31017. * Enumerates each value of this vertex buffer as numbers.
  31018. * @param count the number of values to enumerate
  31019. * @param callback the callback function called for each value
  31020. */
  31021. VertexBuffer.prototype.forEach = function (count, callback) {
  31022. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  31023. };
  31024. /**
  31025. * Deduces the stride given a kind.
  31026. * @param kind The kind string to deduce
  31027. * @returns The deduced stride
  31028. */
  31029. VertexBuffer.DeduceStride = function (kind) {
  31030. switch (kind) {
  31031. case VertexBuffer.UVKind:
  31032. case VertexBuffer.UV2Kind:
  31033. case VertexBuffer.UV3Kind:
  31034. case VertexBuffer.UV4Kind:
  31035. case VertexBuffer.UV5Kind:
  31036. case VertexBuffer.UV6Kind:
  31037. return 2;
  31038. case VertexBuffer.NormalKind:
  31039. case VertexBuffer.PositionKind:
  31040. return 3;
  31041. case VertexBuffer.ColorKind:
  31042. case VertexBuffer.MatricesIndicesKind:
  31043. case VertexBuffer.MatricesIndicesExtraKind:
  31044. case VertexBuffer.MatricesWeightsKind:
  31045. case VertexBuffer.MatricesWeightsExtraKind:
  31046. case VertexBuffer.TangentKind:
  31047. return 4;
  31048. default:
  31049. throw new Error("Invalid kind '" + kind + "'");
  31050. }
  31051. };
  31052. /**
  31053. * Gets the byte length of the given type.
  31054. * @param type the type
  31055. * @returns the number of bytes
  31056. */
  31057. VertexBuffer.GetTypeByteLength = function (type) {
  31058. switch (type) {
  31059. case VertexBuffer.BYTE:
  31060. case VertexBuffer.UNSIGNED_BYTE:
  31061. return 1;
  31062. case VertexBuffer.SHORT:
  31063. case VertexBuffer.UNSIGNED_SHORT:
  31064. return 2;
  31065. case VertexBuffer.INT:
  31066. case VertexBuffer.FLOAT:
  31067. return 4;
  31068. default:
  31069. throw new Error("Invalid type '" + type + "'");
  31070. }
  31071. };
  31072. /**
  31073. * Enumerates each value of the given parameters as numbers.
  31074. * @param data the data to enumerate
  31075. * @param byteOffset the byte offset of the data
  31076. * @param byteStride the byte stride of the data
  31077. * @param componentCount the number of components per element
  31078. * @param componentType the type of the component
  31079. * @param count the total number of components
  31080. * @param normalized whether the data is normalized
  31081. * @param callback the callback function called for each value
  31082. */
  31083. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31084. if (data instanceof Array) {
  31085. var offset = byteOffset / 4;
  31086. var stride = byteStride / 4;
  31087. for (var index = 0; index < count; index += componentCount) {
  31088. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31089. callback(data[offset + componentIndex], index + componentIndex);
  31090. }
  31091. offset += stride;
  31092. }
  31093. }
  31094. else {
  31095. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31096. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31097. for (var index = 0; index < count; index += componentCount) {
  31098. var componentByteOffset = byteOffset;
  31099. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31100. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31101. callback(value, index + componentIndex);
  31102. componentByteOffset += componentByteLength;
  31103. }
  31104. byteOffset += byteStride;
  31105. }
  31106. }
  31107. };
  31108. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31109. switch (type) {
  31110. case VertexBuffer.BYTE: {
  31111. var value = dataView.getInt8(byteOffset);
  31112. if (normalized) {
  31113. value = Math.max(value / 127, -1);
  31114. }
  31115. return value;
  31116. }
  31117. case VertexBuffer.UNSIGNED_BYTE: {
  31118. var value = dataView.getUint8(byteOffset);
  31119. if (normalized) {
  31120. value = value / 255;
  31121. }
  31122. return value;
  31123. }
  31124. case VertexBuffer.SHORT: {
  31125. var value = dataView.getInt16(byteOffset, true);
  31126. if (normalized) {
  31127. value = Math.max(value / 16383, -1);
  31128. }
  31129. return value;
  31130. }
  31131. case VertexBuffer.UNSIGNED_SHORT: {
  31132. var value = dataView.getUint16(byteOffset, true);
  31133. if (normalized) {
  31134. value = value / 65535;
  31135. }
  31136. return value;
  31137. }
  31138. case VertexBuffer.FLOAT: {
  31139. return dataView.getFloat32(byteOffset, true);
  31140. }
  31141. default: {
  31142. throw new Error("Invalid component type " + type);
  31143. }
  31144. }
  31145. };
  31146. /**
  31147. * The byte type.
  31148. */
  31149. VertexBuffer.BYTE = 5120;
  31150. /**
  31151. * The unsigned byte type.
  31152. */
  31153. VertexBuffer.UNSIGNED_BYTE = 5121;
  31154. /**
  31155. * The short type.
  31156. */
  31157. VertexBuffer.SHORT = 5122;
  31158. /**
  31159. * The unsigned short type.
  31160. */
  31161. VertexBuffer.UNSIGNED_SHORT = 5123;
  31162. /**
  31163. * The integer type.
  31164. */
  31165. VertexBuffer.INT = 5124;
  31166. /**
  31167. * The unsigned integer type.
  31168. */
  31169. VertexBuffer.UNSIGNED_INT = 5125;
  31170. /**
  31171. * The float type.
  31172. */
  31173. VertexBuffer.FLOAT = 5126;
  31174. // Enums
  31175. /**
  31176. * Positions
  31177. */
  31178. VertexBuffer.PositionKind = "position";
  31179. /**
  31180. * Normals
  31181. */
  31182. VertexBuffer.NormalKind = "normal";
  31183. /**
  31184. * Tangents
  31185. */
  31186. VertexBuffer.TangentKind = "tangent";
  31187. /**
  31188. * Texture coordinates
  31189. */
  31190. VertexBuffer.UVKind = "uv";
  31191. /**
  31192. * Texture coordinates 2
  31193. */
  31194. VertexBuffer.UV2Kind = "uv2";
  31195. /**
  31196. * Texture coordinates 3
  31197. */
  31198. VertexBuffer.UV3Kind = "uv3";
  31199. /**
  31200. * Texture coordinates 4
  31201. */
  31202. VertexBuffer.UV4Kind = "uv4";
  31203. /**
  31204. * Texture coordinates 5
  31205. */
  31206. VertexBuffer.UV5Kind = "uv5";
  31207. /**
  31208. * Texture coordinates 6
  31209. */
  31210. VertexBuffer.UV6Kind = "uv6";
  31211. /**
  31212. * Colors
  31213. */
  31214. VertexBuffer.ColorKind = "color";
  31215. /**
  31216. * Matrix indices (for bones)
  31217. */
  31218. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31219. /**
  31220. * Matrix weights (for bones)
  31221. */
  31222. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31223. /**
  31224. * Additional matrix indices (for bones)
  31225. */
  31226. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31227. /**
  31228. * Additional matrix weights (for bones)
  31229. */
  31230. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31231. return VertexBuffer;
  31232. }());
  31233. BABYLON.VertexBuffer = VertexBuffer;
  31234. })(BABYLON || (BABYLON = {}));
  31235. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31236. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31237. var BABYLON;
  31238. (function (BABYLON) {
  31239. /**
  31240. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31241. */
  31242. var DummyInternalTextureTracker = /** @class */ (function () {
  31243. function DummyInternalTextureTracker() {
  31244. /**
  31245. * Gets or set the previous tracker in the list
  31246. */
  31247. this.previous = null;
  31248. /**
  31249. * Gets or set the next tracker in the list
  31250. */
  31251. this.next = null;
  31252. }
  31253. return DummyInternalTextureTracker;
  31254. }());
  31255. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31256. })(BABYLON || (BABYLON = {}));
  31257. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31258. var BABYLON;
  31259. (function (BABYLON) {
  31260. /**
  31261. * Class used to store data associated with WebGL texture data for the engine
  31262. * This class should not be used directly
  31263. */
  31264. var InternalTexture = /** @class */ (function () {
  31265. /**
  31266. * Creates a new InternalTexture
  31267. * @param engine defines the engine to use
  31268. * @param dataSource defines the type of data that will be used
  31269. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31270. */
  31271. function InternalTexture(engine, dataSource, delayAllocation) {
  31272. if (delayAllocation === void 0) { delayAllocation = false; }
  31273. /**
  31274. * Observable called when the texture is loaded
  31275. */
  31276. this.onLoadedObservable = new BABYLON.Observable();
  31277. /**
  31278. * Gets or set the previous tracker in the list
  31279. */
  31280. this.previous = null;
  31281. /**
  31282. * Gets or set the next tracker in the list
  31283. */
  31284. this.next = null;
  31285. // Private
  31286. /** @hidden */
  31287. this._invertVScale = false;
  31288. /** @hidden */
  31289. this._initialSlot = -1;
  31290. /** @hidden */
  31291. this._designatedSlot = -1;
  31292. /** @hidden */
  31293. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31294. /** @hidden */
  31295. this._comparisonFunction = 0;
  31296. /** @hidden */
  31297. this._sphericalPolynomial = null;
  31298. /** @hidden */
  31299. this._lodGenerationScale = 0;
  31300. /** @hidden */
  31301. this._lodGenerationOffset = 0;
  31302. /** @hidden */
  31303. this._isRGBD = false;
  31304. /** @hidden */
  31305. this._references = 1;
  31306. this._engine = engine;
  31307. this._dataSource = dataSource;
  31308. if (!delayAllocation) {
  31309. this._webGLTexture = engine._createTexture();
  31310. }
  31311. }
  31312. /**
  31313. * Gets the Engine the texture belongs to.
  31314. * @returns The babylon engine
  31315. */
  31316. InternalTexture.prototype.getEngine = function () {
  31317. return this._engine;
  31318. };
  31319. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31320. /**
  31321. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31322. */
  31323. get: function () {
  31324. return this._dataSource;
  31325. },
  31326. enumerable: true,
  31327. configurable: true
  31328. });
  31329. /**
  31330. * Increments the number of references (ie. the number of Texture that point to it)
  31331. */
  31332. InternalTexture.prototype.incrementReferences = function () {
  31333. this._references++;
  31334. };
  31335. /**
  31336. * Change the size of the texture (not the size of the content)
  31337. * @param width defines the new width
  31338. * @param height defines the new height
  31339. * @param depth defines the new depth (1 by default)
  31340. */
  31341. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31342. if (depth === void 0) { depth = 1; }
  31343. this.width = width;
  31344. this.height = height;
  31345. this.depth = depth;
  31346. this.baseWidth = width;
  31347. this.baseHeight = height;
  31348. this.baseDepth = depth;
  31349. this._size = width * height * depth;
  31350. };
  31351. /** @hidden */
  31352. InternalTexture.prototype._rebuild = function () {
  31353. var _this = this;
  31354. var proxy;
  31355. this.isReady = false;
  31356. this._cachedCoordinatesMode = null;
  31357. this._cachedWrapU = null;
  31358. this._cachedWrapV = null;
  31359. this._cachedAnisotropicFilteringLevel = null;
  31360. switch (this._dataSource) {
  31361. case InternalTexture.DATASOURCE_TEMP:
  31362. return;
  31363. case InternalTexture.DATASOURCE_URL:
  31364. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31365. proxy._swapAndDie(_this);
  31366. _this.isReady = true;
  31367. }, null, this._buffer, undefined, this.format);
  31368. return;
  31369. case InternalTexture.DATASOURCE_RAW:
  31370. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31371. proxy._swapAndDie(this);
  31372. this.isReady = true;
  31373. return;
  31374. case InternalTexture.DATASOURCE_RAW3D:
  31375. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31376. proxy._swapAndDie(this);
  31377. this.isReady = true;
  31378. return;
  31379. case InternalTexture.DATASOURCE_DYNAMIC:
  31380. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31381. proxy._swapAndDie(this);
  31382. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31383. // The engine will make sure to update content so no need to flag it as isReady = true
  31384. return;
  31385. case InternalTexture.DATASOURCE_RENDERTARGET:
  31386. var options = new BABYLON.RenderTargetCreationOptions();
  31387. options.generateDepthBuffer = this._generateDepthBuffer;
  31388. options.generateMipMaps = this.generateMipMaps;
  31389. options.generateStencilBuffer = this._generateStencilBuffer;
  31390. options.samplingMode = this.samplingMode;
  31391. options.type = this.type;
  31392. if (this.isCube) {
  31393. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31394. }
  31395. else {
  31396. var size = {
  31397. width: this.width,
  31398. height: this.height
  31399. };
  31400. proxy = this._engine.createRenderTargetTexture(size, options);
  31401. }
  31402. proxy._swapAndDie(this);
  31403. this.isReady = true;
  31404. return;
  31405. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31406. var depthTextureOptions = {
  31407. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31408. comparisonFunction: this._comparisonFunction,
  31409. generateStencil: this._generateStencilBuffer,
  31410. isCube: this.isCube
  31411. };
  31412. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31413. proxy._swapAndDie(this);
  31414. this.isReady = true;
  31415. return;
  31416. case InternalTexture.DATASOURCE_CUBE:
  31417. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31418. proxy._swapAndDie(_this);
  31419. _this.isReady = true;
  31420. }, null, this.format, this._extension);
  31421. return;
  31422. case InternalTexture.DATASOURCE_CUBERAW:
  31423. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31424. proxy._swapAndDie(this);
  31425. this.isReady = true;
  31426. return;
  31427. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31428. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31429. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31430. proxy._swapAndDie(_this);
  31431. _this.isReady = true;
  31432. });
  31433. return;
  31434. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31435. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31436. if (proxy) {
  31437. proxy._swapAndDie(_this);
  31438. }
  31439. _this.isReady = true;
  31440. }, null, this.format, this._extension);
  31441. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31442. return;
  31443. }
  31444. };
  31445. /** @hidden */
  31446. InternalTexture.prototype._swapAndDie = function (target) {
  31447. target._webGLTexture = this._webGLTexture;
  31448. if (this._framebuffer) {
  31449. target._framebuffer = this._framebuffer;
  31450. }
  31451. if (this._depthStencilBuffer) {
  31452. target._depthStencilBuffer = this._depthStencilBuffer;
  31453. }
  31454. if (this._lodTextureHigh) {
  31455. if (target._lodTextureHigh) {
  31456. target._lodTextureHigh.dispose();
  31457. }
  31458. target._lodTextureHigh = this._lodTextureHigh;
  31459. }
  31460. if (this._lodTextureMid) {
  31461. if (target._lodTextureMid) {
  31462. target._lodTextureMid.dispose();
  31463. }
  31464. target._lodTextureMid = this._lodTextureMid;
  31465. }
  31466. if (this._lodTextureLow) {
  31467. if (target._lodTextureLow) {
  31468. target._lodTextureLow.dispose();
  31469. }
  31470. target._lodTextureLow = this._lodTextureLow;
  31471. }
  31472. var cache = this._engine.getLoadedTexturesCache();
  31473. var index = cache.indexOf(this);
  31474. if (index !== -1) {
  31475. cache.splice(index, 1);
  31476. }
  31477. };
  31478. /**
  31479. * Dispose the current allocated resources
  31480. */
  31481. InternalTexture.prototype.dispose = function () {
  31482. if (!this._webGLTexture) {
  31483. return;
  31484. }
  31485. this._references--;
  31486. if (this._references === 0) {
  31487. this._engine._releaseTexture(this);
  31488. this._webGLTexture = null;
  31489. this.previous = null;
  31490. this.next = null;
  31491. }
  31492. };
  31493. /**
  31494. * The source of the texture data is unknown
  31495. */
  31496. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31497. /**
  31498. * Texture data comes from an URL
  31499. */
  31500. InternalTexture.DATASOURCE_URL = 1;
  31501. /**
  31502. * Texture data is only used for temporary storage
  31503. */
  31504. InternalTexture.DATASOURCE_TEMP = 2;
  31505. /**
  31506. * Texture data comes from raw data (ArrayBuffer)
  31507. */
  31508. InternalTexture.DATASOURCE_RAW = 3;
  31509. /**
  31510. * Texture content is dynamic (video or dynamic texture)
  31511. */
  31512. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31513. /**
  31514. * Texture content is generated by rendering to it
  31515. */
  31516. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31517. /**
  31518. * Texture content is part of a multi render target process
  31519. */
  31520. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31521. /**
  31522. * Texture data comes from a cube data file
  31523. */
  31524. InternalTexture.DATASOURCE_CUBE = 7;
  31525. /**
  31526. * Texture data comes from a raw cube data
  31527. */
  31528. InternalTexture.DATASOURCE_CUBERAW = 8;
  31529. /**
  31530. * Texture data come from a prefiltered cube data file
  31531. */
  31532. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31533. /**
  31534. * Texture content is raw 3D data
  31535. */
  31536. InternalTexture.DATASOURCE_RAW3D = 10;
  31537. /**
  31538. * Texture content is a depth texture
  31539. */
  31540. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31541. /**
  31542. * Texture data comes from a raw cube data encoded with RGBD
  31543. */
  31544. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31545. return InternalTexture;
  31546. }());
  31547. BABYLON.InternalTexture = InternalTexture;
  31548. })(BABYLON || (BABYLON = {}));
  31549. //# sourceMappingURL=babylon.internalTexture.js.map
  31550. var BABYLON;
  31551. (function (BABYLON) {
  31552. /**
  31553. * Base class of all the textures in babylon.
  31554. * It groups all the common properties the materials, post process, lights... might need
  31555. * in order to make a correct use of the texture.
  31556. */
  31557. var BaseTexture = /** @class */ (function () {
  31558. /**
  31559. * Instantiates a new BaseTexture.
  31560. * Base class of all the textures in babylon.
  31561. * It groups all the common properties the materials, post process, lights... might need
  31562. * in order to make a correct use of the texture.
  31563. * @param scene Define the scene the texture blongs to
  31564. */
  31565. function BaseTexture(scene) {
  31566. /**
  31567. * Gets or sets an object used to store user defined information.
  31568. */
  31569. this.metadata = null;
  31570. /**
  31571. * For internal use only. Please do not use.
  31572. */
  31573. this.reservedDataStore = null;
  31574. this._hasAlpha = false;
  31575. /**
  31576. * Defines if the alpha value should be determined via the rgb values.
  31577. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31578. */
  31579. this.getAlphaFromRGB = false;
  31580. /**
  31581. * Intensity or strength of the texture.
  31582. * It is commonly used by materials to fine tune the intensity of the texture
  31583. */
  31584. this.level = 1;
  31585. /**
  31586. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31587. * This is part of the texture as textures usually maps to one uv set.
  31588. */
  31589. this.coordinatesIndex = 0;
  31590. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31591. /**
  31592. * | Value | Type | Description |
  31593. * | ----- | ------------------ | ----------- |
  31594. * | 0 | CLAMP_ADDRESSMODE | |
  31595. * | 1 | WRAP_ADDRESSMODE | |
  31596. * | 2 | MIRROR_ADDRESSMODE | |
  31597. */
  31598. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31599. /**
  31600. * | Value | Type | Description |
  31601. * | ----- | ------------------ | ----------- |
  31602. * | 0 | CLAMP_ADDRESSMODE | |
  31603. * | 1 | WRAP_ADDRESSMODE | |
  31604. * | 2 | MIRROR_ADDRESSMODE | |
  31605. */
  31606. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31607. /**
  31608. * | Value | Type | Description |
  31609. * | ----- | ------------------ | ----------- |
  31610. * | 0 | CLAMP_ADDRESSMODE | |
  31611. * | 1 | WRAP_ADDRESSMODE | |
  31612. * | 2 | MIRROR_ADDRESSMODE | |
  31613. */
  31614. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31615. /**
  31616. * With compliant hardware and browser (supporting anisotropic filtering)
  31617. * this defines the level of anisotropic filtering in the texture.
  31618. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31619. */
  31620. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31621. /**
  31622. * Define if the texture is a cube texture or if false a 2d texture.
  31623. */
  31624. this.isCube = false;
  31625. /**
  31626. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31627. */
  31628. this.is3D = false;
  31629. /**
  31630. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31631. * HDR texture are usually stored in linear space.
  31632. * This only impacts the PBR and Background materials
  31633. */
  31634. this.gammaSpace = true;
  31635. /**
  31636. * Is Z inverted in the texture (useful in a cube texture).
  31637. */
  31638. this.invertZ = false;
  31639. /**
  31640. * @hidden
  31641. */
  31642. this.lodLevelInAlpha = false;
  31643. /**
  31644. * Define if the texture is a render target.
  31645. */
  31646. this.isRenderTarget = false;
  31647. /**
  31648. * Define the list of animation attached to the texture.
  31649. */
  31650. this.animations = new Array();
  31651. /**
  31652. * An event triggered when the texture is disposed.
  31653. */
  31654. this.onDisposeObservable = new BABYLON.Observable();
  31655. /**
  31656. * Define the current state of the loading sequence when in delayed load mode.
  31657. */
  31658. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31659. this._cachedSize = BABYLON.Size.Zero();
  31660. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31661. if (this._scene) {
  31662. this.uniqueId = this._scene.getUniqueId();
  31663. this._scene.addTexture(this);
  31664. }
  31665. this._uid = null;
  31666. }
  31667. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31668. get: function () {
  31669. return this._hasAlpha;
  31670. },
  31671. /**
  31672. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31673. */
  31674. set: function (value) {
  31675. if (this._hasAlpha === value) {
  31676. return;
  31677. }
  31678. this._hasAlpha = value;
  31679. if (this._scene) {
  31680. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31681. }
  31682. },
  31683. enumerable: true,
  31684. configurable: true
  31685. });
  31686. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31687. get: function () {
  31688. return this._coordinatesMode;
  31689. },
  31690. /**
  31691. * How a texture is mapped.
  31692. *
  31693. * | Value | Type | Description |
  31694. * | ----- | ----------------------------------- | ----------- |
  31695. * | 0 | EXPLICIT_MODE | |
  31696. * | 1 | SPHERICAL_MODE | |
  31697. * | 2 | PLANAR_MODE | |
  31698. * | 3 | CUBIC_MODE | |
  31699. * | 4 | PROJECTION_MODE | |
  31700. * | 5 | SKYBOX_MODE | |
  31701. * | 6 | INVCUBIC_MODE | |
  31702. * | 7 | EQUIRECTANGULAR_MODE | |
  31703. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31704. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31705. */
  31706. set: function (value) {
  31707. if (this._coordinatesMode === value) {
  31708. return;
  31709. }
  31710. this._coordinatesMode = value;
  31711. if (this._scene) {
  31712. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31713. }
  31714. },
  31715. enumerable: true,
  31716. configurable: true
  31717. });
  31718. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31719. /**
  31720. * Gets whether or not the texture contains RGBD data.
  31721. */
  31722. get: function () {
  31723. return this._texture != null && this._texture._isRGBD;
  31724. },
  31725. enumerable: true,
  31726. configurable: true
  31727. });
  31728. Object.defineProperty(BaseTexture.prototype, "noMipmap", {
  31729. /**
  31730. * Are mip maps generated for this texture or not.
  31731. */
  31732. get: function () {
  31733. return false;
  31734. },
  31735. enumerable: true,
  31736. configurable: true
  31737. });
  31738. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31739. /**
  31740. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31741. */
  31742. get: function () {
  31743. if (this._texture) {
  31744. return this._texture._lodGenerationOffset;
  31745. }
  31746. return 0.0;
  31747. },
  31748. set: function (value) {
  31749. if (this._texture) {
  31750. this._texture._lodGenerationOffset = value;
  31751. }
  31752. },
  31753. enumerable: true,
  31754. configurable: true
  31755. });
  31756. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31757. /**
  31758. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31759. */
  31760. get: function () {
  31761. if (this._texture) {
  31762. return this._texture._lodGenerationScale;
  31763. }
  31764. return 0.0;
  31765. },
  31766. set: function (value) {
  31767. if (this._texture) {
  31768. this._texture._lodGenerationScale = value;
  31769. }
  31770. },
  31771. enumerable: true,
  31772. configurable: true
  31773. });
  31774. Object.defineProperty(BaseTexture.prototype, "uid", {
  31775. /**
  31776. * Define the unique id of the texture in the scene.
  31777. */
  31778. get: function () {
  31779. if (!this._uid) {
  31780. this._uid = BABYLON.Tools.RandomId();
  31781. }
  31782. return this._uid;
  31783. },
  31784. enumerable: true,
  31785. configurable: true
  31786. });
  31787. /**
  31788. * Return a string representation of the texture.
  31789. * @returns the texture as a string
  31790. */
  31791. BaseTexture.prototype.toString = function () {
  31792. return this.name;
  31793. };
  31794. /**
  31795. * Get the class name of the texture.
  31796. * @returns "BaseTexture"
  31797. */
  31798. BaseTexture.prototype.getClassName = function () {
  31799. return "BaseTexture";
  31800. };
  31801. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31802. /**
  31803. * Callback triggered when the texture has been disposed.
  31804. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31805. */
  31806. set: function (callback) {
  31807. if (this._onDisposeObserver) {
  31808. this.onDisposeObservable.remove(this._onDisposeObserver);
  31809. }
  31810. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31811. },
  31812. enumerable: true,
  31813. configurable: true
  31814. });
  31815. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31816. /**
  31817. * Define if the texture is preventinga material to render or not.
  31818. * If not and the texture is not ready, the engine will use a default black texture instead.
  31819. */
  31820. get: function () {
  31821. return true;
  31822. },
  31823. enumerable: true,
  31824. configurable: true
  31825. });
  31826. /**
  31827. * Get the scene the texture belongs to.
  31828. * @returns the scene or null if undefined
  31829. */
  31830. BaseTexture.prototype.getScene = function () {
  31831. return this._scene;
  31832. };
  31833. /**
  31834. * Get the texture transform matrix used to offset tile the texture for istance.
  31835. * @returns the transformation matrix
  31836. */
  31837. BaseTexture.prototype.getTextureMatrix = function () {
  31838. return BABYLON.Matrix.IdentityReadOnly;
  31839. };
  31840. /**
  31841. * Get the texture reflection matrix used to rotate/transform the reflection.
  31842. * @returns the reflection matrix
  31843. */
  31844. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31845. return BABYLON.Matrix.IdentityReadOnly;
  31846. };
  31847. /**
  31848. * Get the underlying lower level texture from Babylon.
  31849. * @returns the insternal texture
  31850. */
  31851. BaseTexture.prototype.getInternalTexture = function () {
  31852. return this._texture;
  31853. };
  31854. /**
  31855. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31856. * @returns true if ready or not blocking
  31857. */
  31858. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31859. return !this.isBlocking || this.isReady();
  31860. };
  31861. /**
  31862. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31863. * @returns true if fully ready
  31864. */
  31865. BaseTexture.prototype.isReady = function () {
  31866. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31867. this.delayLoad();
  31868. return false;
  31869. }
  31870. if (this._texture) {
  31871. return this._texture.isReady;
  31872. }
  31873. return false;
  31874. };
  31875. /**
  31876. * Get the size of the texture.
  31877. * @returns the texture size.
  31878. */
  31879. BaseTexture.prototype.getSize = function () {
  31880. if (this._texture) {
  31881. if (this._texture.width) {
  31882. this._cachedSize.width = this._texture.width;
  31883. this._cachedSize.height = this._texture.height;
  31884. return this._cachedSize;
  31885. }
  31886. if (this._texture._size) {
  31887. this._cachedSize.width = this._texture._size;
  31888. this._cachedSize.height = this._texture._size;
  31889. return this._cachedSize;
  31890. }
  31891. }
  31892. return this._cachedSize;
  31893. };
  31894. /**
  31895. * Get the base size of the texture.
  31896. * It can be different from the size if the texture has been resized for POT for instance
  31897. * @returns the base size
  31898. */
  31899. BaseTexture.prototype.getBaseSize = function () {
  31900. if (!this.isReady() || !this._texture) {
  31901. return BABYLON.Size.Zero();
  31902. }
  31903. if (this._texture._size) {
  31904. return new BABYLON.Size(this._texture._size, this._texture._size);
  31905. }
  31906. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31907. };
  31908. /**
  31909. * Update the sampling mode of the texture.
  31910. * Default is Trilinear mode.
  31911. *
  31912. * | Value | Type | Description |
  31913. * | ----- | ------------------ | ----------- |
  31914. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31915. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31916. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31917. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31918. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31919. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31920. * | 7 | NEAREST_LINEAR | |
  31921. * | 8 | NEAREST_NEAREST | |
  31922. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31923. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31924. * | 11 | LINEAR_LINEAR | |
  31925. * | 12 | LINEAR_NEAREST | |
  31926. *
  31927. * > _mag_: magnification filter (close to the viewer)
  31928. * > _min_: minification filter (far from the viewer)
  31929. * > _mip_: filter used between mip map levels
  31930. *@param samplingMode Define the new sampling mode of the texture
  31931. */
  31932. BaseTexture.prototype.updateSamplingMode = function (samplingMode) {
  31933. if (!this._texture) {
  31934. return;
  31935. }
  31936. var scene = this.getScene();
  31937. if (!scene) {
  31938. return;
  31939. }
  31940. this._samplingMode = samplingMode;
  31941. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31942. };
  31943. /**
  31944. * Scales the texture if is `canRescale()`
  31945. * @param ratio the resize factor we want to use to rescale
  31946. */
  31947. BaseTexture.prototype.scale = function (ratio) {
  31948. };
  31949. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31950. /**
  31951. * Get if the texture can rescale.
  31952. */
  31953. get: function () {
  31954. return false;
  31955. },
  31956. enumerable: true,
  31957. configurable: true
  31958. });
  31959. /** @hidden */
  31960. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31961. if (!this._scene) {
  31962. return null;
  31963. }
  31964. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31965. for (var index = 0; index < texturesCache.length; index++) {
  31966. var texturesCacheEntry = texturesCache[index];
  31967. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31968. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31969. texturesCacheEntry.incrementReferences();
  31970. return texturesCacheEntry;
  31971. }
  31972. }
  31973. }
  31974. return null;
  31975. };
  31976. /** @hidden */
  31977. BaseTexture.prototype._rebuild = function () {
  31978. };
  31979. /**
  31980. * Triggers the load sequence in delayed load mode.
  31981. */
  31982. BaseTexture.prototype.delayLoad = function () {
  31983. };
  31984. /**
  31985. * Clones the texture.
  31986. * @returns the cloned texture
  31987. */
  31988. BaseTexture.prototype.clone = function () {
  31989. return null;
  31990. };
  31991. Object.defineProperty(BaseTexture.prototype, "textureType", {
  31992. /**
  31993. * Get the texture underlying type (INT, FLOAT...)
  31994. */
  31995. get: function () {
  31996. if (!this._texture) {
  31997. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  31998. }
  31999. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32000. },
  32001. enumerable: true,
  32002. configurable: true
  32003. });
  32004. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  32005. /**
  32006. * Get the texture underlying format (RGB, RGBA...)
  32007. */
  32008. get: function () {
  32009. if (!this._texture) {
  32010. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32011. }
  32012. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32013. },
  32014. enumerable: true,
  32015. configurable: true
  32016. });
  32017. /**
  32018. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  32019. * This will returns an RGBA array buffer containing either in values (0-255) or
  32020. * float values (0-1) depending of the underlying buffer type.
  32021. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  32022. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  32023. * @param buffer defines a user defined buffer to fill with data (can be null)
  32024. * @returns The Array buffer containing the pixels data.
  32025. */
  32026. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  32027. if (faceIndex === void 0) { faceIndex = 0; }
  32028. if (level === void 0) { level = 0; }
  32029. if (buffer === void 0) { buffer = null; }
  32030. if (!this._texture) {
  32031. return null;
  32032. }
  32033. var size = this.getSize();
  32034. var width = size.width;
  32035. var height = size.height;
  32036. var scene = this.getScene();
  32037. if (!scene) {
  32038. return null;
  32039. }
  32040. var engine = scene.getEngine();
  32041. if (level != 0) {
  32042. width = width / Math.pow(2, level);
  32043. height = height / Math.pow(2, level);
  32044. width = Math.round(width);
  32045. height = Math.round(height);
  32046. }
  32047. if (this._texture.isCube) {
  32048. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  32049. }
  32050. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  32051. };
  32052. /**
  32053. * Release and destroy the underlying lower level texture aka internalTexture.
  32054. */
  32055. BaseTexture.prototype.releaseInternalTexture = function () {
  32056. if (this._texture) {
  32057. this._texture.dispose();
  32058. this._texture = null;
  32059. }
  32060. };
  32061. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  32062. /**
  32063. * Get the polynomial representation of the texture data.
  32064. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  32065. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  32066. */
  32067. get: function () {
  32068. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  32069. return null;
  32070. }
  32071. if (!this._texture._sphericalPolynomial) {
  32072. this._texture._sphericalPolynomial =
  32073. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  32074. }
  32075. return this._texture._sphericalPolynomial;
  32076. },
  32077. set: function (value) {
  32078. if (this._texture) {
  32079. this._texture._sphericalPolynomial = value;
  32080. }
  32081. },
  32082. enumerable: true,
  32083. configurable: true
  32084. });
  32085. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32086. /** @hidden */
  32087. get: function () {
  32088. if (this._texture) {
  32089. return this._texture._lodTextureHigh;
  32090. }
  32091. return null;
  32092. },
  32093. enumerable: true,
  32094. configurable: true
  32095. });
  32096. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32097. /** @hidden */
  32098. get: function () {
  32099. if (this._texture) {
  32100. return this._texture._lodTextureMid;
  32101. }
  32102. return null;
  32103. },
  32104. enumerable: true,
  32105. configurable: true
  32106. });
  32107. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32108. /** @hidden */
  32109. get: function () {
  32110. if (this._texture) {
  32111. return this._texture._lodTextureLow;
  32112. }
  32113. return null;
  32114. },
  32115. enumerable: true,
  32116. configurable: true
  32117. });
  32118. /**
  32119. * Dispose the texture and release its associated resources.
  32120. */
  32121. BaseTexture.prototype.dispose = function () {
  32122. if (!this._scene) {
  32123. return;
  32124. }
  32125. // Animations
  32126. this._scene.stopAnimation(this);
  32127. // Remove from scene
  32128. this._scene._removePendingData(this);
  32129. var index = this._scene.textures.indexOf(this);
  32130. if (index >= 0) {
  32131. this._scene.textures.splice(index, 1);
  32132. }
  32133. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32134. if (this._texture === undefined) {
  32135. return;
  32136. }
  32137. // Release
  32138. this.releaseInternalTexture();
  32139. // Callback
  32140. this.onDisposeObservable.notifyObservers(this);
  32141. this.onDisposeObservable.clear();
  32142. };
  32143. /**
  32144. * Serialize the texture into a JSON representation that can be parsed later on.
  32145. * @returns the JSON representation of the texture
  32146. */
  32147. BaseTexture.prototype.serialize = function () {
  32148. if (!this.name) {
  32149. return null;
  32150. }
  32151. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32152. // Animations
  32153. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32154. return serializationObject;
  32155. };
  32156. /**
  32157. * Helper function to be called back once a list of texture contains only ready textures.
  32158. * @param textures Define the list of textures to wait for
  32159. * @param callback Define the callback triggered once the entire list will be ready
  32160. */
  32161. BaseTexture.WhenAllReady = function (textures, callback) {
  32162. var numRemaining = textures.length;
  32163. if (numRemaining === 0) {
  32164. callback();
  32165. return;
  32166. }
  32167. var _loop_1 = function () {
  32168. texture = textures[i];
  32169. if (texture.isReady()) {
  32170. if (--numRemaining === 0) {
  32171. callback();
  32172. }
  32173. }
  32174. else {
  32175. onLoadObservable = texture.onLoadObservable;
  32176. var onLoadCallback_1 = function () {
  32177. onLoadObservable.removeCallback(onLoadCallback_1);
  32178. if (--numRemaining === 0) {
  32179. callback();
  32180. }
  32181. };
  32182. onLoadObservable.add(onLoadCallback_1);
  32183. }
  32184. };
  32185. var texture, onLoadObservable;
  32186. for (var i = 0; i < textures.length; i++) {
  32187. _loop_1();
  32188. }
  32189. };
  32190. /**
  32191. * Default anisotropic filtering level for the application.
  32192. * It is set to 4 as a good tradeoff between perf and quality.
  32193. */
  32194. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32195. __decorate([
  32196. BABYLON.serialize()
  32197. ], BaseTexture.prototype, "uniqueId", void 0);
  32198. __decorate([
  32199. BABYLON.serialize()
  32200. ], BaseTexture.prototype, "name", void 0);
  32201. __decorate([
  32202. BABYLON.serialize()
  32203. ], BaseTexture.prototype, "metadata", void 0);
  32204. __decorate([
  32205. BABYLON.serialize("hasAlpha")
  32206. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32207. __decorate([
  32208. BABYLON.serialize()
  32209. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32210. __decorate([
  32211. BABYLON.serialize()
  32212. ], BaseTexture.prototype, "level", void 0);
  32213. __decorate([
  32214. BABYLON.serialize()
  32215. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32216. __decorate([
  32217. BABYLON.serialize("coordinatesMode")
  32218. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32219. __decorate([
  32220. BABYLON.serialize()
  32221. ], BaseTexture.prototype, "wrapU", void 0);
  32222. __decorate([
  32223. BABYLON.serialize()
  32224. ], BaseTexture.prototype, "wrapV", void 0);
  32225. __decorate([
  32226. BABYLON.serialize()
  32227. ], BaseTexture.prototype, "wrapR", void 0);
  32228. __decorate([
  32229. BABYLON.serialize()
  32230. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32231. __decorate([
  32232. BABYLON.serialize()
  32233. ], BaseTexture.prototype, "isCube", void 0);
  32234. __decorate([
  32235. BABYLON.serialize()
  32236. ], BaseTexture.prototype, "is3D", void 0);
  32237. __decorate([
  32238. BABYLON.serialize()
  32239. ], BaseTexture.prototype, "gammaSpace", void 0);
  32240. __decorate([
  32241. BABYLON.serialize()
  32242. ], BaseTexture.prototype, "invertZ", void 0);
  32243. __decorate([
  32244. BABYLON.serialize()
  32245. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32246. __decorate([
  32247. BABYLON.serialize()
  32248. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32249. __decorate([
  32250. BABYLON.serialize()
  32251. ], BaseTexture.prototype, "lodGenerationScale", null);
  32252. __decorate([
  32253. BABYLON.serialize()
  32254. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32255. return BaseTexture;
  32256. }());
  32257. BABYLON.BaseTexture = BaseTexture;
  32258. })(BABYLON || (BABYLON = {}));
  32259. //# sourceMappingURL=babylon.baseTexture.js.map
  32260. var BABYLON;
  32261. (function (BABYLON) {
  32262. /**
  32263. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32264. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32265. */
  32266. var Texture = /** @class */ (function (_super) {
  32267. __extends(Texture, _super);
  32268. /**
  32269. * Instantiates a new texture.
  32270. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32271. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32272. * @param url define the url of the picture to load as a texture
  32273. * @param scene define the scene the texture will belong to
  32274. * @param noMipmap define if the texture will require mip maps or not
  32275. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32276. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32277. * @param onLoad define a callback triggered when the texture has been loaded
  32278. * @param onError define a callback triggered when an error occurred during the loading session
  32279. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32280. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32281. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32282. */
  32283. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32284. if (noMipmap === void 0) { noMipmap = false; }
  32285. if (invertY === void 0) { invertY = true; }
  32286. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32287. if (onLoad === void 0) { onLoad = null; }
  32288. if (onError === void 0) { onError = null; }
  32289. if (buffer === void 0) { buffer = null; }
  32290. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32291. var _this = _super.call(this, scene) || this;
  32292. /**
  32293. * Define an offset on the texture to offset the u coordinates of the UVs
  32294. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32295. */
  32296. _this.uOffset = 0;
  32297. /**
  32298. * Define an offset on the texture to offset the v coordinates of the UVs
  32299. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32300. */
  32301. _this.vOffset = 0;
  32302. /**
  32303. * Define an offset on the texture to scale the u coordinates of the UVs
  32304. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32305. */
  32306. _this.uScale = 1.0;
  32307. /**
  32308. * Define an offset on the texture to scale the v coordinates of the UVs
  32309. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32310. */
  32311. _this.vScale = 1.0;
  32312. /**
  32313. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32314. * @see http://doc.babylonjs.com/how_to/more_materials
  32315. */
  32316. _this.uAng = 0;
  32317. /**
  32318. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32319. * @see http://doc.babylonjs.com/how_to/more_materials
  32320. */
  32321. _this.vAng = 0;
  32322. /**
  32323. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32324. * @see http://doc.babylonjs.com/how_to/more_materials
  32325. */
  32326. _this.wAng = 0;
  32327. /**
  32328. * Defines the center of rotation (U)
  32329. */
  32330. _this.uRotationCenter = 0.5;
  32331. /**
  32332. * Defines the center of rotation (V)
  32333. */
  32334. _this.vRotationCenter = 0.5;
  32335. /**
  32336. * Defines the center of rotation (W)
  32337. */
  32338. _this.wRotationCenter = 0.5;
  32339. /**
  32340. * Observable triggered once the texture has been loaded.
  32341. */
  32342. _this.onLoadObservable = new BABYLON.Observable();
  32343. _this._isBlocking = true;
  32344. _this.name = url || "";
  32345. _this.url = url;
  32346. _this._noMipmap = noMipmap;
  32347. _this._invertY = invertY;
  32348. _this._samplingMode = samplingMode;
  32349. _this._buffer = buffer;
  32350. _this._deleteBuffer = deleteBuffer;
  32351. if (format) {
  32352. _this._format = format;
  32353. }
  32354. scene = _this.getScene();
  32355. if (!scene) {
  32356. return _this;
  32357. }
  32358. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32359. var load = function () {
  32360. if (_this._texture && _this._texture._invertVScale) {
  32361. _this.vScale *= -1;
  32362. }
  32363. if (_this.onLoadObservable.hasObservers()) {
  32364. _this.onLoadObservable.notifyObservers(_this);
  32365. }
  32366. if (onLoad) {
  32367. onLoad();
  32368. }
  32369. if (!_this.isBlocking && scene) {
  32370. scene.resetCachedMaterial();
  32371. }
  32372. };
  32373. if (!_this.url) {
  32374. _this._delayedOnLoad = load;
  32375. _this._delayedOnError = onError;
  32376. return _this;
  32377. }
  32378. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32379. if (!_this._texture) {
  32380. if (!scene.useDelayedTextureLoading) {
  32381. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32382. if (deleteBuffer) {
  32383. delete _this._buffer;
  32384. }
  32385. }
  32386. else {
  32387. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32388. _this._delayedOnLoad = load;
  32389. _this._delayedOnError = onError;
  32390. }
  32391. }
  32392. else {
  32393. if (_this._texture.isReady) {
  32394. BABYLON.Tools.SetImmediate(function () { return load(); });
  32395. }
  32396. else {
  32397. _this._texture.onLoadedObservable.add(load);
  32398. }
  32399. }
  32400. return _this;
  32401. }
  32402. Object.defineProperty(Texture.prototype, "noMipmap", {
  32403. /**
  32404. * Are mip maps generated for this texture or not.
  32405. */
  32406. get: function () {
  32407. return this._noMipmap;
  32408. },
  32409. enumerable: true,
  32410. configurable: true
  32411. });
  32412. Object.defineProperty(Texture.prototype, "isBlocking", {
  32413. get: function () {
  32414. return this._isBlocking;
  32415. },
  32416. /**
  32417. * Is the texture preventing material to render while loading.
  32418. * If false, a default texture will be used instead of the loading one during the preparation step.
  32419. */
  32420. set: function (value) {
  32421. this._isBlocking = value;
  32422. },
  32423. enumerable: true,
  32424. configurable: true
  32425. });
  32426. Object.defineProperty(Texture.prototype, "samplingMode", {
  32427. /**
  32428. * Get the current sampling mode associated with the texture.
  32429. */
  32430. get: function () {
  32431. return this._samplingMode;
  32432. },
  32433. enumerable: true,
  32434. configurable: true
  32435. });
  32436. Object.defineProperty(Texture.prototype, "invertY", {
  32437. /**
  32438. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32439. */
  32440. get: function () {
  32441. return this._invertY;
  32442. },
  32443. enumerable: true,
  32444. configurable: true
  32445. });
  32446. /**
  32447. * Update the url (and optional buffer) of this texture if url was null during construction.
  32448. * @param url the url of the texture
  32449. * @param buffer the buffer of the texture (defaults to null)
  32450. * @param onLoad callback called when the texture is loaded (defaults to null)
  32451. */
  32452. Texture.prototype.updateURL = function (url, buffer, onLoad) {
  32453. if (buffer === void 0) { buffer = null; }
  32454. if (this.url) {
  32455. this.releaseInternalTexture();
  32456. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  32457. }
  32458. this.url = url;
  32459. this._buffer = buffer;
  32460. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32461. if (onLoad) {
  32462. this._delayedOnLoad = onLoad;
  32463. }
  32464. this.delayLoad();
  32465. };
  32466. /**
  32467. * Finish the loading sequence of a texture flagged as delayed load.
  32468. * @hidden
  32469. */
  32470. Texture.prototype.delayLoad = function () {
  32471. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32472. return;
  32473. }
  32474. var scene = this.getScene();
  32475. if (!scene) {
  32476. return;
  32477. }
  32478. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32479. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32480. if (!this._texture) {
  32481. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32482. if (this._deleteBuffer) {
  32483. delete this._buffer;
  32484. }
  32485. }
  32486. else {
  32487. if (this._delayedOnLoad) {
  32488. if (this._texture.isReady) {
  32489. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32490. }
  32491. else {
  32492. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32493. }
  32494. }
  32495. }
  32496. this._delayedOnLoad = null;
  32497. this._delayedOnError = null;
  32498. };
  32499. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32500. x *= this.uScale;
  32501. y *= this.vScale;
  32502. x -= this.uRotationCenter * this.uScale;
  32503. y -= this.vRotationCenter * this.vScale;
  32504. z -= this.wRotationCenter;
  32505. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32506. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32507. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32508. t.z += this.wRotationCenter;
  32509. };
  32510. /**
  32511. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32512. * @returns the transform matrix of the texture.
  32513. */
  32514. Texture.prototype.getTextureMatrix = function () {
  32515. var _this = this;
  32516. if (this.uOffset === this._cachedUOffset &&
  32517. this.vOffset === this._cachedVOffset &&
  32518. this.uScale === this._cachedUScale &&
  32519. this.vScale === this._cachedVScale &&
  32520. this.uAng === this._cachedUAng &&
  32521. this.vAng === this._cachedVAng &&
  32522. this.wAng === this._cachedWAng) {
  32523. return this._cachedTextureMatrix;
  32524. }
  32525. this._cachedUOffset = this.uOffset;
  32526. this._cachedVOffset = this.vOffset;
  32527. this._cachedUScale = this.uScale;
  32528. this._cachedVScale = this.vScale;
  32529. this._cachedUAng = this.uAng;
  32530. this._cachedVAng = this.vAng;
  32531. this._cachedWAng = this.wAng;
  32532. if (!this._cachedTextureMatrix) {
  32533. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32534. this._rowGenerationMatrix = new BABYLON.Matrix();
  32535. this._t0 = BABYLON.Vector3.Zero();
  32536. this._t1 = BABYLON.Vector3.Zero();
  32537. this._t2 = BABYLON.Vector3.Zero();
  32538. }
  32539. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32540. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32541. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32542. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32543. this._t1.subtractInPlace(this._t0);
  32544. this._t2.subtractInPlace(this._t0);
  32545. BABYLON.Matrix.FromValuesToRef(this._t1.x, this._t1.y, this._t1.z, 0.0, this._t2.x, this._t2.y, this._t2.z, 0.0, this._t0.x, this._t0.y, this._t0.z, 0.0, 0.0, 0.0, 0.0, 1.0, this._cachedTextureMatrix);
  32546. var scene = this.getScene();
  32547. if (!scene) {
  32548. return this._cachedTextureMatrix;
  32549. }
  32550. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32551. return mat.hasTexture(_this);
  32552. });
  32553. return this._cachedTextureMatrix;
  32554. };
  32555. /**
  32556. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32557. * @returns The reflection texture transform
  32558. */
  32559. Texture.prototype.getReflectionTextureMatrix = function () {
  32560. var _this = this;
  32561. var scene = this.getScene();
  32562. if (!scene) {
  32563. return this._cachedTextureMatrix;
  32564. }
  32565. if (this.uOffset === this._cachedUOffset &&
  32566. this.vOffset === this._cachedVOffset &&
  32567. this.uScale === this._cachedUScale &&
  32568. this.vScale === this._cachedVScale &&
  32569. this.coordinatesMode === this._cachedCoordinatesMode) {
  32570. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32571. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32572. return this._cachedTextureMatrix;
  32573. }
  32574. }
  32575. else {
  32576. return this._cachedTextureMatrix;
  32577. }
  32578. }
  32579. if (!this._cachedTextureMatrix) {
  32580. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32581. }
  32582. if (!this._projectionModeMatrix) {
  32583. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32584. }
  32585. this._cachedUOffset = this.uOffset;
  32586. this._cachedVOffset = this.vOffset;
  32587. this._cachedUScale = this.uScale;
  32588. this._cachedVScale = this.vScale;
  32589. this._cachedCoordinatesMode = this.coordinatesMode;
  32590. switch (this.coordinatesMode) {
  32591. case Texture.PLANAR_MODE:
  32592. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32593. this._cachedTextureMatrix[0] = this.uScale;
  32594. this._cachedTextureMatrix[5] = this.vScale;
  32595. this._cachedTextureMatrix[12] = this.uOffset;
  32596. this._cachedTextureMatrix[13] = this.vOffset;
  32597. break;
  32598. case Texture.PROJECTION_MODE:
  32599. BABYLON.Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);
  32600. var projectionMatrix = scene.getProjectionMatrix();
  32601. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32602. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32603. break;
  32604. default:
  32605. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32606. break;
  32607. }
  32608. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32609. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32610. });
  32611. return this._cachedTextureMatrix;
  32612. };
  32613. /**
  32614. * Clones the texture.
  32615. * @returns the cloned texture
  32616. */
  32617. Texture.prototype.clone = function () {
  32618. var _this = this;
  32619. return BABYLON.SerializationHelper.Clone(function () {
  32620. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32621. }, this);
  32622. };
  32623. /**
  32624. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32625. * @returns The JSON representation of the texture
  32626. */
  32627. Texture.prototype.serialize = function () {
  32628. var serializationObject = _super.prototype.serialize.call(this);
  32629. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32630. serializationObject.base64String = this._buffer;
  32631. serializationObject.name = serializationObject.name.replace("data:", "");
  32632. }
  32633. serializationObject.invertY = this._invertY;
  32634. serializationObject.samplingMode = this.samplingMode;
  32635. return serializationObject;
  32636. };
  32637. /**
  32638. * Get the current class name of the texture useful for serialization or dynamic coding.
  32639. * @returns "Texture"
  32640. */
  32641. Texture.prototype.getClassName = function () {
  32642. return "Texture";
  32643. };
  32644. /**
  32645. * Dispose the texture and release its associated resources.
  32646. */
  32647. Texture.prototype.dispose = function () {
  32648. _super.prototype.dispose.call(this);
  32649. this.onLoadObservable.clear();
  32650. this._delayedOnLoad = null;
  32651. this._delayedOnError = null;
  32652. };
  32653. /**
  32654. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32655. * @param parsedTexture Define the JSON representation of the texture
  32656. * @param scene Define the scene the parsed texture should be instantiated in
  32657. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32658. * @returns The parsed texture if successful
  32659. */
  32660. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32661. if (parsedTexture.customType) {
  32662. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32663. // Update Sampling Mode
  32664. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32665. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32666. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32667. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32668. }
  32669. }
  32670. return parsedCustomTexture;
  32671. }
  32672. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32673. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32674. }
  32675. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32676. return null;
  32677. }
  32678. var texture = BABYLON.SerializationHelper.Parse(function () {
  32679. var generateMipMaps = true;
  32680. if (parsedTexture.noMipmap) {
  32681. generateMipMaps = false;
  32682. }
  32683. if (parsedTexture.mirrorPlane) {
  32684. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32685. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32686. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32687. return mirrorTexture;
  32688. }
  32689. else if (parsedTexture.isRenderTarget) {
  32690. var renderTargetTexture = null;
  32691. if (parsedTexture.isCube) {
  32692. // Search for an existing reflection probe (which contains a cube render target texture)
  32693. if (scene.reflectionProbes) {
  32694. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32695. var probe = scene.reflectionProbes[index];
  32696. if (probe.name === parsedTexture.name) {
  32697. return probe.cubeTexture;
  32698. }
  32699. }
  32700. }
  32701. }
  32702. else {
  32703. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32704. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32705. }
  32706. return renderTargetTexture;
  32707. }
  32708. else {
  32709. var texture;
  32710. if (parsedTexture.base64String) {
  32711. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32712. }
  32713. else {
  32714. var url = rootUrl + parsedTexture.name;
  32715. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32716. url = parsedTexture.url;
  32717. }
  32718. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32719. }
  32720. return texture;
  32721. }
  32722. }, parsedTexture, scene);
  32723. // Update Sampling Mode
  32724. if (parsedTexture.samplingMode) {
  32725. var sampling = parsedTexture.samplingMode;
  32726. if (texture && texture._samplingMode !== sampling) {
  32727. texture.updateSamplingMode(sampling);
  32728. }
  32729. }
  32730. // Animations
  32731. if (texture && parsedTexture.animations) {
  32732. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32733. var parsedAnimation = parsedTexture.animations[animationIndex];
  32734. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32735. }
  32736. }
  32737. return texture;
  32738. };
  32739. /**
  32740. * Creates a texture from its base 64 representation.
  32741. * @param data Define the base64 payload without the data: prefix
  32742. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32743. * @param scene Define the scene the texture should belong to
  32744. * @param noMipmap Forces the texture to not create mip map information if true
  32745. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32746. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32747. * @param onLoad define a callback triggered when the texture has been loaded
  32748. * @param onError define a callback triggered when an error occurred during the loading session
  32749. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32750. * @returns the created texture
  32751. */
  32752. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32753. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32754. if (onLoad === void 0) { onLoad = null; }
  32755. if (onError === void 0) { onError = null; }
  32756. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32757. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32758. };
  32759. /**
  32760. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32761. * @param data Define the base64 payload without the data: prefix
  32762. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32763. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32764. * @param scene Define the scene the texture should belong to
  32765. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32766. * @param noMipmap Forces the texture to not create mip map information if true
  32767. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32768. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32769. * @param onLoad define a callback triggered when the texture has been loaded
  32770. * @param onError define a callback triggered when an error occurred during the loading session
  32771. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32772. * @returns the created texture
  32773. */
  32774. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32775. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32776. if (noMipmap === void 0) { noMipmap = false; }
  32777. if (invertY === void 0) { invertY = true; }
  32778. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32779. if (onLoad === void 0) { onLoad = null; }
  32780. if (onError === void 0) { onError = null; }
  32781. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32782. if (name.substr(0, 5) !== "data:") {
  32783. name = "data:" + name;
  32784. }
  32785. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32786. };
  32787. /** nearest is mag = nearest and min = nearest and mip = linear */
  32788. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32789. /** nearest is mag = nearest and min = nearest and mip = linear */
  32790. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32791. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32792. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32793. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32794. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32795. /** Trilinear is mag = linear and min = linear and mip = linear */
  32796. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32797. /** Trilinear is mag = linear and min = linear and mip = linear */
  32798. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32799. /** mag = nearest and min = nearest and mip = nearest */
  32800. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32801. /** mag = nearest and min = linear and mip = nearest */
  32802. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32803. /** mag = nearest and min = linear and mip = linear */
  32804. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32805. /** mag = nearest and min = linear and mip = none */
  32806. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32807. /** mag = nearest and min = nearest and mip = none */
  32808. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32809. /** mag = linear and min = nearest and mip = nearest */
  32810. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32811. /** mag = linear and min = nearest and mip = linear */
  32812. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32813. /** mag = linear and min = linear and mip = none */
  32814. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32815. /** mag = linear and min = nearest and mip = none */
  32816. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32817. /** Explicit coordinates mode */
  32818. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32819. /** Spherical coordinates mode */
  32820. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32821. /** Planar coordinates mode */
  32822. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32823. /** Cubic coordinates mode */
  32824. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32825. /** Projection coordinates mode */
  32826. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32827. /** Inverse Cubic coordinates mode */
  32828. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32829. /** Inverse Cubic coordinates mode */
  32830. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32831. /** Equirectangular coordinates mode */
  32832. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32833. /** Equirectangular Fixed coordinates mode */
  32834. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32835. /** Equirectangular Fixed Mirrored coordinates mode */
  32836. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32837. /** Texture is not repeating outside of 0..1 UVs */
  32838. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32839. /** Texture is repeating outside of 0..1 UVs */
  32840. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32841. /** Texture is repeating and mirrored */
  32842. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32843. /**
  32844. * 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
  32845. */
  32846. Texture.UseSerializedUrlIfAny = false;
  32847. __decorate([
  32848. BABYLON.serialize()
  32849. ], Texture.prototype, "url", void 0);
  32850. __decorate([
  32851. BABYLON.serialize()
  32852. ], Texture.prototype, "uOffset", void 0);
  32853. __decorate([
  32854. BABYLON.serialize()
  32855. ], Texture.prototype, "vOffset", void 0);
  32856. __decorate([
  32857. BABYLON.serialize()
  32858. ], Texture.prototype, "uScale", void 0);
  32859. __decorate([
  32860. BABYLON.serialize()
  32861. ], Texture.prototype, "vScale", void 0);
  32862. __decorate([
  32863. BABYLON.serialize()
  32864. ], Texture.prototype, "uAng", void 0);
  32865. __decorate([
  32866. BABYLON.serialize()
  32867. ], Texture.prototype, "vAng", void 0);
  32868. __decorate([
  32869. BABYLON.serialize()
  32870. ], Texture.prototype, "wAng", void 0);
  32871. __decorate([
  32872. BABYLON.serialize()
  32873. ], Texture.prototype, "uRotationCenter", void 0);
  32874. __decorate([
  32875. BABYLON.serialize()
  32876. ], Texture.prototype, "vRotationCenter", void 0);
  32877. __decorate([
  32878. BABYLON.serialize()
  32879. ], Texture.prototype, "wRotationCenter", void 0);
  32880. __decorate([
  32881. BABYLON.serialize()
  32882. ], Texture.prototype, "isBlocking", null);
  32883. return Texture;
  32884. }(BABYLON.BaseTexture));
  32885. BABYLON.Texture = Texture;
  32886. })(BABYLON || (BABYLON = {}));
  32887. //# sourceMappingURL=babylon.texture.js.map
  32888. var BABYLON;
  32889. (function (BABYLON) {
  32890. /**
  32891. * @hidden
  32892. **/
  32893. var _CreationDataStorage = /** @class */ (function () {
  32894. function _CreationDataStorage() {
  32895. }
  32896. return _CreationDataStorage;
  32897. }());
  32898. BABYLON._CreationDataStorage = _CreationDataStorage;
  32899. /**
  32900. * @hidden
  32901. **/
  32902. var _InstanceDataStorage = /** @class */ (function () {
  32903. function _InstanceDataStorage() {
  32904. this.visibleInstances = {};
  32905. this.renderIdForInstances = new Array();
  32906. this.batchCache = new _InstancesBatch();
  32907. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32908. }
  32909. return _InstanceDataStorage;
  32910. }());
  32911. /**
  32912. * @hidden
  32913. **/
  32914. var _InstancesBatch = /** @class */ (function () {
  32915. function _InstancesBatch() {
  32916. this.mustReturn = false;
  32917. this.visibleInstances = new Array();
  32918. this.renderSelf = new Array();
  32919. }
  32920. return _InstancesBatch;
  32921. }());
  32922. BABYLON._InstancesBatch = _InstancesBatch;
  32923. /**
  32924. * Class used to represent renderable models
  32925. */
  32926. var Mesh = /** @class */ (function (_super) {
  32927. __extends(Mesh, _super);
  32928. /**
  32929. * @constructor
  32930. * @param name The value used by scene.getMeshByName() to do a lookup.
  32931. * @param scene The scene to add this mesh to.
  32932. * @param parent The parent of this mesh, if it has one
  32933. * @param source An optional Mesh from which geometry is shared, cloned.
  32934. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32935. * When false, achieved by calling a clone(), also passing False.
  32936. * This will make creation of children, recursive.
  32937. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32938. */
  32939. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32940. if (scene === void 0) { scene = null; }
  32941. if (parent === void 0) { parent = null; }
  32942. if (source === void 0) { source = null; }
  32943. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32944. var _this = _super.call(this, name, scene) || this;
  32945. // Members
  32946. /**
  32947. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32948. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32949. */
  32950. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32951. /**
  32952. * Gets the list of instances created from this mesh
  32953. * it is not supposed to be modified manually.
  32954. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32955. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32956. */
  32957. _this.instances = new Array();
  32958. _this._LODLevels = new Array();
  32959. /** @hidden */
  32960. _this._instanceDataStorage = new _InstanceDataStorage();
  32961. // Use by builder only to know what orientation were the mesh build in.
  32962. /** @hidden */
  32963. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32964. /**
  32965. * Use this property to change the original side orientation defined at construction time
  32966. */
  32967. _this.overrideMaterialSideOrientation = null;
  32968. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32969. // Will be used to save a source mesh reference, If any
  32970. _this._source = null;
  32971. scene = _this.getScene();
  32972. if (source) {
  32973. // Geometry
  32974. if (source._geometry) {
  32975. source._geometry.applyToMesh(_this);
  32976. }
  32977. // Deep copy
  32978. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32979. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32980. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32981. ], ["_poseMatrix"]);
  32982. // Source mesh
  32983. _this._source = source;
  32984. if (scene.useClonedMeshhMap) {
  32985. if (!source.meshMap) {
  32986. source.meshMap = {};
  32987. }
  32988. source.meshMap[_this.uniqueId] = _this;
  32989. }
  32990. // Construction Params
  32991. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  32992. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  32993. _this._creationDataStorage = source._creationDataStorage;
  32994. // Animation ranges
  32995. if (_this._source._ranges) {
  32996. var ranges = _this._source._ranges;
  32997. for (var name in ranges) {
  32998. if (!ranges.hasOwnProperty(name)) {
  32999. continue;
  33000. }
  33001. if (!ranges[name]) {
  33002. continue;
  33003. }
  33004. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  33005. }
  33006. }
  33007. // Metadata
  33008. if (source.metadata && source.metadata.clone) {
  33009. _this.metadata = source.metadata.clone();
  33010. }
  33011. else {
  33012. _this.metadata = source.metadata;
  33013. }
  33014. // Tags
  33015. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  33016. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  33017. }
  33018. // Parent
  33019. _this.parent = source.parent;
  33020. // Pivot
  33021. _this.setPivotMatrix(source.getPivotMatrix());
  33022. _this.id = name + "." + source.id;
  33023. // Material
  33024. _this.material = source.material;
  33025. var index;
  33026. if (!doNotCloneChildren) {
  33027. // Children
  33028. var directDescendants = source.getDescendants(true);
  33029. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  33030. var child = directDescendants[index_1];
  33031. if (child.clone) {
  33032. child.clone(name + "." + child.name, _this);
  33033. }
  33034. }
  33035. }
  33036. // Physics clone
  33037. var physicsEngine = _this.getScene().getPhysicsEngine();
  33038. if (clonePhysicsImpostor && physicsEngine) {
  33039. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  33040. if (impostor) {
  33041. _this.physicsImpostor = impostor.clone(_this);
  33042. }
  33043. }
  33044. // Particles
  33045. for (index = 0; index < scene.particleSystems.length; index++) {
  33046. var system = scene.particleSystems[index];
  33047. if (system.emitter === source) {
  33048. system.clone(system.name, _this);
  33049. }
  33050. }
  33051. _this.refreshBoundingInfo();
  33052. _this.computeWorldMatrix(true);
  33053. }
  33054. // Parent
  33055. if (parent !== null) {
  33056. _this.parent = parent;
  33057. }
  33058. return _this;
  33059. }
  33060. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33061. /**
  33062. * An event triggered before rendering the mesh
  33063. */
  33064. get: function () {
  33065. if (!this._onBeforeRenderObservable) {
  33066. this._onBeforeRenderObservable = new BABYLON.Observable();
  33067. }
  33068. return this._onBeforeRenderObservable;
  33069. },
  33070. enumerable: true,
  33071. configurable: true
  33072. });
  33073. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33074. /**
  33075. * An event triggered after rendering the mesh
  33076. */
  33077. get: function () {
  33078. if (!this._onAfterRenderObservable) {
  33079. this._onAfterRenderObservable = new BABYLON.Observable();
  33080. }
  33081. return this._onAfterRenderObservable;
  33082. },
  33083. enumerable: true,
  33084. configurable: true
  33085. });
  33086. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33087. /**
  33088. * An event triggered before drawing the mesh
  33089. */
  33090. get: function () {
  33091. if (!this._onBeforeDrawObservable) {
  33092. this._onBeforeDrawObservable = new BABYLON.Observable();
  33093. }
  33094. return this._onBeforeDrawObservable;
  33095. },
  33096. enumerable: true,
  33097. configurable: true
  33098. });
  33099. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33100. /**
  33101. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33102. */
  33103. set: function (callback) {
  33104. if (this._onBeforeDrawObserver) {
  33105. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33106. }
  33107. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33108. },
  33109. enumerable: true,
  33110. configurable: true
  33111. });
  33112. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33113. /**
  33114. * Gets or sets the morph target manager
  33115. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33116. */
  33117. get: function () {
  33118. return this._morphTargetManager;
  33119. },
  33120. set: function (value) {
  33121. if (this._morphTargetManager === value) {
  33122. return;
  33123. }
  33124. this._morphTargetManager = value;
  33125. this._syncGeometryWithMorphTargetManager();
  33126. },
  33127. enumerable: true,
  33128. configurable: true
  33129. });
  33130. Object.defineProperty(Mesh.prototype, "source", {
  33131. /**
  33132. * Gets the source mesh (the one used to clone this one from)
  33133. */
  33134. get: function () {
  33135. return this._source;
  33136. },
  33137. enumerable: true,
  33138. configurable: true
  33139. });
  33140. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33141. /**
  33142. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33143. */
  33144. get: function () {
  33145. return this._unIndexed;
  33146. },
  33147. set: function (value) {
  33148. if (this._unIndexed !== value) {
  33149. this._unIndexed = value;
  33150. this._markSubMeshesAsAttributesDirty();
  33151. }
  33152. },
  33153. enumerable: true,
  33154. configurable: true
  33155. });
  33156. // Methods
  33157. /**
  33158. * Gets the class name
  33159. * @returns the string "Mesh".
  33160. */
  33161. Mesh.prototype.getClassName = function () {
  33162. return "Mesh";
  33163. };
  33164. /**
  33165. * Returns a description of this mesh
  33166. * @param fullDetails define if full details about this mesh must be used
  33167. * @returns a descriptive string representing this mesh
  33168. */
  33169. Mesh.prototype.toString = function (fullDetails) {
  33170. var ret = _super.prototype.toString.call(this, fullDetails);
  33171. ret += ", n vertices: " + this.getTotalVertices();
  33172. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33173. if (this.animations) {
  33174. for (var i = 0; i < this.animations.length; i++) {
  33175. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33176. }
  33177. }
  33178. if (fullDetails) {
  33179. if (this._geometry) {
  33180. var ib = this.getIndices();
  33181. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33182. if (vb && ib) {
  33183. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33184. }
  33185. }
  33186. else {
  33187. ret += ", flat shading: UNKNOWN";
  33188. }
  33189. }
  33190. return ret;
  33191. };
  33192. /** @hidden */
  33193. Mesh.prototype._unBindEffect = function () {
  33194. _super.prototype._unBindEffect.call(this);
  33195. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33196. var instance = _a[_i];
  33197. instance._unBindEffect();
  33198. }
  33199. };
  33200. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33201. /**
  33202. * Gets a boolean indicating if this mesh has LOD
  33203. */
  33204. get: function () {
  33205. return this._LODLevels.length > 0;
  33206. },
  33207. enumerable: true,
  33208. configurable: true
  33209. });
  33210. /**
  33211. * Gets the list of MeshLODLevel associated with the current mesh
  33212. * @returns an array of MeshLODLevel
  33213. */
  33214. Mesh.prototype.getLODLevels = function () {
  33215. return this._LODLevels;
  33216. };
  33217. Mesh.prototype._sortLODLevels = function () {
  33218. this._LODLevels.sort(function (a, b) {
  33219. if (a.distance < b.distance) {
  33220. return 1;
  33221. }
  33222. if (a.distance > b.distance) {
  33223. return -1;
  33224. }
  33225. return 0;
  33226. });
  33227. };
  33228. /**
  33229. * Add a mesh as LOD level triggered at the given distance.
  33230. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33231. * @param distance The distance from the center of the object to show this level
  33232. * @param mesh The mesh to be added as LOD level (can be null)
  33233. * @return This mesh (for chaining)
  33234. */
  33235. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33236. if (mesh && mesh._masterMesh) {
  33237. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33238. return this;
  33239. }
  33240. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33241. this._LODLevels.push(level);
  33242. if (mesh) {
  33243. mesh._masterMesh = this;
  33244. }
  33245. this._sortLODLevels();
  33246. return this;
  33247. };
  33248. /**
  33249. * Returns the LOD level mesh at the passed distance or null if not found.
  33250. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33251. * @param distance The distance from the center of the object to show this level
  33252. * @returns a Mesh or `null`
  33253. */
  33254. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33255. for (var index = 0; index < this._LODLevels.length; index++) {
  33256. var level = this._LODLevels[index];
  33257. if (level.distance === distance) {
  33258. return level.mesh;
  33259. }
  33260. }
  33261. return null;
  33262. };
  33263. /**
  33264. * Remove a mesh from the LOD array
  33265. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33266. * @param mesh defines the mesh to be removed
  33267. * @return This mesh (for chaining)
  33268. */
  33269. Mesh.prototype.removeLODLevel = function (mesh) {
  33270. for (var index = 0; index < this._LODLevels.length; index++) {
  33271. if (this._LODLevels[index].mesh === mesh) {
  33272. this._LODLevels.splice(index, 1);
  33273. if (mesh) {
  33274. mesh._masterMesh = null;
  33275. }
  33276. }
  33277. }
  33278. this._sortLODLevels();
  33279. return this;
  33280. };
  33281. /**
  33282. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33283. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33284. * @param camera defines the camera to use to compute distance
  33285. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33286. * @return This mesh (for chaining)
  33287. */
  33288. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33289. if (!this._LODLevels || this._LODLevels.length === 0) {
  33290. return this;
  33291. }
  33292. var bSphere;
  33293. if (boundingSphere) {
  33294. bSphere = boundingSphere;
  33295. }
  33296. else {
  33297. var boundingInfo = this.getBoundingInfo();
  33298. bSphere = boundingInfo.boundingSphere;
  33299. }
  33300. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33301. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33302. if (this.onLODLevelSelection) {
  33303. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33304. }
  33305. return this;
  33306. }
  33307. for (var index = 0; index < this._LODLevels.length; index++) {
  33308. var level = this._LODLevels[index];
  33309. if (level.distance < distanceToCamera) {
  33310. if (level.mesh) {
  33311. level.mesh._preActivate();
  33312. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33313. }
  33314. if (this.onLODLevelSelection) {
  33315. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33316. }
  33317. return level.mesh;
  33318. }
  33319. }
  33320. if (this.onLODLevelSelection) {
  33321. this.onLODLevelSelection(distanceToCamera, this, this);
  33322. }
  33323. return this;
  33324. };
  33325. Object.defineProperty(Mesh.prototype, "geometry", {
  33326. /**
  33327. * Gets the mesh internal Geometry object
  33328. */
  33329. get: function () {
  33330. return this._geometry;
  33331. },
  33332. enumerable: true,
  33333. configurable: true
  33334. });
  33335. /**
  33336. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33337. * @returns the total number of vertices
  33338. */
  33339. Mesh.prototype.getTotalVertices = function () {
  33340. if (this._geometry === null || this._geometry === undefined) {
  33341. return 0;
  33342. }
  33343. return this._geometry.getTotalVertices();
  33344. };
  33345. /**
  33346. * Returns the content of an associated vertex buffer
  33347. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33348. * - BABYLON.VertexBuffer.PositionKind
  33349. * - BABYLON.VertexBuffer.UVKind
  33350. * - BABYLON.VertexBuffer.UV2Kind
  33351. * - BABYLON.VertexBuffer.UV3Kind
  33352. * - BABYLON.VertexBuffer.UV4Kind
  33353. * - BABYLON.VertexBuffer.UV5Kind
  33354. * - BABYLON.VertexBuffer.UV6Kind
  33355. * - BABYLON.VertexBuffer.ColorKind
  33356. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33357. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33358. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33359. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33360. * @param copyWhenShared defines a boolean indicating that if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one
  33361. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33362. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33363. */
  33364. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33365. if (!this._geometry) {
  33366. return null;
  33367. }
  33368. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33369. };
  33370. /**
  33371. * Returns the mesh VertexBuffer object from the requested `kind`
  33372. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33373. * - BABYLON.VertexBuffer.PositionKind
  33374. * - BABYLON.VertexBuffer.UVKind
  33375. * - BABYLON.VertexBuffer.UV2Kind
  33376. * - BABYLON.VertexBuffer.UV3Kind
  33377. * - BABYLON.VertexBuffer.UV4Kind
  33378. * - BABYLON.VertexBuffer.UV5Kind
  33379. * - BABYLON.VertexBuffer.UV6Kind
  33380. * - BABYLON.VertexBuffer.ColorKind
  33381. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33382. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33383. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33384. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33385. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33386. */
  33387. Mesh.prototype.getVertexBuffer = function (kind) {
  33388. if (!this._geometry) {
  33389. return null;
  33390. }
  33391. return this._geometry.getVertexBuffer(kind);
  33392. };
  33393. /**
  33394. * Tests if a specific vertex buffer is associated with this mesh
  33395. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33396. * - BABYLON.VertexBuffer.PositionKind
  33397. * - BABYLON.VertexBuffer.UVKind
  33398. * - BABYLON.VertexBuffer.UV2Kind
  33399. * - BABYLON.VertexBuffer.UV3Kind
  33400. * - BABYLON.VertexBuffer.UV4Kind
  33401. * - BABYLON.VertexBuffer.UV5Kind
  33402. * - BABYLON.VertexBuffer.UV6Kind
  33403. * - BABYLON.VertexBuffer.ColorKind
  33404. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33405. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33406. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33407. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33408. * @returns a boolean
  33409. */
  33410. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33411. if (!this._geometry) {
  33412. if (this._delayInfo) {
  33413. return this._delayInfo.indexOf(kind) !== -1;
  33414. }
  33415. return false;
  33416. }
  33417. return this._geometry.isVerticesDataPresent(kind);
  33418. };
  33419. /**
  33420. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33421. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33422. * - BABYLON.VertexBuffer.PositionKind
  33423. * - BABYLON.VertexBuffer.UVKind
  33424. * - BABYLON.VertexBuffer.UV2Kind
  33425. * - BABYLON.VertexBuffer.UV3Kind
  33426. * - BABYLON.VertexBuffer.UV4Kind
  33427. * - BABYLON.VertexBuffer.UV5Kind
  33428. * - BABYLON.VertexBuffer.UV6Kind
  33429. * - BABYLON.VertexBuffer.ColorKind
  33430. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33431. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33432. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33433. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33434. * @returns a boolean
  33435. */
  33436. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33437. if (!this._geometry) {
  33438. if (this._delayInfo) {
  33439. return this._delayInfo.indexOf(kind) !== -1;
  33440. }
  33441. return false;
  33442. }
  33443. return this._geometry.isVertexBufferUpdatable(kind);
  33444. };
  33445. /**
  33446. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33447. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33448. * - BABYLON.VertexBuffer.PositionKind
  33449. * - BABYLON.VertexBuffer.UVKind
  33450. * - BABYLON.VertexBuffer.UV2Kind
  33451. * - BABYLON.VertexBuffer.UV3Kind
  33452. * - BABYLON.VertexBuffer.UV4Kind
  33453. * - BABYLON.VertexBuffer.UV5Kind
  33454. * - BABYLON.VertexBuffer.UV6Kind
  33455. * - BABYLON.VertexBuffer.ColorKind
  33456. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33457. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33458. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33459. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33460. * @returns an array of strings
  33461. */
  33462. Mesh.prototype.getVerticesDataKinds = function () {
  33463. if (!this._geometry) {
  33464. var result = new Array();
  33465. if (this._delayInfo) {
  33466. this._delayInfo.forEach(function (kind, index, array) {
  33467. result.push(kind);
  33468. });
  33469. }
  33470. return result;
  33471. }
  33472. return this._geometry.getVerticesDataKinds();
  33473. };
  33474. /**
  33475. * Returns a positive integer : the total number of indices in this mesh geometry.
  33476. * @returns the numner of indices or zero if the mesh has no geometry.
  33477. */
  33478. Mesh.prototype.getTotalIndices = function () {
  33479. if (!this._geometry) {
  33480. return 0;
  33481. }
  33482. return this._geometry.getTotalIndices();
  33483. };
  33484. /**
  33485. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33486. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  33487. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33488. * @returns the indices array or an empty array if the mesh has no geometry
  33489. */
  33490. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33491. if (!this._geometry) {
  33492. return [];
  33493. }
  33494. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33495. };
  33496. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33497. get: function () {
  33498. return this._masterMesh !== null && this._masterMesh !== undefined;
  33499. },
  33500. enumerable: true,
  33501. configurable: true
  33502. });
  33503. /**
  33504. * Determine if the current mesh is ready to be rendered
  33505. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33506. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33507. * @returns true if all associated assets are ready (material, textures, shaders)
  33508. */
  33509. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33510. if (completeCheck === void 0) { completeCheck = false; }
  33511. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33512. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33513. return false;
  33514. }
  33515. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33516. return false;
  33517. }
  33518. if (!this.subMeshes || this.subMeshes.length === 0) {
  33519. return true;
  33520. }
  33521. if (!completeCheck) {
  33522. return true;
  33523. }
  33524. var engine = this.getEngine();
  33525. var scene = this.getScene();
  33526. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33527. this.computeWorldMatrix();
  33528. var mat = this.material || scene.defaultMaterial;
  33529. if (mat) {
  33530. if (mat._storeEffectOnSubMeshes) {
  33531. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33532. var subMesh = _a[_i];
  33533. var effectiveMaterial = subMesh.getMaterial();
  33534. if (effectiveMaterial) {
  33535. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33536. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33537. return false;
  33538. }
  33539. }
  33540. else {
  33541. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33542. return false;
  33543. }
  33544. }
  33545. }
  33546. }
  33547. }
  33548. else {
  33549. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33550. return false;
  33551. }
  33552. }
  33553. }
  33554. // Shadows
  33555. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33556. var light = _c[_b];
  33557. var generator = light.getShadowGenerator();
  33558. if (generator) {
  33559. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33560. var subMesh = _e[_d];
  33561. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33562. return false;
  33563. }
  33564. }
  33565. }
  33566. }
  33567. // LOD
  33568. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33569. var lod = _g[_f];
  33570. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33571. return false;
  33572. }
  33573. }
  33574. return true;
  33575. };
  33576. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33577. /**
  33578. * Gets a boolean indicating if the normals aren't to be recomputed on next mesh `positions` array update. This property is pertinent only for updatable parametric shapes.
  33579. */
  33580. get: function () {
  33581. return this._areNormalsFrozen;
  33582. },
  33583. enumerable: true,
  33584. configurable: true
  33585. });
  33586. /**
  33587. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It prevents the mesh normals from being recomputed on next `positions` array update.
  33588. * @returns the current mesh
  33589. */
  33590. Mesh.prototype.freezeNormals = function () {
  33591. this._areNormalsFrozen = true;
  33592. return this;
  33593. };
  33594. /**
  33595. * This function affects parametric shapes on vertex position update only : ribbons, tubes, etc. It has no effect at all on other shapes. It reactivates the mesh normals computation if it was previously frozen
  33596. * @returns the current mesh
  33597. */
  33598. Mesh.prototype.unfreezeNormals = function () {
  33599. this._areNormalsFrozen = false;
  33600. return this;
  33601. };
  33602. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33603. /**
  33604. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33605. */
  33606. set: function (count) {
  33607. this._instanceDataStorage.overridenInstanceCount = count;
  33608. },
  33609. enumerable: true,
  33610. configurable: true
  33611. });
  33612. // Methods
  33613. /** @hidden */
  33614. Mesh.prototype._preActivate = function () {
  33615. var sceneRenderId = this.getScene().getRenderId();
  33616. if (this._preActivateId === sceneRenderId) {
  33617. return this;
  33618. }
  33619. this._preActivateId = sceneRenderId;
  33620. this._instanceDataStorage.visibleInstances = null;
  33621. return this;
  33622. };
  33623. /** @hidden */
  33624. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33625. if (this._instanceDataStorage.visibleInstances) {
  33626. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33627. }
  33628. return this;
  33629. };
  33630. /** @hidden */
  33631. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33632. if (!this._instanceDataStorage.visibleInstances) {
  33633. this._instanceDataStorage.visibleInstances = {
  33634. defaultRenderId: renderId,
  33635. selfDefaultRenderId: this._renderId
  33636. };
  33637. }
  33638. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33639. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33640. }
  33641. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33642. return this;
  33643. };
  33644. /**
  33645. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33646. * This means the mesh underlying bounding box and sphere are recomputed.
  33647. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33648. * @returns the current mesh
  33649. */
  33650. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33651. if (applySkeleton === void 0) { applySkeleton = false; }
  33652. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33653. return this;
  33654. }
  33655. var bias = this.geometry ? this.geometry.boundingBias : null;
  33656. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33657. return this;
  33658. };
  33659. /** @hidden */
  33660. Mesh.prototype._createGlobalSubMesh = function (force) {
  33661. var totalVertices = this.getTotalVertices();
  33662. if (!totalVertices || !this.getIndices()) {
  33663. return null;
  33664. }
  33665. // Check if we need to recreate the submeshes
  33666. if (this.subMeshes && this.subMeshes.length > 0) {
  33667. var ib = this.getIndices();
  33668. if (!ib) {
  33669. return null;
  33670. }
  33671. var totalIndices = ib.length;
  33672. var needToRecreate = false;
  33673. if (force) {
  33674. needToRecreate = true;
  33675. }
  33676. else {
  33677. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33678. var submesh = _a[_i];
  33679. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33680. needToRecreate = true;
  33681. break;
  33682. }
  33683. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33684. needToRecreate = true;
  33685. break;
  33686. }
  33687. }
  33688. }
  33689. if (!needToRecreate) {
  33690. return this.subMeshes[0];
  33691. }
  33692. }
  33693. this.releaseSubMeshes();
  33694. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33695. };
  33696. /**
  33697. * This function will subdivide the mesh into multiple submeshes
  33698. * @param count defines the expected number of submeshes
  33699. */
  33700. Mesh.prototype.subdivide = function (count) {
  33701. if (count < 1) {
  33702. return;
  33703. }
  33704. var totalIndices = this.getTotalIndices();
  33705. var subdivisionSize = (totalIndices / count) | 0;
  33706. var offset = 0;
  33707. // Ensure that subdivisionSize is a multiple of 3
  33708. while (subdivisionSize % 3 !== 0) {
  33709. subdivisionSize++;
  33710. }
  33711. this.releaseSubMeshes();
  33712. for (var index = 0; index < count; index++) {
  33713. if (offset >= totalIndices) {
  33714. break;
  33715. }
  33716. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33717. offset += subdivisionSize;
  33718. }
  33719. this.synchronizeInstances();
  33720. };
  33721. /**
  33722. * Copy a FloatArray into a specific associated vertex buffer
  33723. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33724. * - BABYLON.VertexBuffer.PositionKind
  33725. * - BABYLON.VertexBuffer.UVKind
  33726. * - BABYLON.VertexBuffer.UV2Kind
  33727. * - BABYLON.VertexBuffer.UV3Kind
  33728. * - BABYLON.VertexBuffer.UV4Kind
  33729. * - BABYLON.VertexBuffer.UV5Kind
  33730. * - BABYLON.VertexBuffer.UV6Kind
  33731. * - BABYLON.VertexBuffer.ColorKind
  33732. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33733. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33734. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33735. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33736. * @param data defines the data source
  33737. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33738. * @param stride defines the data stride size (can be null)
  33739. * @returns the current mesh
  33740. */
  33741. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33742. if (updatable === void 0) { updatable = false; }
  33743. if (!this._geometry) {
  33744. var vertexData = new BABYLON.VertexData();
  33745. vertexData.set(data, kind);
  33746. var scene = this.getScene();
  33747. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33748. }
  33749. else {
  33750. this._geometry.setVerticesData(kind, data, updatable, stride);
  33751. }
  33752. return this;
  33753. };
  33754. /**
  33755. * Flags an associated vertex buffer as updatable
  33756. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33757. * - BABYLON.VertexBuffer.PositionKind
  33758. * - BABYLON.VertexBuffer.UVKind
  33759. * - BABYLON.VertexBuffer.UV2Kind
  33760. * - BABYLON.VertexBuffer.UV3Kind
  33761. * - BABYLON.VertexBuffer.UV4Kind
  33762. * - BABYLON.VertexBuffer.UV5Kind
  33763. * - BABYLON.VertexBuffer.UV6Kind
  33764. * - BABYLON.VertexBuffer.ColorKind
  33765. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33766. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33767. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33768. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33769. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33770. */
  33771. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33772. if (updatable === void 0) { updatable = true; }
  33773. var vb = this.getVertexBuffer(kind);
  33774. if (!vb || vb.isUpdatable() === updatable) {
  33775. return;
  33776. }
  33777. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33778. };
  33779. /**
  33780. * Sets the mesh global Vertex Buffer
  33781. * @param buffer defines the buffer to use
  33782. * @returns the current mesh
  33783. */
  33784. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33785. if (!this._geometry) {
  33786. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33787. }
  33788. this._geometry.setVerticesBuffer(buffer);
  33789. return this;
  33790. };
  33791. /**
  33792. * Update a specific associated vertex buffer
  33793. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33794. * - BABYLON.VertexBuffer.PositionKind
  33795. * - BABYLON.VertexBuffer.UVKind
  33796. * - BABYLON.VertexBuffer.UV2Kind
  33797. * - BABYLON.VertexBuffer.UV3Kind
  33798. * - BABYLON.VertexBuffer.UV4Kind
  33799. * - BABYLON.VertexBuffer.UV5Kind
  33800. * - BABYLON.VertexBuffer.UV6Kind
  33801. * - BABYLON.VertexBuffer.ColorKind
  33802. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33803. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33804. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33805. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33806. * @param data defines the data source
  33807. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33808. * @param makeItUnique defines if the geometry associated with the mesh must be cloned to make the change only for this mesh (and not all meshes associated with the same geometry)
  33809. * @returns the current mesh
  33810. */
  33811. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33812. if (!this._geometry) {
  33813. return this;
  33814. }
  33815. if (!makeItUnique) {
  33816. this._geometry.updateVerticesData(kind, data, updateExtends);
  33817. }
  33818. else {
  33819. this.makeGeometryUnique();
  33820. this.updateVerticesData(kind, data, updateExtends, false);
  33821. }
  33822. return this;
  33823. };
  33824. /**
  33825. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33826. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33827. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33828. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33829. * @returns the current mesh
  33830. */
  33831. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33832. if (computeNormals === void 0) { computeNormals = true; }
  33833. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33834. if (!positions) {
  33835. return this;
  33836. }
  33837. positionFunction(positions);
  33838. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33839. if (computeNormals) {
  33840. var indices = this.getIndices();
  33841. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33842. if (!normals) {
  33843. return this;
  33844. }
  33845. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33846. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33847. }
  33848. return this;
  33849. };
  33850. /**
  33851. * Creates a un-shared specific occurence of the geometry for the mesh.
  33852. * @returns the current mesh
  33853. */
  33854. Mesh.prototype.makeGeometryUnique = function () {
  33855. if (!this._geometry) {
  33856. return this;
  33857. }
  33858. var oldGeometry = this._geometry;
  33859. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33860. oldGeometry.releaseForMesh(this, true);
  33861. geometry.applyToMesh(this);
  33862. return this;
  33863. };
  33864. /**
  33865. * Set the index buffer of this mesh
  33866. * @param indices defines the source data
  33867. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33868. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33869. * @returns the current mesh
  33870. */
  33871. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33872. if (totalVertices === void 0) { totalVertices = null; }
  33873. if (updatable === void 0) { updatable = false; }
  33874. if (!this._geometry) {
  33875. var vertexData = new BABYLON.VertexData();
  33876. vertexData.indices = indices;
  33877. var scene = this.getScene();
  33878. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33879. }
  33880. else {
  33881. this._geometry.setIndices(indices, totalVertices, updatable);
  33882. }
  33883. return this;
  33884. };
  33885. /**
  33886. * Update the current index buffer
  33887. * @param indices defines the source data
  33888. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33889. * @returns the current mesh
  33890. */
  33891. Mesh.prototype.updateIndices = function (indices, offset) {
  33892. if (!this._geometry) {
  33893. return this;
  33894. }
  33895. this._geometry.updateIndices(indices, offset);
  33896. return this;
  33897. };
  33898. /**
  33899. * Invert the geometry to move from a right handed system to a left handed one.
  33900. * @returns the current mesh
  33901. */
  33902. Mesh.prototype.toLeftHanded = function () {
  33903. if (!this._geometry) {
  33904. return this;
  33905. }
  33906. this._geometry.toLeftHanded();
  33907. return this;
  33908. };
  33909. /** @hidden */
  33910. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33911. if (!this._geometry) {
  33912. return this;
  33913. }
  33914. var engine = this.getScene().getEngine();
  33915. // Wireframe
  33916. var indexToBind;
  33917. if (this._unIndexed) {
  33918. indexToBind = null;
  33919. }
  33920. else {
  33921. switch (fillMode) {
  33922. case BABYLON.Material.PointFillMode:
  33923. indexToBind = null;
  33924. break;
  33925. case BABYLON.Material.WireFrameFillMode:
  33926. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33927. break;
  33928. default:
  33929. case BABYLON.Material.TriangleFillMode:
  33930. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33931. break;
  33932. }
  33933. }
  33934. // VBOs
  33935. this._geometry._bind(effect, indexToBind);
  33936. return this;
  33937. };
  33938. /** @hidden */
  33939. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33940. if (alternate === void 0) { alternate = false; }
  33941. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33942. return this;
  33943. }
  33944. if (this._onBeforeDrawObservable) {
  33945. this._onBeforeDrawObservable.notifyObservers(this);
  33946. }
  33947. var scene = this.getScene();
  33948. var engine = scene.getEngine();
  33949. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33950. // or triangles as points
  33951. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33952. }
  33953. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33954. // Triangles as wireframe
  33955. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33956. }
  33957. else {
  33958. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33959. }
  33960. if (scene._isAlternateRenderingEnabled && !alternate) {
  33961. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33962. if (!effect || !scene.activeCamera) {
  33963. return this;
  33964. }
  33965. scene._switchToAlternateCameraConfiguration(true);
  33966. this._effectiveMaterial.bindView(effect);
  33967. this._effectiveMaterial.bindViewProjection(effect);
  33968. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33969. this._draw(subMesh, fillMode, instancesCount, true);
  33970. engine.setViewport(scene.activeCamera.viewport);
  33971. scene._switchToAlternateCameraConfiguration(false);
  33972. this._effectiveMaterial.bindView(effect);
  33973. this._effectiveMaterial.bindViewProjection(effect);
  33974. }
  33975. return this;
  33976. };
  33977. /**
  33978. * Registers for this mesh a javascript function called just before the rendering process
  33979. * @param func defines the function to call before rendering this mesh
  33980. * @returns the current mesh
  33981. */
  33982. Mesh.prototype.registerBeforeRender = function (func) {
  33983. this.onBeforeRenderObservable.add(func);
  33984. return this;
  33985. };
  33986. /**
  33987. * Disposes a previously registered javascript function called before the rendering
  33988. * @param func defines the function to remove
  33989. * @returns the current mesh
  33990. */
  33991. Mesh.prototype.unregisterBeforeRender = function (func) {
  33992. this.onBeforeRenderObservable.removeCallback(func);
  33993. return this;
  33994. };
  33995. /**
  33996. * Registers for this mesh a javascript function called just after the rendering is complete
  33997. * @param func defines the function to call after rendering this mesh
  33998. * @returns the current mesh
  33999. */
  34000. Mesh.prototype.registerAfterRender = function (func) {
  34001. this.onAfterRenderObservable.add(func);
  34002. return this;
  34003. };
  34004. /**
  34005. * Disposes a previously registered javascript function called after the rendering.
  34006. * @param func defines the function to remove
  34007. * @returns the current mesh
  34008. */
  34009. Mesh.prototype.unregisterAfterRender = function (func) {
  34010. this.onAfterRenderObservable.removeCallback(func);
  34011. return this;
  34012. };
  34013. /** @hidden */
  34014. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  34015. var scene = this.getScene();
  34016. var batchCache = this._instanceDataStorage.batchCache;
  34017. batchCache.mustReturn = false;
  34018. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  34019. batchCache.visibleInstances[subMeshId] = null;
  34020. if (this._instanceDataStorage.visibleInstances) {
  34021. var visibleInstances = this._instanceDataStorage.visibleInstances;
  34022. var currentRenderId = scene.getRenderId();
  34023. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  34024. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  34025. var selfRenderId = this._renderId;
  34026. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  34027. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  34028. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  34029. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  34030. }
  34031. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  34032. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  34033. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  34034. batchCache.mustReturn = true;
  34035. return batchCache;
  34036. }
  34037. if (currentRenderId !== selfRenderId) {
  34038. batchCache.renderSelf[subMeshId] = false;
  34039. }
  34040. }
  34041. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  34042. }
  34043. return batchCache;
  34044. };
  34045. /** @hidden */
  34046. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  34047. var visibleInstances = batch.visibleInstances[subMesh._id];
  34048. if (!visibleInstances) {
  34049. return this;
  34050. }
  34051. var matricesCount = visibleInstances.length + 1;
  34052. var bufferSize = matricesCount * 16 * 4;
  34053. var instanceStorage = this._instanceDataStorage;
  34054. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34055. var instancesBuffer = instanceStorage.instancesBuffer;
  34056. while (instanceStorage.instancesBufferSize < bufferSize) {
  34057. instanceStorage.instancesBufferSize *= 2;
  34058. }
  34059. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34060. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34061. }
  34062. var offset = 0;
  34063. var instancesCount = 0;
  34064. var world = this.getWorldMatrix();
  34065. if (batch.renderSelf[subMesh._id]) {
  34066. world.copyToArray(instanceStorage.instancesData, offset);
  34067. offset += 16;
  34068. instancesCount++;
  34069. }
  34070. if (visibleInstances) {
  34071. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34072. var instance = visibleInstances[instanceIndex];
  34073. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34074. offset += 16;
  34075. instancesCount++;
  34076. }
  34077. }
  34078. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34079. if (instancesBuffer) {
  34080. instancesBuffer.dispose();
  34081. }
  34082. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34083. instanceStorage.instancesBuffer = instancesBuffer;
  34084. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34085. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34086. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34087. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34088. }
  34089. else {
  34090. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34091. }
  34092. this._bind(subMesh, effect, fillMode);
  34093. this._draw(subMesh, fillMode, instancesCount);
  34094. engine.unbindInstanceAttributes();
  34095. return this;
  34096. };
  34097. /** @hidden */
  34098. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34099. var scene = this.getScene();
  34100. var engine = scene.getEngine();
  34101. if (hardwareInstancedRendering) {
  34102. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34103. }
  34104. else {
  34105. if (batch.renderSelf[subMesh._id]) {
  34106. // Draw
  34107. if (onBeforeDraw) {
  34108. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34109. }
  34110. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34111. }
  34112. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34113. if (visibleInstancesForSubMesh) {
  34114. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34115. var instance = visibleInstancesForSubMesh[instanceIndex];
  34116. // World
  34117. var world = instance.getWorldMatrix();
  34118. if (onBeforeDraw) {
  34119. onBeforeDraw(true, world, effectiveMaterial);
  34120. }
  34121. // Draw
  34122. this._draw(subMesh, fillMode);
  34123. }
  34124. }
  34125. }
  34126. return this;
  34127. };
  34128. /**
  34129. * Triggers the draw call for the mesh. Usually, you don't need to call this method by your own because the mesh rendering is handled by the scene rendering manager
  34130. * @param subMesh defines the subMesh to render
  34131. * @param enableAlphaMode defines if alpha mode can be changed
  34132. * @returns the current mesh
  34133. */
  34134. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34135. if (this._checkOcclusionQuery()) {
  34136. return this;
  34137. }
  34138. var scene = this.getScene();
  34139. // Managing instances
  34140. var batch = this._getInstancesRenderList(subMesh._id);
  34141. if (batch.mustReturn) {
  34142. return this;
  34143. }
  34144. // Checking geometry state
  34145. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34146. return this;
  34147. }
  34148. if (this._onBeforeRenderObservable) {
  34149. this._onBeforeRenderObservable.notifyObservers(this);
  34150. }
  34151. var engine = scene.getEngine();
  34152. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34153. // Material
  34154. var material = subMesh.getMaterial();
  34155. if (!material) {
  34156. return this;
  34157. }
  34158. this._effectiveMaterial = material;
  34159. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34160. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34161. return this;
  34162. }
  34163. }
  34164. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34165. return this;
  34166. }
  34167. // Alpha mode
  34168. if (enableAlphaMode) {
  34169. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34170. }
  34171. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34172. var step = _a[_i];
  34173. step.action(this, subMesh, batch);
  34174. }
  34175. var effect;
  34176. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34177. effect = subMesh.effect;
  34178. }
  34179. else {
  34180. effect = this._effectiveMaterial.getEffect();
  34181. }
  34182. if (!effect) {
  34183. return this;
  34184. }
  34185. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  34186. var sideOrientation = this.overrideMaterialSideOrientation;
  34187. if (sideOrientation == null) {
  34188. sideOrientation = this._effectiveMaterial.sideOrientation;
  34189. if (effectiveMesh._getWorldMatrixDeterminant() < 0) {
  34190. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34191. }
  34192. }
  34193. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34194. if (this._effectiveMaterial.forceDepthWrite) {
  34195. engine.setDepthWrite(true);
  34196. }
  34197. // Bind
  34198. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34199. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34200. this._bind(subMesh, effect, fillMode);
  34201. }
  34202. var world = effectiveMesh.getWorldMatrix();
  34203. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34204. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34205. }
  34206. else {
  34207. this._effectiveMaterial.bind(world, this);
  34208. }
  34209. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34210. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34211. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34212. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34213. }
  34214. // Draw
  34215. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34216. // Unbind
  34217. this._effectiveMaterial.unbind();
  34218. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34219. var step = _c[_b];
  34220. step.action(this, subMesh, batch);
  34221. }
  34222. if (this._onAfterRenderObservable) {
  34223. this._onAfterRenderObservable.notifyObservers(this);
  34224. }
  34225. return this;
  34226. };
  34227. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34228. if (isInstance && effectiveMaterial) {
  34229. effectiveMaterial.bindOnlyWorldMatrix(world);
  34230. }
  34231. };
  34232. /**
  34233. * Renormalize the mesh and patch it up if there are no weights
  34234. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34235. * However in the case of zero weights then we set just a single influence to 1.
  34236. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34237. */
  34238. Mesh.prototype.cleanMatrixWeights = function () {
  34239. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34240. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34241. this.normalizeSkinWeightsAndExtra();
  34242. }
  34243. else {
  34244. this.normalizeSkinFourWeights();
  34245. }
  34246. }
  34247. };
  34248. // faster 4 weight version.
  34249. Mesh.prototype.normalizeSkinFourWeights = function () {
  34250. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34251. var numWeights = matricesWeights.length;
  34252. for (var a = 0; a < numWeights; a += 4) {
  34253. // accumulate weights
  34254. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34255. // check for invalid weight and just set it to 1.
  34256. if (t === 0) {
  34257. matricesWeights[a] = 1;
  34258. }
  34259. else {
  34260. // renormalize so everything adds to 1 use reciprical
  34261. var recip = 1 / t;
  34262. matricesWeights[a] *= recip;
  34263. matricesWeights[a + 1] *= recip;
  34264. matricesWeights[a + 2] *= recip;
  34265. matricesWeights[a + 3] *= recip;
  34266. }
  34267. }
  34268. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34269. };
  34270. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34271. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34272. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34273. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34274. var numWeights = matricesWeights.length;
  34275. for (var a = 0; a < numWeights; a += 4) {
  34276. // accumulate weights
  34277. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34278. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34279. // check for invalid weight and just set it to 1.
  34280. if (t === 0) {
  34281. matricesWeights[a] = 1;
  34282. }
  34283. else {
  34284. // renormalize so everything adds to 1 use reciprical
  34285. var recip = 1 / t;
  34286. matricesWeights[a] *= recip;
  34287. matricesWeights[a + 1] *= recip;
  34288. matricesWeights[a + 2] *= recip;
  34289. matricesWeights[a + 3] *= recip;
  34290. // same goes for extras
  34291. matricesWeightsExtra[a] *= recip;
  34292. matricesWeightsExtra[a + 1] *= recip;
  34293. matricesWeightsExtra[a + 2] *= recip;
  34294. matricesWeightsExtra[a + 3] *= recip;
  34295. }
  34296. }
  34297. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34298. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34299. };
  34300. /**
  34301. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34302. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34303. * the user know there was an issue with importing the mesh
  34304. * @returns a validation object with skinned, valid and report string
  34305. */
  34306. Mesh.prototype.validateSkinning = function () {
  34307. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34308. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34309. if (matricesWeights === null || this.skeleton == null) {
  34310. return { skinned: false, valid: true, report: "not skinned" };
  34311. }
  34312. var numWeights = matricesWeights.length;
  34313. var numberNotSorted = 0;
  34314. var missingWeights = 0;
  34315. var maxUsedWeights = 0;
  34316. var numberNotNormalized = 0;
  34317. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34318. var usedWeightCounts = new Array();
  34319. for (var a = 0; a <= numInfluences; a++) {
  34320. usedWeightCounts[a] = 0;
  34321. }
  34322. var toleranceEpsilon = 0.001;
  34323. for (var a = 0; a < numWeights; a += 4) {
  34324. var lastWeight = matricesWeights[a];
  34325. var t = lastWeight;
  34326. var usedWeights = t === 0 ? 0 : 1;
  34327. for (var b = 1; b < numInfluences; b++) {
  34328. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34329. if (d > lastWeight) {
  34330. numberNotSorted++;
  34331. }
  34332. if (d !== 0) {
  34333. usedWeights++;
  34334. }
  34335. t += d;
  34336. lastWeight = d;
  34337. }
  34338. // count the buffer weights usage
  34339. usedWeightCounts[usedWeights]++;
  34340. // max influences
  34341. if (usedWeights > maxUsedWeights) {
  34342. maxUsedWeights = usedWeights;
  34343. }
  34344. // check for invalid weight and just set it to 1.
  34345. if (t === 0) {
  34346. missingWeights++;
  34347. }
  34348. else {
  34349. // renormalize so everything adds to 1 use reciprical
  34350. var recip = 1 / t;
  34351. var tolerance = 0;
  34352. for (b = 0; b < numInfluences; b++) {
  34353. if (b < 4) {
  34354. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34355. }
  34356. else {
  34357. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34358. }
  34359. }
  34360. // arbitary epsilon value for dicdating not normalized
  34361. if (tolerance > toleranceEpsilon) {
  34362. numberNotNormalized++;
  34363. }
  34364. }
  34365. }
  34366. // validate bone indices are in range of the skeleton
  34367. var numBones = this.skeleton.bones.length;
  34368. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34369. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34370. var numBadBoneIndices = 0;
  34371. for (var a = 0; a < numWeights; a++) {
  34372. for (var b = 0; b < numInfluences; b++) {
  34373. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34374. if (index >= numBones || index < 0) {
  34375. numBadBoneIndices++;
  34376. }
  34377. }
  34378. }
  34379. // log mesh stats
  34380. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34381. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34382. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34383. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34384. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34385. };
  34386. /** @hidden */
  34387. Mesh.prototype._checkDelayState = function () {
  34388. var scene = this.getScene();
  34389. if (this._geometry) {
  34390. this._geometry.load(scene);
  34391. }
  34392. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34393. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34394. this._queueLoad(scene);
  34395. }
  34396. return this;
  34397. };
  34398. Mesh.prototype._queueLoad = function (scene) {
  34399. var _this = this;
  34400. scene._addPendingData(this);
  34401. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34402. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34403. if (data instanceof ArrayBuffer) {
  34404. _this._delayLoadingFunction(data, _this);
  34405. }
  34406. else {
  34407. _this._delayLoadingFunction(JSON.parse(data), _this);
  34408. }
  34409. _this.instances.forEach(function (instance) {
  34410. instance._syncSubMeshes();
  34411. });
  34412. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34413. scene._removePendingData(_this);
  34414. }, function () { }, scene.offlineProvider, getBinaryData);
  34415. return this;
  34416. };
  34417. /**
  34418. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34419. * A mesh is in the frustum if its bounding box intersects the frustum
  34420. * @param frustumPlanes defines the frustum to test
  34421. * @returns true if the mesh is in the frustum planes
  34422. */
  34423. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34424. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34425. return false;
  34426. }
  34427. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34428. return false;
  34429. }
  34430. this._checkDelayState();
  34431. return true;
  34432. };
  34433. /**
  34434. * Sets the mesh material by the material or multiMaterial `id` property
  34435. * @param id is a string identifying the material or the multiMaterial
  34436. * @returns the current mesh
  34437. */
  34438. Mesh.prototype.setMaterialByID = function (id) {
  34439. var materials = this.getScene().materials;
  34440. var index;
  34441. for (index = materials.length - 1; index > -1; index--) {
  34442. if (materials[index].id === id) {
  34443. this.material = materials[index];
  34444. return this;
  34445. }
  34446. }
  34447. // Multi
  34448. var multiMaterials = this.getScene().multiMaterials;
  34449. for (index = multiMaterials.length - 1; index > -1; index--) {
  34450. if (multiMaterials[index].id === id) {
  34451. this.material = multiMaterials[index];
  34452. return this;
  34453. }
  34454. }
  34455. return this;
  34456. };
  34457. /**
  34458. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34459. * @returns an array of IAnimatable
  34460. */
  34461. Mesh.prototype.getAnimatables = function () {
  34462. var results = new Array();
  34463. if (this.material) {
  34464. results.push(this.material);
  34465. }
  34466. if (this.skeleton) {
  34467. results.push(this.skeleton);
  34468. }
  34469. return results;
  34470. };
  34471. /**
  34472. * Modifies the mesh geometry according to the passed transformation matrix.
  34473. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34474. * The mesh normals are modified using the same transformation.
  34475. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34476. * @param transform defines the transform matrix to use
  34477. * @see http://doc.babylonjs.com/resources/baking_transformations
  34478. * @returns the current mesh
  34479. */
  34480. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34481. // Position
  34482. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34483. return this;
  34484. }
  34485. var submeshes = this.subMeshes.splice(0);
  34486. this._resetPointsArrayCache();
  34487. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34488. var temp = new Array();
  34489. var index;
  34490. for (index = 0; index < data.length; index += 3) {
  34491. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34492. }
  34493. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34494. // Normals
  34495. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34496. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34497. temp = [];
  34498. for (index = 0; index < data.length; index += 3) {
  34499. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34500. }
  34501. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34502. }
  34503. // flip faces?
  34504. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34505. this.flipFaces();
  34506. }
  34507. // Restore submeshes
  34508. this.releaseSubMeshes();
  34509. this.subMeshes = submeshes;
  34510. return this;
  34511. };
  34512. /**
  34513. * Modifies the mesh geometry according to its own current World Matrix.
  34514. * The mesh World Matrix is then reset.
  34515. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34516. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34517. * @see http://doc.babylonjs.com/resources/baking_transformations
  34518. * @returns the current mesh
  34519. */
  34520. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34521. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34522. this.scaling.copyFromFloats(1, 1, 1);
  34523. this.position.copyFromFloats(0, 0, 0);
  34524. this.rotation.copyFromFloats(0, 0, 0);
  34525. //only if quaternion is already set
  34526. if (this.rotationQuaternion) {
  34527. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34528. }
  34529. this._worldMatrix = BABYLON.Matrix.Identity();
  34530. return this;
  34531. };
  34532. Object.defineProperty(Mesh.prototype, "_positions", {
  34533. // Cache
  34534. /** @hidden */
  34535. get: function () {
  34536. if (this._geometry) {
  34537. return this._geometry._positions;
  34538. }
  34539. return null;
  34540. },
  34541. enumerable: true,
  34542. configurable: true
  34543. });
  34544. /** @hidden */
  34545. Mesh.prototype._resetPointsArrayCache = function () {
  34546. if (this._geometry) {
  34547. this._geometry._resetPointsArrayCache();
  34548. }
  34549. return this;
  34550. };
  34551. /** @hidden */
  34552. Mesh.prototype._generatePointsArray = function () {
  34553. if (this._geometry) {
  34554. return this._geometry._generatePointsArray();
  34555. }
  34556. return false;
  34557. };
  34558. /**
  34559. * Returns a new Mesh object generated from the current mesh properties.
  34560. * This method must not get confused with createInstance()
  34561. * @param name is a string, the name given to the new mesh
  34562. * @param newParent can be any Node object (default `null`)
  34563. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34564. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34565. * @returns a new mesh
  34566. */
  34567. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34568. if (name === void 0) { name = ""; }
  34569. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34570. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34571. };
  34572. /**
  34573. * Releases resources associated with this mesh.
  34574. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34575. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34576. */
  34577. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34578. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34579. this.morphTargetManager = null;
  34580. if (this._geometry) {
  34581. this._geometry.releaseForMesh(this, true);
  34582. }
  34583. if (this._onBeforeDrawObservable) {
  34584. this._onBeforeDrawObservable.clear();
  34585. }
  34586. if (this._onBeforeRenderObservable) {
  34587. this._onBeforeRenderObservable.clear();
  34588. }
  34589. if (this._onAfterRenderObservable) {
  34590. this._onAfterRenderObservable.clear();
  34591. }
  34592. // Sources
  34593. if (this._scene.useClonedMeshhMap) {
  34594. if (this.meshMap) {
  34595. for (var uniqueId in this.meshMap) {
  34596. var mesh = this.meshMap[uniqueId];
  34597. if (mesh) {
  34598. mesh._source = null;
  34599. this.meshMap[uniqueId] = undefined;
  34600. }
  34601. }
  34602. }
  34603. if (this._source && this._source.meshMap) {
  34604. this._source.meshMap[this.uniqueId] = undefined;
  34605. }
  34606. }
  34607. else {
  34608. var meshes = this.getScene().meshes;
  34609. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34610. var abstractMesh = meshes_1[_i];
  34611. var mesh = abstractMesh;
  34612. if (mesh._source && mesh._source === this) {
  34613. mesh._source = null;
  34614. }
  34615. }
  34616. }
  34617. this._source = null;
  34618. // Instances
  34619. if (this._instanceDataStorage.instancesBuffer) {
  34620. this._instanceDataStorage.instancesBuffer.dispose();
  34621. this._instanceDataStorage.instancesBuffer = null;
  34622. }
  34623. while (this.instances.length) {
  34624. this.instances[0].dispose();
  34625. }
  34626. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34627. };
  34628. /**
  34629. * Modifies the mesh geometry according to a displacement map.
  34630. * 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.
  34631. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34632. * @param url is a string, the URL from the image file is to be downloaded.
  34633. * @param minHeight is the lower limit of the displacement.
  34634. * @param maxHeight is the upper limit of the displacement.
  34635. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  34636. * @param uvOffset is an optional vector2 used to offset UV.
  34637. * @param uvScale is an optional vector2 used to scale UV.
  34638. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34639. * @returns the Mesh.
  34640. */
  34641. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34642. var _this = this;
  34643. if (forceUpdate === void 0) { forceUpdate = false; }
  34644. var scene = this.getScene();
  34645. var onload = function (img) {
  34646. // Getting height map data
  34647. var canvas = document.createElement("canvas");
  34648. var context = canvas.getContext("2d");
  34649. var heightMapWidth = img.width;
  34650. var heightMapHeight = img.height;
  34651. canvas.width = heightMapWidth;
  34652. canvas.height = heightMapHeight;
  34653. context.drawImage(img, 0, 0);
  34654. // Create VertexData from map data
  34655. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34656. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34657. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34658. //execute success callback, if set
  34659. if (onSuccess) {
  34660. onSuccess(_this);
  34661. }
  34662. };
  34663. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34664. return this;
  34665. };
  34666. /**
  34667. * Modifies the mesh geometry according to a displacementMap buffer.
  34668. * 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.
  34669. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34670. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34671. * @param heightMapWidth is the width of the buffer image.
  34672. * @param heightMapHeight is the height of the buffer image.
  34673. * @param minHeight is the lower limit of the displacement.
  34674. * @param maxHeight is the upper limit of the displacement.
  34675. * @param onSuccess is an optional Javascript function to be called just after the mesh is modified. It is passed the modified mesh and must return nothing.
  34676. * @param uvOffset is an optional vector2 used to offset UV.
  34677. * @param uvScale is an optional vector2 used to scale UV.
  34678. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34679. * @returns the Mesh.
  34680. */
  34681. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34682. if (forceUpdate === void 0) { forceUpdate = false; }
  34683. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34684. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34685. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34686. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34687. return this;
  34688. }
  34689. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34690. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34691. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34692. var position = BABYLON.Vector3.Zero();
  34693. var normal = BABYLON.Vector3.Zero();
  34694. var uv = BABYLON.Vector2.Zero();
  34695. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34696. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34697. for (var index = 0; index < positions.length; index += 3) {
  34698. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34699. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34700. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34701. // Compute height
  34702. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34703. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34704. var pos = (u + v * heightMapWidth) * 4;
  34705. var r = buffer[pos] / 255.0;
  34706. var g = buffer[pos + 1] / 255.0;
  34707. var b = buffer[pos + 2] / 255.0;
  34708. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34709. normal.normalize();
  34710. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34711. position = position.add(normal);
  34712. position.toArray(positions, index);
  34713. }
  34714. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34715. if (forceUpdate) {
  34716. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34717. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34718. }
  34719. else {
  34720. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34721. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34722. }
  34723. return this;
  34724. };
  34725. /**
  34726. * Modify the mesh to get a flat shading rendering.
  34727. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34728. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34729. * @returns current mesh
  34730. */
  34731. Mesh.prototype.convertToFlatShadedMesh = function () {
  34732. var kinds = this.getVerticesDataKinds();
  34733. var vbs = {};
  34734. var data = {};
  34735. var newdata = {};
  34736. var updatableNormals = false;
  34737. var kindIndex;
  34738. var kind;
  34739. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34740. kind = kinds[kindIndex];
  34741. var vertexBuffer = this.getVertexBuffer(kind);
  34742. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34743. updatableNormals = vertexBuffer.isUpdatable();
  34744. kinds.splice(kindIndex, 1);
  34745. kindIndex--;
  34746. continue;
  34747. }
  34748. vbs[kind] = vertexBuffer;
  34749. data[kind] = vbs[kind].getData();
  34750. newdata[kind] = [];
  34751. }
  34752. // Save previous submeshes
  34753. var previousSubmeshes = this.subMeshes.slice(0);
  34754. var indices = this.getIndices();
  34755. var totalIndices = this.getTotalIndices();
  34756. // Generating unique vertices per face
  34757. var index;
  34758. for (index = 0; index < totalIndices; index++) {
  34759. var vertexIndex = indices[index];
  34760. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34761. kind = kinds[kindIndex];
  34762. var stride = vbs[kind].getStrideSize();
  34763. for (var offset = 0; offset < stride; offset++) {
  34764. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34765. }
  34766. }
  34767. }
  34768. // Updating faces & normal
  34769. var normals = [];
  34770. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34771. for (index = 0; index < totalIndices; index += 3) {
  34772. indices[index] = index;
  34773. indices[index + 1] = index + 1;
  34774. indices[index + 2] = index + 2;
  34775. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34776. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34777. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34778. var p1p2 = p1.subtract(p2);
  34779. var p3p2 = p3.subtract(p2);
  34780. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34781. // Store same normals for every vertex
  34782. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34783. normals.push(normal.x);
  34784. normals.push(normal.y);
  34785. normals.push(normal.z);
  34786. }
  34787. }
  34788. this.setIndices(indices);
  34789. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34790. // Updating vertex buffers
  34791. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34792. kind = kinds[kindIndex];
  34793. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34794. }
  34795. // Updating submeshes
  34796. this.releaseSubMeshes();
  34797. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34798. var previousOne = previousSubmeshes[submeshIndex];
  34799. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34800. }
  34801. this.synchronizeInstances();
  34802. return this;
  34803. };
  34804. /**
  34805. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34806. * In other words, more vertices, no more indices and a single bigger VBO.
  34807. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34808. * @returns current mesh
  34809. */
  34810. Mesh.prototype.convertToUnIndexedMesh = function () {
  34811. var kinds = this.getVerticesDataKinds();
  34812. var vbs = {};
  34813. var data = {};
  34814. var newdata = {};
  34815. var kindIndex;
  34816. var kind;
  34817. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34818. kind = kinds[kindIndex];
  34819. var vertexBuffer = this.getVertexBuffer(kind);
  34820. vbs[kind] = vertexBuffer;
  34821. data[kind] = vbs[kind].getData();
  34822. newdata[kind] = [];
  34823. }
  34824. // Save previous submeshes
  34825. var previousSubmeshes = this.subMeshes.slice(0);
  34826. var indices = this.getIndices();
  34827. var totalIndices = this.getTotalIndices();
  34828. // Generating unique vertices per face
  34829. var index;
  34830. for (index = 0; index < totalIndices; index++) {
  34831. var vertexIndex = indices[index];
  34832. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34833. kind = kinds[kindIndex];
  34834. var stride = vbs[kind].getStrideSize();
  34835. for (var offset = 0; offset < stride; offset++) {
  34836. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34837. }
  34838. }
  34839. }
  34840. // Updating indices
  34841. for (index = 0; index < totalIndices; index += 3) {
  34842. indices[index] = index;
  34843. indices[index + 1] = index + 1;
  34844. indices[index + 2] = index + 2;
  34845. }
  34846. this.setIndices(indices);
  34847. // Updating vertex buffers
  34848. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34849. kind = kinds[kindIndex];
  34850. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34851. }
  34852. // Updating submeshes
  34853. this.releaseSubMeshes();
  34854. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34855. var previousOne = previousSubmeshes[submeshIndex];
  34856. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34857. }
  34858. this._unIndexed = true;
  34859. this.synchronizeInstances();
  34860. return this;
  34861. };
  34862. /**
  34863. * Inverses facet orientations.
  34864. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34865. * @param flipNormals will also inverts the normals
  34866. * @returns current mesh
  34867. */
  34868. Mesh.prototype.flipFaces = function (flipNormals) {
  34869. if (flipNormals === void 0) { flipNormals = false; }
  34870. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34871. var i;
  34872. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34873. for (i = 0; i < vertex_data.normals.length; i++) {
  34874. vertex_data.normals[i] *= -1;
  34875. }
  34876. }
  34877. if (vertex_data.indices) {
  34878. var temp;
  34879. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34880. // reassign indices
  34881. temp = vertex_data.indices[i + 1];
  34882. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34883. vertex_data.indices[i + 2] = temp;
  34884. }
  34885. }
  34886. vertex_data.applyToMesh(this);
  34887. return this;
  34888. };
  34889. // Instances
  34890. /**
  34891. * Creates a new InstancedMesh object from the mesh model.
  34892. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34893. * @param name defines the name of the new instance
  34894. * @returns a new InstancedMesh
  34895. */
  34896. Mesh.prototype.createInstance = function (name) {
  34897. return new BABYLON.InstancedMesh(name, this);
  34898. };
  34899. /**
  34900. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34901. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34902. * @returns the current mesh
  34903. */
  34904. Mesh.prototype.synchronizeInstances = function () {
  34905. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34906. var instance = this.instances[instanceIndex];
  34907. instance._syncSubMeshes();
  34908. }
  34909. return this;
  34910. };
  34911. /**
  34912. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34913. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34914. * This should be used together with the simplification to avoid disappearing triangles.
  34915. * @param successCallback an optional success callback to be called after the optimization finished.
  34916. * @returns the current mesh
  34917. */
  34918. Mesh.prototype.optimizeIndices = function (successCallback) {
  34919. var _this = this;
  34920. var indices = this.getIndices();
  34921. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34922. if (!positions || !indices) {
  34923. return this;
  34924. }
  34925. var vectorPositions = new Array();
  34926. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34927. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34928. }
  34929. var dupes = new Array();
  34930. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34931. var realPos = vectorPositions.length - 1 - iteration;
  34932. var testedPosition = vectorPositions[realPos];
  34933. for (var j = 0; j < realPos; ++j) {
  34934. var againstPosition = vectorPositions[j];
  34935. if (testedPosition.equals(againstPosition)) {
  34936. dupes[realPos] = j;
  34937. break;
  34938. }
  34939. }
  34940. }, function () {
  34941. for (var i = 0; i < indices.length; ++i) {
  34942. indices[i] = dupes[indices[i]] || indices[i];
  34943. }
  34944. //indices are now reordered
  34945. var originalSubMeshes = _this.subMeshes.slice(0);
  34946. _this.setIndices(indices);
  34947. _this.subMeshes = originalSubMeshes;
  34948. if (successCallback) {
  34949. successCallback(_this);
  34950. }
  34951. });
  34952. return this;
  34953. };
  34954. /**
  34955. * Serialize current mesh
  34956. * @param serializationObject defines the object which will receive the serialization data
  34957. */
  34958. Mesh.prototype.serialize = function (serializationObject) {
  34959. serializationObject.name = this.name;
  34960. serializationObject.id = this.id;
  34961. serializationObject.type = this.getClassName();
  34962. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34963. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34964. }
  34965. serializationObject.position = this.position.asArray();
  34966. if (this.rotationQuaternion) {
  34967. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34968. }
  34969. else if (this.rotation) {
  34970. serializationObject.rotation = this.rotation.asArray();
  34971. }
  34972. serializationObject.scaling = this.scaling.asArray();
  34973. if (this._postMultiplyPivotMatrix) {
  34974. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34975. }
  34976. else {
  34977. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34978. }
  34979. serializationObject.isEnabled = this.isEnabled(false);
  34980. serializationObject.isVisible = this.isVisible;
  34981. serializationObject.infiniteDistance = this.infiniteDistance;
  34982. serializationObject.pickable = this.isPickable;
  34983. serializationObject.receiveShadows = this.receiveShadows;
  34984. serializationObject.billboardMode = this.billboardMode;
  34985. serializationObject.visibility = this.visibility;
  34986. serializationObject.checkCollisions = this.checkCollisions;
  34987. serializationObject.isBlocker = this.isBlocker;
  34988. // Parent
  34989. if (this.parent) {
  34990. serializationObject.parentId = this.parent.id;
  34991. }
  34992. // Geometry
  34993. serializationObject.isUnIndexed = this.isUnIndexed;
  34994. var geometry = this._geometry;
  34995. if (geometry) {
  34996. var geometryId = geometry.id;
  34997. serializationObject.geometryId = geometryId;
  34998. // SubMeshes
  34999. serializationObject.subMeshes = [];
  35000. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  35001. var subMesh = this.subMeshes[subIndex];
  35002. serializationObject.subMeshes.push({
  35003. materialIndex: subMesh.materialIndex,
  35004. verticesStart: subMesh.verticesStart,
  35005. verticesCount: subMesh.verticesCount,
  35006. indexStart: subMesh.indexStart,
  35007. indexCount: subMesh.indexCount
  35008. });
  35009. }
  35010. }
  35011. // Material
  35012. if (this.material) {
  35013. serializationObject.materialId = this.material.id;
  35014. }
  35015. else {
  35016. this.material = null;
  35017. }
  35018. // Morph targets
  35019. if (this.morphTargetManager) {
  35020. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  35021. }
  35022. // Skeleton
  35023. if (this.skeleton) {
  35024. serializationObject.skeletonId = this.skeleton.id;
  35025. }
  35026. // Physics
  35027. //TODO implement correct serialization for physics impostors.
  35028. var impostor = this.getPhysicsImpostor();
  35029. if (impostor) {
  35030. serializationObject.physicsMass = impostor.getParam("mass");
  35031. serializationObject.physicsFriction = impostor.getParam("friction");
  35032. serializationObject.physicsRestitution = impostor.getParam("mass");
  35033. serializationObject.physicsImpostor = impostor.type;
  35034. }
  35035. // Metadata
  35036. if (this.metadata) {
  35037. serializationObject.metadata = this.metadata;
  35038. }
  35039. // Instances
  35040. serializationObject.instances = [];
  35041. for (var index = 0; index < this.instances.length; index++) {
  35042. var instance = this.instances[index];
  35043. if (instance.doNotSerialize) {
  35044. continue;
  35045. }
  35046. var serializationInstance = {
  35047. name: instance.name,
  35048. id: instance.id,
  35049. position: instance.position.asArray(),
  35050. scaling: instance.scaling.asArray()
  35051. };
  35052. if (instance.parent) {
  35053. serializationInstance.parentId = instance.parent.id;
  35054. }
  35055. if (instance.rotationQuaternion) {
  35056. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35057. }
  35058. else if (instance.rotation) {
  35059. serializationInstance.rotation = instance.rotation.asArray();
  35060. }
  35061. serializationObject.instances.push(serializationInstance);
  35062. // Animations
  35063. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35064. serializationInstance.ranges = instance.serializeAnimationRanges();
  35065. }
  35066. //
  35067. // Animations
  35068. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35069. serializationObject.ranges = this.serializeAnimationRanges();
  35070. // Layer mask
  35071. serializationObject.layerMask = this.layerMask;
  35072. // Alpha
  35073. serializationObject.alphaIndex = this.alphaIndex;
  35074. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35075. // Overlay
  35076. serializationObject.overlayAlpha = this.overlayAlpha;
  35077. serializationObject.overlayColor = this.overlayColor.asArray();
  35078. serializationObject.renderOverlay = this.renderOverlay;
  35079. // Fog
  35080. serializationObject.applyFog = this.applyFog;
  35081. // Action Manager
  35082. if (this.actionManager) {
  35083. serializationObject.actions = this.actionManager.serialize(this.name);
  35084. }
  35085. };
  35086. /** @hidden */
  35087. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35088. if (!this.geometry) {
  35089. return;
  35090. }
  35091. this._markSubMeshesAsAttributesDirty();
  35092. var morphTargetManager = this._morphTargetManager;
  35093. if (morphTargetManager && morphTargetManager.vertexCount) {
  35094. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35095. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35096. this.morphTargetManager = null;
  35097. return;
  35098. }
  35099. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35100. var morphTarget = morphTargetManager.getActiveTarget(index);
  35101. var positions = morphTarget.getPositions();
  35102. if (!positions) {
  35103. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35104. return;
  35105. }
  35106. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35107. var normals = morphTarget.getNormals();
  35108. if (normals) {
  35109. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35110. }
  35111. var tangents = morphTarget.getTangents();
  35112. if (tangents) {
  35113. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35114. }
  35115. }
  35116. }
  35117. else {
  35118. var index = 0;
  35119. // Positions
  35120. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35121. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35122. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35123. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35124. }
  35125. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35126. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35127. }
  35128. index++;
  35129. }
  35130. }
  35131. };
  35132. // Statics
  35133. /**
  35134. * Returns a new Mesh object parsed from the source provided.
  35135. * @param parsedMesh is the source
  35136. * @param scene defines the hosting scene
  35137. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35138. * @returns a new Mesh
  35139. */
  35140. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35141. var mesh;
  35142. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35143. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35144. }
  35145. else {
  35146. mesh = new Mesh(parsedMesh.name, scene);
  35147. }
  35148. mesh.id = parsedMesh.id;
  35149. if (BABYLON.Tags) {
  35150. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35151. }
  35152. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35153. if (parsedMesh.metadata !== undefined) {
  35154. mesh.metadata = parsedMesh.metadata;
  35155. }
  35156. if (parsedMesh.rotationQuaternion) {
  35157. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35158. }
  35159. else if (parsedMesh.rotation) {
  35160. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35161. }
  35162. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35163. if (parsedMesh.localMatrix) {
  35164. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35165. }
  35166. else if (parsedMesh.pivotMatrix) {
  35167. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35168. }
  35169. mesh.setEnabled(parsedMesh.isEnabled);
  35170. mesh.isVisible = parsedMesh.isVisible;
  35171. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35172. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35173. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35174. if (parsedMesh.applyFog !== undefined) {
  35175. mesh.applyFog = parsedMesh.applyFog;
  35176. }
  35177. if (parsedMesh.pickable !== undefined) {
  35178. mesh.isPickable = parsedMesh.pickable;
  35179. }
  35180. if (parsedMesh.alphaIndex !== undefined) {
  35181. mesh.alphaIndex = parsedMesh.alphaIndex;
  35182. }
  35183. mesh.receiveShadows = parsedMesh.receiveShadows;
  35184. mesh.billboardMode = parsedMesh.billboardMode;
  35185. if (parsedMesh.visibility !== undefined) {
  35186. mesh.visibility = parsedMesh.visibility;
  35187. }
  35188. mesh.checkCollisions = parsedMesh.checkCollisions;
  35189. if (parsedMesh.isBlocker !== undefined) {
  35190. mesh.isBlocker = parsedMesh.isBlocker;
  35191. }
  35192. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35193. // freezeWorldMatrix
  35194. if (parsedMesh.freezeWorldMatrix) {
  35195. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35196. }
  35197. // Parent
  35198. if (parsedMesh.parentId) {
  35199. mesh._waitingParentId = parsedMesh.parentId;
  35200. }
  35201. // Actions
  35202. if (parsedMesh.actions !== undefined) {
  35203. mesh._waitingActions = parsedMesh.actions;
  35204. }
  35205. // Overlay
  35206. if (parsedMesh.overlayAlpha !== undefined) {
  35207. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35208. }
  35209. if (parsedMesh.overlayColor !== undefined) {
  35210. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35211. }
  35212. if (parsedMesh.renderOverlay !== undefined) {
  35213. mesh.renderOverlay = parsedMesh.renderOverlay;
  35214. }
  35215. // Geometry
  35216. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35217. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35218. if (parsedMesh.delayLoadingFile) {
  35219. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35220. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35221. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35222. if (parsedMesh._binaryInfo) {
  35223. mesh._binaryInfo = parsedMesh._binaryInfo;
  35224. }
  35225. mesh._delayInfo = [];
  35226. if (parsedMesh.hasUVs) {
  35227. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35228. }
  35229. if (parsedMesh.hasUVs2) {
  35230. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35231. }
  35232. if (parsedMesh.hasUVs3) {
  35233. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35234. }
  35235. if (parsedMesh.hasUVs4) {
  35236. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35237. }
  35238. if (parsedMesh.hasUVs5) {
  35239. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35240. }
  35241. if (parsedMesh.hasUVs6) {
  35242. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35243. }
  35244. if (parsedMesh.hasColors) {
  35245. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35246. }
  35247. if (parsedMesh.hasMatricesIndices) {
  35248. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35249. }
  35250. if (parsedMesh.hasMatricesWeights) {
  35251. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35252. }
  35253. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35254. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35255. mesh._checkDelayState();
  35256. }
  35257. }
  35258. else {
  35259. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35260. }
  35261. // Material
  35262. if (parsedMesh.materialId) {
  35263. mesh.setMaterialByID(parsedMesh.materialId);
  35264. }
  35265. else {
  35266. mesh.material = null;
  35267. }
  35268. // Morph targets
  35269. if (parsedMesh.morphTargetManagerId > -1) {
  35270. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35271. }
  35272. // Skeleton
  35273. if (parsedMesh.skeletonId > -1) {
  35274. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35275. if (parsedMesh.numBoneInfluencers) {
  35276. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35277. }
  35278. }
  35279. // Animations
  35280. if (parsedMesh.animations) {
  35281. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35282. var parsedAnimation = parsedMesh.animations[animationIndex];
  35283. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35284. }
  35285. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35286. }
  35287. if (parsedMesh.autoAnimate) {
  35288. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35289. }
  35290. // Layer Mask
  35291. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35292. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35293. }
  35294. else {
  35295. mesh.layerMask = 0x0FFFFFFF;
  35296. }
  35297. // Physics
  35298. if (parsedMesh.physicsImpostor) {
  35299. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35300. mass: parsedMesh.physicsMass,
  35301. friction: parsedMesh.physicsFriction,
  35302. restitution: parsedMesh.physicsRestitution
  35303. }, scene);
  35304. }
  35305. // Instances
  35306. if (parsedMesh.instances) {
  35307. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35308. var parsedInstance = parsedMesh.instances[index];
  35309. var instance = mesh.createInstance(parsedInstance.name);
  35310. if (parsedInstance.id) {
  35311. instance.id = parsedInstance.id;
  35312. }
  35313. if (BABYLON.Tags) {
  35314. if (parsedInstance.tags) {
  35315. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35316. }
  35317. else {
  35318. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35319. }
  35320. }
  35321. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35322. if (parsedInstance.parentId) {
  35323. instance._waitingParentId = parsedInstance.parentId;
  35324. }
  35325. if (parsedInstance.rotationQuaternion) {
  35326. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35327. }
  35328. else if (parsedInstance.rotation) {
  35329. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35330. }
  35331. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35332. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35333. instance.checkCollisions = parsedInstance.checkCollisions;
  35334. }
  35335. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35336. instance.isPickable = parsedInstance.pickable;
  35337. }
  35338. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35339. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35340. }
  35341. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35342. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35343. }
  35344. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35345. instance.alphaIndex = parsedInstance.alphaIndex;
  35346. }
  35347. // Physics
  35348. if (parsedInstance.physicsImpostor) {
  35349. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35350. mass: parsedInstance.physicsMass,
  35351. friction: parsedInstance.physicsFriction,
  35352. restitution: parsedInstance.physicsRestitution
  35353. }, scene);
  35354. }
  35355. // Animation
  35356. if (parsedInstance.animations) {
  35357. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35358. parsedAnimation = parsedInstance.animations[animationIndex];
  35359. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35360. }
  35361. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35362. if (parsedInstance.autoAnimate) {
  35363. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35364. }
  35365. }
  35366. }
  35367. }
  35368. return mesh;
  35369. };
  35370. /**
  35371. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35372. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35373. * @param name defines the name of the mesh to create
  35374. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35375. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35376. * @param closePath creates a seam between the first and the last points of each path of the path array
  35377. * @param offset is taken in account only if the `pathArray` is containing a single path
  35378. * @param scene defines the hosting scene
  35379. * @param updatable defines if the mesh must be flagged as updatable
  35380. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35381. * @param instance defines an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#ribbon)
  35382. * @returns a new Mesh
  35383. */
  35384. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35385. if (closeArray === void 0) { closeArray = false; }
  35386. if (updatable === void 0) { updatable = false; }
  35387. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35388. pathArray: pathArray,
  35389. closeArray: closeArray,
  35390. closePath: closePath,
  35391. offset: offset,
  35392. updatable: updatable,
  35393. sideOrientation: sideOrientation,
  35394. instance: instance
  35395. }, scene);
  35396. };
  35397. /**
  35398. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35399. * @param name defines the name of the mesh to create
  35400. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35401. * @param tessellation sets the number of polygon sides (positive integer, default 64). So a tessellation valued to 3 will build a triangle, to 4 a square, etc
  35402. * @param scene defines the hosting scene
  35403. * @param updatable defines if the mesh must be flagged as updatable
  35404. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35405. * @returns a new Mesh
  35406. */
  35407. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35408. if (scene === void 0) { scene = null; }
  35409. var options = {
  35410. radius: radius,
  35411. tessellation: tessellation,
  35412. sideOrientation: sideOrientation,
  35413. updatable: updatable
  35414. };
  35415. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35416. };
  35417. /**
  35418. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35419. * @param name defines the name of the mesh to create
  35420. * @param size sets the size (float) of each box side (default 1)
  35421. * @param scene defines the hosting scene
  35422. * @param updatable defines if the mesh must be flagged as updatable
  35423. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35424. * @returns a new Mesh
  35425. */
  35426. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35427. if (scene === void 0) { scene = null; }
  35428. var options = {
  35429. size: size,
  35430. sideOrientation: sideOrientation,
  35431. updatable: updatable
  35432. };
  35433. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35434. };
  35435. /**
  35436. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35437. * @param name defines the name of the mesh to create
  35438. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35439. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35440. * @param scene defines the hosting scene
  35441. * @param updatable defines if the mesh must be flagged as updatable
  35442. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35443. * @returns a new Mesh
  35444. */
  35445. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35446. var options = {
  35447. segments: segments,
  35448. diameterX: diameter,
  35449. diameterY: diameter,
  35450. diameterZ: diameter,
  35451. sideOrientation: sideOrientation,
  35452. updatable: updatable
  35453. };
  35454. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35455. };
  35456. /**
  35457. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35458. * @param name defines the name of the mesh to create
  35459. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35460. * @param diameterTop set the top cap diameter (floats, default 1)
  35461. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35462. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35463. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35464. * @param scene defines the hosting scene
  35465. * @param updatable defines if the mesh must be flagged as updatable
  35466. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35467. * @returns a new Mesh
  35468. */
  35469. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35470. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35471. if (scene !== undefined) {
  35472. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35473. updatable = scene;
  35474. }
  35475. scene = subdivisions;
  35476. subdivisions = 1;
  35477. }
  35478. var options = {
  35479. height: height,
  35480. diameterTop: diameterTop,
  35481. diameterBottom: diameterBottom,
  35482. tessellation: tessellation,
  35483. subdivisions: subdivisions,
  35484. sideOrientation: sideOrientation,
  35485. updatable: updatable
  35486. };
  35487. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35488. };
  35489. // Torus (Code from SharpDX.org)
  35490. /**
  35491. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35492. * @param name defines the name of the mesh to create
  35493. * @param diameter sets the diameter size (float) of the torus (default 1)
  35494. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35495. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35496. * @param scene defines the hosting scene
  35497. * @param updatable defines if the mesh must be flagged as updatable
  35498. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35499. * @returns a new Mesh
  35500. */
  35501. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35502. var options = {
  35503. diameter: diameter,
  35504. thickness: thickness,
  35505. tessellation: tessellation,
  35506. sideOrientation: sideOrientation,
  35507. updatable: updatable
  35508. };
  35509. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35510. };
  35511. /**
  35512. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35513. * @param name defines the name of the mesh to create
  35514. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35515. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35516. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35517. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35518. * @param p the number of windings on X axis (positive integers, default 2)
  35519. * @param q the number of windings on Y axis (positive integers, default 3)
  35520. * @param scene defines the hosting scene
  35521. * @param updatable defines if the mesh must be flagged as updatable
  35522. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35523. * @returns a new Mesh
  35524. */
  35525. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35526. var options = {
  35527. radius: radius,
  35528. tube: tube,
  35529. radialSegments: radialSegments,
  35530. tubularSegments: tubularSegments,
  35531. p: p,
  35532. q: q,
  35533. sideOrientation: sideOrientation,
  35534. updatable: updatable
  35535. };
  35536. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35537. };
  35538. /**
  35539. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35540. * @param name defines the name of the mesh to create
  35541. * @param points is an array successive Vector3
  35542. * @param scene defines the hosting scene
  35543. * @param updatable defines if the mesh must be flagged as updatable
  35544. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines).
  35545. * @returns a new Mesh
  35546. */
  35547. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35548. if (scene === void 0) { scene = null; }
  35549. if (updatable === void 0) { updatable = false; }
  35550. if (instance === void 0) { instance = null; }
  35551. var options = {
  35552. points: points,
  35553. updatable: updatable,
  35554. instance: instance
  35555. };
  35556. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35557. };
  35558. /**
  35559. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35560. * @param name defines the name of the mesh to create
  35561. * @param points is an array successive Vector3
  35562. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35563. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35564. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35565. * @param scene defines the hosting scene
  35566. * @param updatable defines if the mesh must be flagged as updatable
  35567. * @param instance is an instance of an existing LineMesh object to be updated with the passed `points` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#lines-and-dashedlines)
  35568. * @returns a new Mesh
  35569. */
  35570. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35571. if (scene === void 0) { scene = null; }
  35572. var options = {
  35573. points: points,
  35574. dashSize: dashSize,
  35575. gapSize: gapSize,
  35576. dashNb: dashNb,
  35577. updatable: updatable,
  35578. instance: instance
  35579. };
  35580. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35581. };
  35582. /**
  35583. * Creates a polygon mesh.
  35584. * Please consider using the same method from the MeshBuilder class instead.
  35585. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35586. * 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.
  35587. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35588. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35589. * Remember you can only change the shape positions, not their number when updating a polygon.
  35590. */
  35591. /**
  35592. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35593. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35594. * @param name defines the name of the mesh to create
  35595. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  35596. * @param scene defines the hosting scene
  35597. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35598. * @param updatable defines if the mesh must be flagged as updatable
  35599. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35600. * @returns a new Mesh
  35601. */
  35602. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35603. var options = {
  35604. shape: shape,
  35605. holes: holes,
  35606. updatable: updatable,
  35607. sideOrientation: sideOrientation
  35608. };
  35609. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35610. };
  35611. /**
  35612. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35613. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35614. * @param name defines the name of the mesh to create
  35615. * @param shape is a required array of successive Vector3 representing the corners of the polygon in th XoZ plane, that is y = 0 for all vectors
  35616. * @param depth defines the height of extrusion
  35617. * @param scene defines the hosting scene
  35618. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35619. * @param updatable defines if the mesh must be flagged as updatable
  35620. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35621. * @returns a new Mesh
  35622. */
  35623. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35624. var options = {
  35625. shape: shape,
  35626. holes: holes,
  35627. depth: depth,
  35628. updatable: updatable,
  35629. sideOrientation: sideOrientation
  35630. };
  35631. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35632. };
  35633. /**
  35634. * Creates an extruded shape mesh.
  35635. * The extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters. Please consider using the same method from the MeshBuilder class instead
  35636. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35637. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35638. * @param name defines the name of the mesh to create
  35639. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  35640. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35641. * @param scale is the value to scale the shape
  35642. * @param rotation is the angle value to rotate the shape each step (each path point), from the former step (so rotation added each step) along the curve
  35643. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35644. * @param scene defines the hosting scene
  35645. * @param updatable defines if the mesh must be flagged as updatable
  35646. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35647. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#extruded-shape)
  35648. * @returns a new Mesh
  35649. */
  35650. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35651. if (scene === void 0) { scene = null; }
  35652. var options = {
  35653. shape: shape,
  35654. path: path,
  35655. scale: scale,
  35656. rotation: rotation,
  35657. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35658. sideOrientation: sideOrientation,
  35659. instance: instance,
  35660. updatable: updatable
  35661. };
  35662. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35663. };
  35664. /**
  35665. * Creates an custom extruded shape mesh.
  35666. * The custom extrusion is a parametric shape.
  35667. * It has no predefined shape. Its final shape will depend on the input parameters.
  35668. * Please consider using the same method from the MeshBuilder class instead
  35669. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35670. * @param name defines the name of the mesh to create
  35671. * @param shape is a required array of successive Vector3. This array depicts the shape to be extruded in its local space : the shape must be designed in the xOy plane and will be extruded along the Z axis
  35672. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35673. * @param scaleFunction is a custom Javascript function called on each path point
  35674. * @param rotationFunction is a custom Javascript function called on each path point
  35675. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35676. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35677. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35678. * @param scene defines the hosting scene
  35679. * @param updatable defines if the mesh must be flagged as updatable
  35680. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35681. * @param instance is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters (http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape)
  35682. * @returns a new Mesh
  35683. */
  35684. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35685. var options = {
  35686. shape: shape,
  35687. path: path,
  35688. scaleFunction: scaleFunction,
  35689. rotationFunction: rotationFunction,
  35690. ribbonCloseArray: ribbonCloseArray,
  35691. ribbonClosePath: ribbonClosePath,
  35692. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35693. sideOrientation: sideOrientation,
  35694. instance: instance,
  35695. updatable: updatable
  35696. };
  35697. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35698. };
  35699. /**
  35700. * Creates lathe mesh.
  35701. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35702. * Please consider using the same method from the MeshBuilder class instead
  35703. * @param name defines the name of the mesh to create
  35704. * @param shape is a required array of successive Vector3. This array depicts the shape to be rotated in its local space : the shape must be designed in the xOy plane and will be rotated around the Y axis. It's usually a 2D shape, so the Vector3 z coordinates are often set to zero
  35705. * @param radius is the radius value of the lathe
  35706. * @param tessellation is the side number of the lathe.
  35707. * @param scene defines the hosting scene
  35708. * @param updatable defines if the mesh must be flagged as updatable
  35709. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35710. * @returns a new Mesh
  35711. */
  35712. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35713. var options = {
  35714. shape: shape,
  35715. radius: radius,
  35716. tessellation: tessellation,
  35717. sideOrientation: sideOrientation,
  35718. updatable: updatable
  35719. };
  35720. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35721. };
  35722. /**
  35723. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35724. * @param name defines the name of the mesh to create
  35725. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35726. * @param scene defines the hosting scene
  35727. * @param updatable defines if the mesh must be flagged as updatable
  35728. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35729. * @returns a new Mesh
  35730. */
  35731. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35732. var options = {
  35733. size: size,
  35734. width: size,
  35735. height: size,
  35736. sideOrientation: sideOrientation,
  35737. updatable: updatable
  35738. };
  35739. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35740. };
  35741. /**
  35742. * Creates a ground mesh.
  35743. * Please consider using the same method from the MeshBuilder class instead
  35744. * @param name defines the name of the mesh to create
  35745. * @param width set the width of the ground
  35746. * @param height set the height of the ground
  35747. * @param subdivisions sets the number of subdivisions per side
  35748. * @param scene defines the hosting scene
  35749. * @param updatable defines if the mesh must be flagged as updatable
  35750. * @returns a new Mesh
  35751. */
  35752. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35753. var options = {
  35754. width: width,
  35755. height: height,
  35756. subdivisions: subdivisions,
  35757. updatable: updatable
  35758. };
  35759. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35760. };
  35761. /**
  35762. * Creates a tiled ground mesh.
  35763. * Please consider using the same method from the MeshBuilder class instead
  35764. * @param name defines the name of the mesh to create
  35765. * @param xmin set the ground minimum X coordinate
  35766. * @param zmin set the ground minimum Y coordinate
  35767. * @param xmax set the ground maximum X coordinate
  35768. * @param zmax set the ground maximum Z coordinate
  35769. * @param subdivisions is an object `{w: positive integer, h: positive integer}` (default `{w: 6, h: 6}`). `w` and `h` are the numbers of subdivisions on the ground width and height. Each subdivision is called a tile
  35770. * @param precision is an object `{w: positive integer, h: positive integer}` (default `{w: 2, h: 2}`). `w` and `h` are the numbers of subdivisions on the ground width and height of each tile
  35771. * @param scene defines the hosting scene
  35772. * @param updatable defines if the mesh must be flagged as updatable
  35773. * @returns a new Mesh
  35774. */
  35775. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35776. var options = {
  35777. xmin: xmin,
  35778. zmin: zmin,
  35779. xmax: xmax,
  35780. zmax: zmax,
  35781. subdivisions: subdivisions,
  35782. precision: precision,
  35783. updatable: updatable
  35784. };
  35785. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35786. };
  35787. /**
  35788. * Creates a ground mesh from a height map.
  35789. * Please consider using the same method from the MeshBuilder class instead
  35790. * @see http://doc.babylonjs.com/babylon101/height_map
  35791. * @param name defines the name of the mesh to create
  35792. * @param url sets the URL of the height map image resource
  35793. * @param width set the ground width size
  35794. * @param height set the ground height size
  35795. * @param subdivisions sets the number of subdivision per side
  35796. * @param minHeight is the minimum altitude on the ground
  35797. * @param maxHeight is the maximum altitude on the ground
  35798. * @param scene defines the hosting scene
  35799. * @param updatable defines if the mesh must be flagged as updatable
  35800. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35801. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35802. * @returns a new Mesh
  35803. */
  35804. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35805. var options = {
  35806. width: width,
  35807. height: height,
  35808. subdivisions: subdivisions,
  35809. minHeight: minHeight,
  35810. maxHeight: maxHeight,
  35811. updatable: updatable,
  35812. onReady: onReady,
  35813. alphaFilter: alphaFilter
  35814. };
  35815. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35816. };
  35817. /**
  35818. * Creates a tube mesh.
  35819. * The tube is a parametric shape.
  35820. * It has no predefined shape. Its final shape will depend on the input parameters.
  35821. * Please consider using the same method from the MeshBuilder class instead
  35822. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35823. * @param name defines the name of the mesh to create
  35824. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35825. * @param radius sets the tube radius size
  35826. * @param tessellation is the number of sides on the tubular surface
  35827. * @param radiusFunction is a custom function. If it is not null, it overwrittes the parameter `radius`. This function is called on each point of the tube path and is passed the index `i` of the i-th point and the distance of this point from the first point of the path
  35828. * @param cap sets the way the extruded shape is capped. Possible values : BABYLON.Mesh.NO_CAP (default), BABYLON.Mesh.CAP_START, BABYLON.Mesh.CAP_END, BABYLON.Mesh.CAP_ALL
  35829. * @param scene defines the hosting scene
  35830. * @param updatable defines if the mesh must be flagged as updatable
  35831. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35832. * @param instance is an instance of an existing Tube object to be updated with the passed `pathArray` parameter (http://doc.babylonjs.com/how_to/How_to_dynamically_morph_a_mesh#tube)
  35833. * @returns a new Mesh
  35834. */
  35835. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35836. var options = {
  35837. path: path,
  35838. radius: radius,
  35839. tessellation: tessellation,
  35840. radiusFunction: radiusFunction,
  35841. arc: 1,
  35842. cap: cap,
  35843. updatable: updatable,
  35844. sideOrientation: sideOrientation,
  35845. instance: instance
  35846. };
  35847. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35848. };
  35849. /**
  35850. * Creates a polyhedron mesh.
  35851. * Please consider using the same method from the MeshBuilder class instead.
  35852. * * 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
  35853. * * The parameter `size` (positive float, default 1) sets the polygon size
  35854. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35855. * * 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`
  35856. * * 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
  35857. * * 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)`)
  35858. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  35859. * * 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
  35860. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35861. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  35862. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35863. * @param name defines the name of the mesh to create
  35864. * @param options defines the options used to create the mesh
  35865. * @param scene defines the hosting scene
  35866. * @returns a new Mesh
  35867. */
  35868. Mesh.CreatePolyhedron = function (name, options, scene) {
  35869. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35870. };
  35871. /**
  35872. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35873. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35874. * * 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`)
  35875. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35876. * * 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
  35877. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35878. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  35879. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35880. * @param name defines the name of the mesh
  35881. * @param options defines the options used to create the mesh
  35882. * @param scene defines the hosting scene
  35883. * @returns a new Mesh
  35884. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35885. */
  35886. Mesh.CreateIcoSphere = function (name, options, scene) {
  35887. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35888. };
  35889. /**
  35890. * Creates a decal mesh.
  35891. * Please consider using the same method from the MeshBuilder class instead.
  35892. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35893. * @param name defines the name of the mesh
  35894. * @param sourceMesh defines the mesh receiving the decal
  35895. * @param position sets the position of the decal in world coordinates
  35896. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35897. * @param size sets the decal scaling
  35898. * @param angle sets the angle to rotate the decal
  35899. * @returns a new Mesh
  35900. */
  35901. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35902. var options = {
  35903. position: position,
  35904. normal: normal,
  35905. size: size,
  35906. angle: angle
  35907. };
  35908. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35909. };
  35910. // Skeletons
  35911. /**
  35912. * Prepare internal position array for software CPU skinning
  35913. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35914. */
  35915. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35916. if (!this._sourcePositions) {
  35917. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35918. if (!source) {
  35919. return this._sourcePositions;
  35920. }
  35921. this._sourcePositions = new Float32Array(source);
  35922. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35923. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35924. }
  35925. }
  35926. return this._sourcePositions;
  35927. };
  35928. /**
  35929. * Prepare internal normal array for software CPU skinning
  35930. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35931. */
  35932. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35933. if (!this._sourceNormals) {
  35934. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35935. if (!source) {
  35936. return this._sourceNormals;
  35937. }
  35938. this._sourceNormals = new Float32Array(source);
  35939. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35940. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35941. }
  35942. }
  35943. return this._sourceNormals;
  35944. };
  35945. /**
  35946. * Updates the vertex buffer by applying transformation from the bones
  35947. * @param skeleton defines the skeleton to apply to current mesh
  35948. * @returns the current mesh
  35949. */
  35950. Mesh.prototype.applySkeleton = function (skeleton) {
  35951. if (!this.geometry) {
  35952. return this;
  35953. }
  35954. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35955. return this;
  35956. }
  35957. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35958. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35959. return this;
  35960. }
  35961. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35962. return this;
  35963. }
  35964. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35965. return this;
  35966. }
  35967. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35968. return this;
  35969. }
  35970. if (!this._sourcePositions) {
  35971. var submeshes = this.subMeshes.slice();
  35972. this.setPositionsForCPUSkinning();
  35973. this.subMeshes = submeshes;
  35974. }
  35975. if (!this._sourceNormals) {
  35976. this.setNormalsForCPUSkinning();
  35977. }
  35978. // positionsData checks for not being Float32Array will only pass at most once
  35979. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35980. if (!positionsData) {
  35981. return this;
  35982. }
  35983. if (!(positionsData instanceof Float32Array)) {
  35984. positionsData = new Float32Array(positionsData);
  35985. }
  35986. // normalsData checks for not being Float32Array will only pass at most once
  35987. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35988. if (!normalsData) {
  35989. return this;
  35990. }
  35991. if (!(normalsData instanceof Float32Array)) {
  35992. normalsData = new Float32Array(normalsData);
  35993. }
  35994. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  35995. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  35996. if (!matricesWeightsData || !matricesIndicesData) {
  35997. return this;
  35998. }
  35999. var needExtras = this.numBoneInfluencers > 4;
  36000. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  36001. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  36002. var skeletonMatrices = skeleton.getTransformMatrices(this);
  36003. var tempVector3 = BABYLON.Vector3.Zero();
  36004. var finalMatrix = new BABYLON.Matrix();
  36005. var tempMatrix = new BABYLON.Matrix();
  36006. var matWeightIdx = 0;
  36007. var inf;
  36008. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  36009. var weight;
  36010. for (inf = 0; inf < 4; inf++) {
  36011. weight = matricesWeightsData[matWeightIdx + inf];
  36012. if (weight > 0) {
  36013. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36014. finalMatrix.addToSelf(tempMatrix);
  36015. }
  36016. }
  36017. if (needExtras) {
  36018. for (inf = 0; inf < 4; inf++) {
  36019. weight = matricesWeightsExtraData[matWeightIdx + inf];
  36020. if (weight > 0) {
  36021. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36022. finalMatrix.addToSelf(tempMatrix);
  36023. }
  36024. }
  36025. }
  36026. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  36027. tempVector3.toArray(positionsData, index);
  36028. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  36029. tempVector3.toArray(normalsData, index);
  36030. finalMatrix.reset();
  36031. }
  36032. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  36033. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  36034. return this;
  36035. };
  36036. // Tools
  36037. /**
  36038. * Returns an object containing a min and max Vector3 which are the minimum and maximum vectors of each mesh bounding box from the passed array, in the world coordinates
  36039. * @param meshes defines the list of meshes to scan
  36040. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  36041. */
  36042. Mesh.MinMax = function (meshes) {
  36043. var minVector = null;
  36044. var maxVector = null;
  36045. meshes.forEach(function (mesh, index, array) {
  36046. var boundingInfo = mesh.getBoundingInfo();
  36047. var boundingBox = boundingInfo.boundingBox;
  36048. if (!minVector || !maxVector) {
  36049. minVector = boundingBox.minimumWorld;
  36050. maxVector = boundingBox.maximumWorld;
  36051. }
  36052. else {
  36053. minVector.minimizeInPlace(boundingBox.minimumWorld);
  36054. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36055. }
  36056. });
  36057. if (!minVector || !maxVector) {
  36058. return {
  36059. min: BABYLON.Vector3.Zero(),
  36060. max: BABYLON.Vector3.Zero()
  36061. };
  36062. }
  36063. return {
  36064. min: minVector,
  36065. max: maxVector
  36066. };
  36067. };
  36068. /**
  36069. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36070. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36071. * @returns a vector3
  36072. */
  36073. Mesh.Center = function (meshesOrMinMaxVector) {
  36074. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36075. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36076. };
  36077. /**
  36078. * Merge the array of meshes into a single mesh for performance reasons.
  36079. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36080. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36081. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36082. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36083. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36084. * @returns a new mesh
  36085. */
  36086. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36087. if (disposeSource === void 0) { disposeSource = true; }
  36088. var index;
  36089. if (!allow32BitsIndices) {
  36090. var totalVertices = 0;
  36091. // Counting vertices
  36092. for (index = 0; index < meshes.length; index++) {
  36093. if (meshes[index]) {
  36094. totalVertices += meshes[index].getTotalVertices();
  36095. if (totalVertices > 65536) {
  36096. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36097. return null;
  36098. }
  36099. }
  36100. }
  36101. }
  36102. // Merge
  36103. var vertexData = null;
  36104. var otherVertexData;
  36105. var indiceArray = new Array();
  36106. var source = null;
  36107. for (index = 0; index < meshes.length; index++) {
  36108. if (meshes[index]) {
  36109. var wm = meshes[index].computeWorldMatrix(true);
  36110. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36111. otherVertexData.transform(wm);
  36112. if (vertexData) {
  36113. vertexData.merge(otherVertexData, allow32BitsIndices);
  36114. }
  36115. else {
  36116. vertexData = otherVertexData;
  36117. source = meshes[index];
  36118. }
  36119. if (subdivideWithSubMeshes) {
  36120. indiceArray.push(meshes[index].getTotalIndices());
  36121. }
  36122. }
  36123. }
  36124. source = source;
  36125. if (!meshSubclass) {
  36126. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36127. }
  36128. vertexData.applyToMesh(meshSubclass);
  36129. // Setting properties
  36130. meshSubclass.material = source.material;
  36131. meshSubclass.checkCollisions = source.checkCollisions;
  36132. // Cleaning
  36133. if (disposeSource) {
  36134. for (index = 0; index < meshes.length; index++) {
  36135. if (meshes[index]) {
  36136. meshes[index].dispose();
  36137. }
  36138. }
  36139. }
  36140. // Subdivide
  36141. if (subdivideWithSubMeshes) {
  36142. //-- removal of global submesh
  36143. meshSubclass.releaseSubMeshes();
  36144. index = 0;
  36145. var offset = 0;
  36146. //-- apply subdivision according to index table
  36147. while (index < indiceArray.length) {
  36148. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36149. offset += indiceArray[index];
  36150. index++;
  36151. }
  36152. }
  36153. return meshSubclass;
  36154. };
  36155. /** @hidden */
  36156. Mesh.prototype.addInstance = function (instance) {
  36157. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36158. this.instances.push(instance);
  36159. };
  36160. /** @hidden */
  36161. Mesh.prototype.removeInstance = function (instance) {
  36162. // Remove from mesh
  36163. var index = instance._indexInSourceMeshInstanceArray;
  36164. if (index != -1) {
  36165. if (index !== this.instances.length - 1) {
  36166. var last = this.instances[this.instances.length - 1];
  36167. this.instances[index] = last;
  36168. last._indexInSourceMeshInstanceArray = index;
  36169. }
  36170. instance._indexInSourceMeshInstanceArray = -1;
  36171. this.instances.pop();
  36172. }
  36173. };
  36174. // Consts
  36175. /**
  36176. * Mesh side orientation : usually the external or front surface
  36177. */
  36178. Mesh.FRONTSIDE = 0;
  36179. /**
  36180. * Mesh side orientation : usually the internal or back surface
  36181. */
  36182. Mesh.BACKSIDE = 1;
  36183. /**
  36184. * Mesh side orientation : both internal and external or front and back surfaces
  36185. */
  36186. Mesh.DOUBLESIDE = 2;
  36187. /**
  36188. * Mesh side orientation : by default, `FRONTSIDE`
  36189. */
  36190. Mesh.DEFAULTSIDE = 0;
  36191. /**
  36192. * Mesh cap setting : no cap
  36193. */
  36194. Mesh.NO_CAP = 0;
  36195. /**
  36196. * Mesh cap setting : one cap at the beginning of the mesh
  36197. */
  36198. Mesh.CAP_START = 1;
  36199. /**
  36200. * Mesh cap setting : one cap at the end of the mesh
  36201. */
  36202. Mesh.CAP_END = 2;
  36203. /**
  36204. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36205. */
  36206. Mesh.CAP_ALL = 3;
  36207. return Mesh;
  36208. }(BABYLON.AbstractMesh));
  36209. BABYLON.Mesh = Mesh;
  36210. })(BABYLON || (BABYLON = {}));
  36211. //# sourceMappingURL=babylon.mesh.js.map
  36212. var BABYLON;
  36213. (function (BABYLON) {
  36214. /**
  36215. * Base class for submeshes
  36216. */
  36217. var BaseSubMesh = /** @class */ (function () {
  36218. function BaseSubMesh() {
  36219. }
  36220. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36221. /**
  36222. * Gets associated effect
  36223. */
  36224. get: function () {
  36225. return this._materialEffect;
  36226. },
  36227. enumerable: true,
  36228. configurable: true
  36229. });
  36230. /**
  36231. * Sets associated effect (effect used to render this submesh)
  36232. * @param effect defines the effect to associate with
  36233. * @param defines defines the set of defines used to compile this effect
  36234. */
  36235. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36236. if (defines === void 0) { defines = null; }
  36237. if (this._materialEffect === effect) {
  36238. if (!effect) {
  36239. this._materialDefines = null;
  36240. }
  36241. return;
  36242. }
  36243. this._materialDefines = defines;
  36244. this._materialEffect = effect;
  36245. };
  36246. return BaseSubMesh;
  36247. }());
  36248. BABYLON.BaseSubMesh = BaseSubMesh;
  36249. /**
  36250. * Defines a subdivision inside a mesh
  36251. */
  36252. var SubMesh = /** @class */ (function (_super) {
  36253. __extends(SubMesh, _super);
  36254. /**
  36255. * Creates a new submesh
  36256. * @param materialIndex defines the material index to use
  36257. * @param verticesStart defines vertex index start
  36258. * @param verticesCount defines vertices count
  36259. * @param indexStart defines index start
  36260. * @param indexCount defines indices count
  36261. * @param mesh defines the parent mesh
  36262. * @param renderingMesh defines an optional rendering mesh
  36263. * @param createBoundingBox defines if bounding box should be created for this submesh
  36264. */
  36265. function SubMesh(
  36266. /** the material index to use */
  36267. materialIndex,
  36268. /** vertex index start */
  36269. verticesStart,
  36270. /** vertices count */
  36271. verticesCount,
  36272. /** index start */
  36273. indexStart,
  36274. /** indices count */
  36275. indexCount, mesh, renderingMesh, createBoundingBox) {
  36276. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36277. var _this = _super.call(this) || this;
  36278. _this.materialIndex = materialIndex;
  36279. _this.verticesStart = verticesStart;
  36280. _this.verticesCount = verticesCount;
  36281. _this.indexStart = indexStart;
  36282. _this.indexCount = indexCount;
  36283. /** @hidden */
  36284. _this._renderId = 0;
  36285. _this._mesh = mesh;
  36286. _this._renderingMesh = renderingMesh || mesh;
  36287. mesh.subMeshes.push(_this);
  36288. _this._trianglePlanes = [];
  36289. _this._id = mesh.subMeshes.length - 1;
  36290. if (createBoundingBox) {
  36291. _this.refreshBoundingInfo();
  36292. mesh.computeWorldMatrix(true);
  36293. }
  36294. return _this;
  36295. }
  36296. /**
  36297. * Add a new submesh to a mesh
  36298. * @param materialIndex defines the material index to use
  36299. * @param verticesStart defines vertex index start
  36300. * @param verticesCount defines vertices count
  36301. * @param indexStart defines index start
  36302. * @param indexCount defines indices count
  36303. * @param mesh defines the parent mesh
  36304. * @param renderingMesh defines an optional rendering mesh
  36305. * @param createBoundingBox defines if bounding box should be created for this submesh
  36306. * @returns the new submesh
  36307. */
  36308. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36309. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36310. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36311. };
  36312. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36313. /**
  36314. * Returns true if this submesh covers the entire parent mesh
  36315. * @ignorenaming
  36316. */
  36317. get: function () {
  36318. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36319. },
  36320. enumerable: true,
  36321. configurable: true
  36322. });
  36323. /**
  36324. * Returns the submesh BoudingInfo object
  36325. * @returns current bounding info (or mesh's one if the submesh is global)
  36326. */
  36327. SubMesh.prototype.getBoundingInfo = function () {
  36328. if (this.IsGlobal) {
  36329. return this._mesh.getBoundingInfo();
  36330. }
  36331. return this._boundingInfo;
  36332. };
  36333. /**
  36334. * Sets the submesh BoundingInfo
  36335. * @param boundingInfo defines the new bounding info to use
  36336. * @returns the SubMesh
  36337. */
  36338. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36339. this._boundingInfo = boundingInfo;
  36340. return this;
  36341. };
  36342. /**
  36343. * Returns the mesh of the current submesh
  36344. * @return the parent mesh
  36345. */
  36346. SubMesh.prototype.getMesh = function () {
  36347. return this._mesh;
  36348. };
  36349. /**
  36350. * Returns the rendering mesh of the submesh
  36351. * @returns the rendering mesh (could be different from parent mesh)
  36352. */
  36353. SubMesh.prototype.getRenderingMesh = function () {
  36354. return this._renderingMesh;
  36355. };
  36356. /**
  36357. * Returns the submesh material
  36358. * @returns null or the current material
  36359. */
  36360. SubMesh.prototype.getMaterial = function () {
  36361. var rootMaterial = this._renderingMesh.material;
  36362. if (rootMaterial === null || rootMaterial === undefined) {
  36363. return this._mesh.getScene().defaultMaterial;
  36364. }
  36365. else if (rootMaterial.getSubMaterial) {
  36366. var multiMaterial = rootMaterial;
  36367. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36368. if (this._currentMaterial !== effectiveMaterial) {
  36369. this._currentMaterial = effectiveMaterial;
  36370. this._materialDefines = null;
  36371. }
  36372. return effectiveMaterial;
  36373. }
  36374. return rootMaterial;
  36375. };
  36376. // Methods
  36377. /**
  36378. * Sets a new updated BoundingInfo object to the submesh
  36379. * @returns the SubMesh
  36380. */
  36381. SubMesh.prototype.refreshBoundingInfo = function () {
  36382. this._lastColliderWorldVertices = null;
  36383. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36384. return this;
  36385. }
  36386. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36387. if (!data) {
  36388. this._boundingInfo = this._mesh.getBoundingInfo();
  36389. return this;
  36390. }
  36391. var indices = this._renderingMesh.getIndices();
  36392. var extend;
  36393. //is this the only submesh?
  36394. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36395. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36396. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36397. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36398. }
  36399. else {
  36400. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36401. }
  36402. if (this._boundingInfo) {
  36403. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36404. }
  36405. else {
  36406. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36407. }
  36408. return this;
  36409. };
  36410. /** @hidden */
  36411. SubMesh.prototype._checkCollision = function (collider) {
  36412. var boundingInfo = this.getBoundingInfo();
  36413. return boundingInfo._checkCollision(collider);
  36414. };
  36415. /**
  36416. * Updates the submesh BoundingInfo
  36417. * @param world defines the world matrix to use to update the bounding info
  36418. * @returns the submesh
  36419. */
  36420. SubMesh.prototype.updateBoundingInfo = function (world) {
  36421. var boundingInfo = this.getBoundingInfo();
  36422. if (!boundingInfo) {
  36423. this.refreshBoundingInfo();
  36424. boundingInfo = this.getBoundingInfo();
  36425. }
  36426. boundingInfo.update(world);
  36427. return this;
  36428. };
  36429. /**
  36430. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36431. * @param frustumPlanes defines the frustum planes
  36432. * @returns true if the submesh is intersecting with the frustum
  36433. */
  36434. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36435. var boundingInfo = this.getBoundingInfo();
  36436. if (!boundingInfo) {
  36437. return false;
  36438. }
  36439. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36440. };
  36441. /**
  36442. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36443. * @param frustumPlanes defines the frustum planes
  36444. * @returns true if the submesh is inside the frustum
  36445. */
  36446. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36447. var boundingInfo = this.getBoundingInfo();
  36448. if (!boundingInfo) {
  36449. return false;
  36450. }
  36451. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36452. };
  36453. /**
  36454. * Renders the submesh
  36455. * @param enableAlphaMode defines if alpha needs to be used
  36456. * @returns the submesh
  36457. */
  36458. SubMesh.prototype.render = function (enableAlphaMode) {
  36459. this._renderingMesh.render(this, enableAlphaMode);
  36460. return this;
  36461. };
  36462. /**
  36463. * @hidden
  36464. */
  36465. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36466. if (!this._linesIndexBuffer) {
  36467. var linesIndices = [];
  36468. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36469. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36470. }
  36471. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36472. this._linesIndexCount = linesIndices.length;
  36473. }
  36474. return this._linesIndexBuffer;
  36475. };
  36476. /**
  36477. * Checks if the submesh intersects with a ray
  36478. * @param ray defines the ray to test
  36479. * @returns true is the passed ray intersects the submesh bounding box
  36480. */
  36481. SubMesh.prototype.canIntersects = function (ray) {
  36482. var boundingInfo = this.getBoundingInfo();
  36483. if (!boundingInfo) {
  36484. return false;
  36485. }
  36486. return ray.intersectsBox(boundingInfo.boundingBox);
  36487. };
  36488. /**
  36489. * Intersects current submesh with a ray
  36490. * @param ray defines the ray to test
  36491. * @param positions defines mesh's positions array
  36492. * @param indices defines mesh's indices array
  36493. * @param fastCheck defines if only bounding info should be used
  36494. * @returns intersection info or null if no intersection
  36495. */
  36496. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36497. var material = this.getMaterial();
  36498. if (!material) {
  36499. return null;
  36500. }
  36501. switch (material.fillMode) {
  36502. case BABYLON.Material.PointListDrawMode:
  36503. case BABYLON.Material.LineListDrawMode:
  36504. case BABYLON.Material.LineLoopDrawMode:
  36505. case BABYLON.Material.LineStripDrawMode:
  36506. case BABYLON.Material.TriangleFanDrawMode:
  36507. case BABYLON.Material.TriangleStripDrawMode:
  36508. return null;
  36509. }
  36510. // LineMesh first as it's also a Mesh...
  36511. if (BABYLON.LinesMesh) {
  36512. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36513. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36514. }
  36515. }
  36516. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36517. };
  36518. /** @hidden */
  36519. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36520. var intersectInfo = null;
  36521. // Line test
  36522. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36523. var p0 = positions[indices[index]];
  36524. var p1 = positions[indices[index + 1]];
  36525. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36526. if (length < 0) {
  36527. continue;
  36528. }
  36529. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36530. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36531. if (fastCheck) {
  36532. break;
  36533. }
  36534. }
  36535. }
  36536. return intersectInfo;
  36537. };
  36538. /** @hidden */
  36539. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36540. var intersectInfo = null;
  36541. // Triangles test
  36542. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36543. var p0 = positions[indices[index]];
  36544. var p1 = positions[indices[index + 1]];
  36545. var p2 = positions[indices[index + 2]];
  36546. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36547. if (currentIntersectInfo) {
  36548. if (currentIntersectInfo.distance < 0) {
  36549. continue;
  36550. }
  36551. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36552. intersectInfo = currentIntersectInfo;
  36553. intersectInfo.faceId = index / 3;
  36554. if (fastCheck) {
  36555. break;
  36556. }
  36557. }
  36558. }
  36559. }
  36560. return intersectInfo;
  36561. };
  36562. /** @hidden */
  36563. SubMesh.prototype._rebuild = function () {
  36564. if (this._linesIndexBuffer) {
  36565. this._linesIndexBuffer = null;
  36566. }
  36567. };
  36568. // Clone
  36569. /**
  36570. * Creates a new submesh from the passed mesh
  36571. * @param newMesh defines the new hosting mesh
  36572. * @param newRenderingMesh defines an optional rendering mesh
  36573. * @returns the new submesh
  36574. */
  36575. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36576. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36577. if (!this.IsGlobal) {
  36578. var boundingInfo = this.getBoundingInfo();
  36579. if (!boundingInfo) {
  36580. return result;
  36581. }
  36582. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36583. }
  36584. return result;
  36585. };
  36586. // Dispose
  36587. /**
  36588. * Release associated resources
  36589. */
  36590. SubMesh.prototype.dispose = function () {
  36591. if (this._linesIndexBuffer) {
  36592. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36593. this._linesIndexBuffer = null;
  36594. }
  36595. // Remove from mesh
  36596. var index = this._mesh.subMeshes.indexOf(this);
  36597. this._mesh.subMeshes.splice(index, 1);
  36598. };
  36599. // Statics
  36600. /**
  36601. * Creates a new submesh from indices data
  36602. * @param materialIndex the index of the main mesh material
  36603. * @param startIndex the index where to start the copy in the mesh indices array
  36604. * @param indexCount the number of indices to copy then from the startIndex
  36605. * @param mesh the main mesh to create the submesh from
  36606. * @param renderingMesh the optional rendering mesh
  36607. * @returns a new submesh
  36608. */
  36609. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36610. var minVertexIndex = Number.MAX_VALUE;
  36611. var maxVertexIndex = -Number.MAX_VALUE;
  36612. renderingMesh = (renderingMesh || mesh);
  36613. var indices = renderingMesh.getIndices();
  36614. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36615. var vertexIndex = indices[index];
  36616. if (vertexIndex < minVertexIndex) {
  36617. minVertexIndex = vertexIndex;
  36618. }
  36619. if (vertexIndex > maxVertexIndex) {
  36620. maxVertexIndex = vertexIndex;
  36621. }
  36622. }
  36623. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36624. };
  36625. return SubMesh;
  36626. }(BaseSubMesh));
  36627. BABYLON.SubMesh = SubMesh;
  36628. })(BABYLON || (BABYLON = {}));
  36629. //# sourceMappingURL=babylon.subMesh.js.map
  36630. var __assign = (this && this.__assign) || function () {
  36631. __assign = Object.assign || function(t) {
  36632. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36633. s = arguments[i];
  36634. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36635. t[p] = s[p];
  36636. }
  36637. return t;
  36638. };
  36639. return __assign.apply(this, arguments);
  36640. };
  36641. var BABYLON;
  36642. (function (BABYLON) {
  36643. /**
  36644. * Manages the defines for the Material
  36645. */
  36646. var MaterialDefines = /** @class */ (function () {
  36647. function MaterialDefines() {
  36648. this._isDirty = true;
  36649. /** @hidden */
  36650. this._areLightsDirty = true;
  36651. /** @hidden */
  36652. this._areAttributesDirty = true;
  36653. /** @hidden */
  36654. this._areTexturesDirty = true;
  36655. /** @hidden */
  36656. this._areFresnelDirty = true;
  36657. /** @hidden */
  36658. this._areMiscDirty = true;
  36659. /** @hidden */
  36660. this._areImageProcessingDirty = true;
  36661. /** @hidden */
  36662. this._normals = false;
  36663. /** @hidden */
  36664. this._uvs = false;
  36665. /** @hidden */
  36666. this._needNormals = false;
  36667. /** @hidden */
  36668. this._needUVs = false;
  36669. }
  36670. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36671. /**
  36672. * Specifies if the material needs to be re-calculated
  36673. */
  36674. get: function () {
  36675. return this._isDirty;
  36676. },
  36677. enumerable: true,
  36678. configurable: true
  36679. });
  36680. /**
  36681. * Marks the material to indicate that it has been re-calculated
  36682. */
  36683. MaterialDefines.prototype.markAsProcessed = function () {
  36684. this._isDirty = false;
  36685. this._areAttributesDirty = false;
  36686. this._areTexturesDirty = false;
  36687. this._areFresnelDirty = false;
  36688. this._areLightsDirty = false;
  36689. this._areMiscDirty = false;
  36690. this._areImageProcessingDirty = false;
  36691. };
  36692. /**
  36693. * Marks the material to indicate that it needs to be re-calculated
  36694. */
  36695. MaterialDefines.prototype.markAsUnprocessed = function () {
  36696. this._isDirty = true;
  36697. };
  36698. /**
  36699. * Marks the material to indicate all of its defines need to be re-calculated
  36700. */
  36701. MaterialDefines.prototype.markAllAsDirty = function () {
  36702. this._areTexturesDirty = true;
  36703. this._areAttributesDirty = true;
  36704. this._areLightsDirty = true;
  36705. this._areFresnelDirty = true;
  36706. this._areMiscDirty = true;
  36707. this._areImageProcessingDirty = true;
  36708. this._isDirty = true;
  36709. };
  36710. /**
  36711. * Marks the material to indicate that image processing needs to be re-calculated
  36712. */
  36713. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36714. this._areImageProcessingDirty = true;
  36715. this._isDirty = true;
  36716. };
  36717. /**
  36718. * Marks the material to indicate the lights need to be re-calculated
  36719. */
  36720. MaterialDefines.prototype.markAsLightDirty = function () {
  36721. this._areLightsDirty = true;
  36722. this._isDirty = true;
  36723. };
  36724. /**
  36725. * Marks the attribute state as changed
  36726. */
  36727. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36728. this._areAttributesDirty = true;
  36729. this._isDirty = true;
  36730. };
  36731. /**
  36732. * Marks the texture state as changed
  36733. */
  36734. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36735. this._areTexturesDirty = true;
  36736. this._isDirty = true;
  36737. };
  36738. /**
  36739. * Marks the fresnel state as changed
  36740. */
  36741. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36742. this._areFresnelDirty = true;
  36743. this._isDirty = true;
  36744. };
  36745. /**
  36746. * Marks the misc state as changed
  36747. */
  36748. MaterialDefines.prototype.markAsMiscDirty = function () {
  36749. this._areMiscDirty = true;
  36750. this._isDirty = true;
  36751. };
  36752. /**
  36753. * Rebuilds the material defines
  36754. */
  36755. MaterialDefines.prototype.rebuild = function () {
  36756. if (this._keys) {
  36757. delete this._keys;
  36758. }
  36759. this._keys = [];
  36760. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36761. var key = _a[_i];
  36762. if (key[0] === "_") {
  36763. continue;
  36764. }
  36765. this._keys.push(key);
  36766. }
  36767. };
  36768. /**
  36769. * Specifies if two material defines are equal
  36770. * @param other - A material define instance to compare to
  36771. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36772. */
  36773. MaterialDefines.prototype.isEqual = function (other) {
  36774. if (this._keys.length !== other._keys.length) {
  36775. return false;
  36776. }
  36777. for (var index = 0; index < this._keys.length; index++) {
  36778. var prop = this._keys[index];
  36779. if (this[prop] !== other[prop]) {
  36780. return false;
  36781. }
  36782. }
  36783. return true;
  36784. };
  36785. /**
  36786. * Clones this instance's defines to another instance
  36787. * @param other - material defines to clone values to
  36788. */
  36789. MaterialDefines.prototype.cloneTo = function (other) {
  36790. if (this._keys.length !== other._keys.length) {
  36791. other._keys = this._keys.slice(0);
  36792. }
  36793. for (var index = 0; index < this._keys.length; index++) {
  36794. var prop = this._keys[index];
  36795. other[prop] = this[prop];
  36796. }
  36797. };
  36798. /**
  36799. * Resets the material define values
  36800. */
  36801. MaterialDefines.prototype.reset = function () {
  36802. for (var index = 0; index < this._keys.length; index++) {
  36803. var prop = this._keys[index];
  36804. var type = typeof this[prop];
  36805. switch (type) {
  36806. case "number":
  36807. this[prop] = 0;
  36808. break;
  36809. case "string":
  36810. this[prop] = "";
  36811. break;
  36812. default:
  36813. this[prop] = false;
  36814. break;
  36815. }
  36816. }
  36817. };
  36818. /**
  36819. * Converts the material define values to a string
  36820. * @returns - String of material define information
  36821. */
  36822. MaterialDefines.prototype.toString = function () {
  36823. var result = "";
  36824. for (var index = 0; index < this._keys.length; index++) {
  36825. var prop = this._keys[index];
  36826. var value = this[prop];
  36827. var type = typeof value;
  36828. switch (type) {
  36829. case "number":
  36830. case "string":
  36831. result += "#define " + prop + " " + value + "\n";
  36832. break;
  36833. default:
  36834. if (value) {
  36835. result += "#define " + prop + "\n";
  36836. }
  36837. break;
  36838. }
  36839. }
  36840. return result;
  36841. };
  36842. return MaterialDefines;
  36843. }());
  36844. BABYLON.MaterialDefines = MaterialDefines;
  36845. /**
  36846. * Base class for the main features of a material in Babylon.js
  36847. */
  36848. var Material = /** @class */ (function () {
  36849. /**
  36850. * Creates a material instance
  36851. * @param name defines the name of the material
  36852. * @param scene defines the scene to reference
  36853. * @param doNotAdd specifies if the material should be added to the scene
  36854. */
  36855. function Material(name, scene, doNotAdd) {
  36856. /**
  36857. * Gets or sets user defined metadata
  36858. */
  36859. this.metadata = null;
  36860. /**
  36861. * For internal use only. Please do not use.
  36862. */
  36863. this.reservedDataStore = null;
  36864. /**
  36865. * Specifies if the ready state should be checked on each call
  36866. */
  36867. this.checkReadyOnEveryCall = false;
  36868. /**
  36869. * Specifies if the ready state should be checked once
  36870. */
  36871. this.checkReadyOnlyOnce = false;
  36872. /**
  36873. * The state of the material
  36874. */
  36875. this.state = "";
  36876. /**
  36877. * The alpha value of the material
  36878. */
  36879. this._alpha = 1.0;
  36880. /**
  36881. * Specifies if back face culling is enabled
  36882. */
  36883. this._backFaceCulling = true;
  36884. /**
  36885. * Specifies if the material should be serialized
  36886. */
  36887. this.doNotSerialize = false;
  36888. /**
  36889. * @hidden
  36890. */
  36891. this._storeEffectOnSubMeshes = false;
  36892. /**
  36893. * An event triggered when the material is disposed
  36894. */
  36895. this.onDisposeObservable = new BABYLON.Observable();
  36896. /**
  36897. * Stores the value of the alpha mode
  36898. */
  36899. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36900. /**
  36901. * Stores the state of the need depth pre-pass value
  36902. */
  36903. this._needDepthPrePass = false;
  36904. /**
  36905. * Specifies if depth writing should be disabled
  36906. */
  36907. this.disableDepthWrite = false;
  36908. /**
  36909. * Specifies if depth writing should be forced
  36910. */
  36911. this.forceDepthWrite = false;
  36912. /**
  36913. * Specifies if there should be a separate pass for culling
  36914. */
  36915. this.separateCullingPass = false;
  36916. /**
  36917. * Stores the state specifing if fog should be enabled
  36918. */
  36919. this._fogEnabled = true;
  36920. /**
  36921. * Stores the size of points
  36922. */
  36923. this.pointSize = 1.0;
  36924. /**
  36925. * Stores the z offset value
  36926. */
  36927. this.zOffset = 0;
  36928. /**
  36929. * @hidden
  36930. * Specifies if the material was previously ready
  36931. */
  36932. this._wasPreviouslyReady = false;
  36933. /**
  36934. * Stores the fill mode state
  36935. */
  36936. this._fillMode = Material.TriangleFillMode;
  36937. /** @hidden */
  36938. this._indexInSceneMaterialArray = -1;
  36939. this.name = name;
  36940. this.id = name || BABYLON.Tools.RandomId();
  36941. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36942. this.uniqueId = this._scene.getUniqueId();
  36943. if (this._scene.useRightHandedSystem) {
  36944. this.sideOrientation = Material.ClockWiseSideOrientation;
  36945. }
  36946. else {
  36947. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36948. }
  36949. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36950. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36951. if (!doNotAdd) {
  36952. this._scene.addMaterial(this);
  36953. }
  36954. if (this._scene.useMaterialMeshMap) {
  36955. this.meshMap = {};
  36956. }
  36957. }
  36958. Object.defineProperty(Material, "TriangleFillMode", {
  36959. /**
  36960. * Returns the triangle fill mode
  36961. */
  36962. get: function () {
  36963. return Material._TriangleFillMode;
  36964. },
  36965. enumerable: true,
  36966. configurable: true
  36967. });
  36968. Object.defineProperty(Material, "WireFrameFillMode", {
  36969. /**
  36970. * Returns the wireframe mode
  36971. */
  36972. get: function () {
  36973. return Material._WireFrameFillMode;
  36974. },
  36975. enumerable: true,
  36976. configurable: true
  36977. });
  36978. Object.defineProperty(Material, "PointFillMode", {
  36979. /**
  36980. * Returns the point fill mode
  36981. */
  36982. get: function () {
  36983. return Material._PointFillMode;
  36984. },
  36985. enumerable: true,
  36986. configurable: true
  36987. });
  36988. Object.defineProperty(Material, "PointListDrawMode", {
  36989. /**
  36990. * Returns the point list draw mode
  36991. */
  36992. get: function () {
  36993. return Material._PointListDrawMode;
  36994. },
  36995. enumerable: true,
  36996. configurable: true
  36997. });
  36998. Object.defineProperty(Material, "LineListDrawMode", {
  36999. /**
  37000. * Returns the line list draw mode
  37001. */
  37002. get: function () {
  37003. return Material._LineListDrawMode;
  37004. },
  37005. enumerable: true,
  37006. configurable: true
  37007. });
  37008. Object.defineProperty(Material, "LineLoopDrawMode", {
  37009. /**
  37010. * Returns the line loop draw mode
  37011. */
  37012. get: function () {
  37013. return Material._LineLoopDrawMode;
  37014. },
  37015. enumerable: true,
  37016. configurable: true
  37017. });
  37018. Object.defineProperty(Material, "LineStripDrawMode", {
  37019. /**
  37020. * Returns the line strip draw mode
  37021. */
  37022. get: function () {
  37023. return Material._LineStripDrawMode;
  37024. },
  37025. enumerable: true,
  37026. configurable: true
  37027. });
  37028. Object.defineProperty(Material, "TriangleStripDrawMode", {
  37029. /**
  37030. * Returns the triangle strip draw mode
  37031. */
  37032. get: function () {
  37033. return Material._TriangleStripDrawMode;
  37034. },
  37035. enumerable: true,
  37036. configurable: true
  37037. });
  37038. Object.defineProperty(Material, "TriangleFanDrawMode", {
  37039. /**
  37040. * Returns the triangle fan draw mode
  37041. */
  37042. get: function () {
  37043. return Material._TriangleFanDrawMode;
  37044. },
  37045. enumerable: true,
  37046. configurable: true
  37047. });
  37048. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  37049. /**
  37050. * Returns the clock-wise side orientation
  37051. */
  37052. get: function () {
  37053. return Material._ClockWiseSideOrientation;
  37054. },
  37055. enumerable: true,
  37056. configurable: true
  37057. });
  37058. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37059. /**
  37060. * Returns the counter clock-wise side orientation
  37061. */
  37062. get: function () {
  37063. return Material._CounterClockWiseSideOrientation;
  37064. },
  37065. enumerable: true,
  37066. configurable: true
  37067. });
  37068. Object.defineProperty(Material.prototype, "alpha", {
  37069. /**
  37070. * Gets the alpha value of the material
  37071. */
  37072. get: function () {
  37073. return this._alpha;
  37074. },
  37075. /**
  37076. * Sets the alpha value of the material
  37077. */
  37078. set: function (value) {
  37079. if (this._alpha === value) {
  37080. return;
  37081. }
  37082. this._alpha = value;
  37083. this.markAsDirty(Material.MiscDirtyFlag);
  37084. },
  37085. enumerable: true,
  37086. configurable: true
  37087. });
  37088. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37089. /**
  37090. * Gets the back-face culling state
  37091. */
  37092. get: function () {
  37093. return this._backFaceCulling;
  37094. },
  37095. /**
  37096. * Sets the back-face culling state
  37097. */
  37098. set: function (value) {
  37099. if (this._backFaceCulling === value) {
  37100. return;
  37101. }
  37102. this._backFaceCulling = value;
  37103. this.markAsDirty(Material.TextureDirtyFlag);
  37104. },
  37105. enumerable: true,
  37106. configurable: true
  37107. });
  37108. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37109. /**
  37110. * Gets a boolean indicating that current material needs to register RTT
  37111. */
  37112. get: function () {
  37113. return false;
  37114. },
  37115. enumerable: true,
  37116. configurable: true
  37117. });
  37118. Object.defineProperty(Material.prototype, "onDispose", {
  37119. /**
  37120. * Called during a dispose event
  37121. */
  37122. set: function (callback) {
  37123. if (this._onDisposeObserver) {
  37124. this.onDisposeObservable.remove(this._onDisposeObserver);
  37125. }
  37126. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37127. },
  37128. enumerable: true,
  37129. configurable: true
  37130. });
  37131. Object.defineProperty(Material.prototype, "onBindObservable", {
  37132. /**
  37133. * An event triggered when the material is bound
  37134. */
  37135. get: function () {
  37136. if (!this._onBindObservable) {
  37137. this._onBindObservable = new BABYLON.Observable();
  37138. }
  37139. return this._onBindObservable;
  37140. },
  37141. enumerable: true,
  37142. configurable: true
  37143. });
  37144. Object.defineProperty(Material.prototype, "onBind", {
  37145. /**
  37146. * Called during a bind event
  37147. */
  37148. set: function (callback) {
  37149. if (this._onBindObserver) {
  37150. this.onBindObservable.remove(this._onBindObserver);
  37151. }
  37152. this._onBindObserver = this.onBindObservable.add(callback);
  37153. },
  37154. enumerable: true,
  37155. configurable: true
  37156. });
  37157. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37158. /**
  37159. * An event triggered when the material is unbound
  37160. */
  37161. get: function () {
  37162. if (!this._onUnBindObservable) {
  37163. this._onUnBindObservable = new BABYLON.Observable();
  37164. }
  37165. return this._onUnBindObservable;
  37166. },
  37167. enumerable: true,
  37168. configurable: true
  37169. });
  37170. Object.defineProperty(Material.prototype, "alphaMode", {
  37171. /**
  37172. * Gets the value of the alpha mode
  37173. */
  37174. get: function () {
  37175. return this._alphaMode;
  37176. },
  37177. /**
  37178. * Sets the value of the alpha mode.
  37179. *
  37180. * | Value | Type | Description |
  37181. * | --- | --- | --- |
  37182. * | 0 | ALPHA_DISABLE | |
  37183. * | 1 | ALPHA_ADD | |
  37184. * | 2 | ALPHA_COMBINE | |
  37185. * | 3 | ALPHA_SUBTRACT | |
  37186. * | 4 | ALPHA_MULTIPLY | |
  37187. * | 5 | ALPHA_MAXIMIZED | |
  37188. * | 6 | ALPHA_ONEONE | |
  37189. * | 7 | ALPHA_PREMULTIPLIED | |
  37190. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37191. * | 9 | ALPHA_INTERPOLATE | |
  37192. * | 10 | ALPHA_SCREENMODE | |
  37193. *
  37194. */
  37195. set: function (value) {
  37196. if (this._alphaMode === value) {
  37197. return;
  37198. }
  37199. this._alphaMode = value;
  37200. this.markAsDirty(Material.TextureDirtyFlag);
  37201. },
  37202. enumerable: true,
  37203. configurable: true
  37204. });
  37205. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37206. /**
  37207. * Gets the depth pre-pass value
  37208. */
  37209. get: function () {
  37210. return this._needDepthPrePass;
  37211. },
  37212. /**
  37213. * Sets the need depth pre-pass value
  37214. */
  37215. set: function (value) {
  37216. if (this._needDepthPrePass === value) {
  37217. return;
  37218. }
  37219. this._needDepthPrePass = value;
  37220. if (this._needDepthPrePass) {
  37221. this.checkReadyOnEveryCall = true;
  37222. }
  37223. },
  37224. enumerable: true,
  37225. configurable: true
  37226. });
  37227. Object.defineProperty(Material.prototype, "fogEnabled", {
  37228. /**
  37229. * Gets the value of the fog enabled state
  37230. */
  37231. get: function () {
  37232. return this._fogEnabled;
  37233. },
  37234. /**
  37235. * Sets the state for enabling fog
  37236. */
  37237. set: function (value) {
  37238. if (this._fogEnabled === value) {
  37239. return;
  37240. }
  37241. this._fogEnabled = value;
  37242. this.markAsDirty(Material.MiscDirtyFlag);
  37243. },
  37244. enumerable: true,
  37245. configurable: true
  37246. });
  37247. Object.defineProperty(Material.prototype, "wireframe", {
  37248. /**
  37249. * Gets a value specifying if wireframe mode is enabled
  37250. */
  37251. get: function () {
  37252. switch (this._fillMode) {
  37253. case Material.WireFrameFillMode:
  37254. case Material.LineListDrawMode:
  37255. case Material.LineLoopDrawMode:
  37256. case Material.LineStripDrawMode:
  37257. return true;
  37258. }
  37259. return this._scene.forceWireframe;
  37260. },
  37261. /**
  37262. * Sets the state of wireframe mode
  37263. */
  37264. set: function (value) {
  37265. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37266. },
  37267. enumerable: true,
  37268. configurable: true
  37269. });
  37270. Object.defineProperty(Material.prototype, "pointsCloud", {
  37271. /**
  37272. * Gets the value specifying if point clouds are enabled
  37273. */
  37274. get: function () {
  37275. switch (this._fillMode) {
  37276. case Material.PointFillMode:
  37277. case Material.PointListDrawMode:
  37278. return true;
  37279. }
  37280. return this._scene.forcePointsCloud;
  37281. },
  37282. /**
  37283. * Sets the state of point cloud mode
  37284. */
  37285. set: function (value) {
  37286. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37287. },
  37288. enumerable: true,
  37289. configurable: true
  37290. });
  37291. Object.defineProperty(Material.prototype, "fillMode", {
  37292. /**
  37293. * Gets the material fill mode
  37294. */
  37295. get: function () {
  37296. return this._fillMode;
  37297. },
  37298. /**
  37299. * Sets the material fill mode
  37300. */
  37301. set: function (value) {
  37302. if (this._fillMode === value) {
  37303. return;
  37304. }
  37305. this._fillMode = value;
  37306. this.markAsDirty(Material.MiscDirtyFlag);
  37307. },
  37308. enumerable: true,
  37309. configurable: true
  37310. });
  37311. /**
  37312. * Returns a string representation of the current material
  37313. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37314. * @returns a string with material information
  37315. */
  37316. Material.prototype.toString = function (fullDetails) {
  37317. var ret = "Name: " + this.name;
  37318. if (fullDetails) {
  37319. }
  37320. return ret;
  37321. };
  37322. /**
  37323. * Gets the class name of the material
  37324. * @returns a string with the class name of the material
  37325. */
  37326. Material.prototype.getClassName = function () {
  37327. return "Material";
  37328. };
  37329. Object.defineProperty(Material.prototype, "isFrozen", {
  37330. /**
  37331. * Specifies if updates for the material been locked
  37332. */
  37333. get: function () {
  37334. return this.checkReadyOnlyOnce;
  37335. },
  37336. enumerable: true,
  37337. configurable: true
  37338. });
  37339. /**
  37340. * Locks updates for the material
  37341. */
  37342. Material.prototype.freeze = function () {
  37343. this.checkReadyOnlyOnce = true;
  37344. };
  37345. /**
  37346. * Unlocks updates for the material
  37347. */
  37348. Material.prototype.unfreeze = function () {
  37349. this.checkReadyOnlyOnce = false;
  37350. };
  37351. /**
  37352. * Specifies if the material is ready to be used
  37353. * @param mesh defines the mesh to check
  37354. * @param useInstances specifies if instances should be used
  37355. * @returns a boolean indicating if the material is ready to be used
  37356. */
  37357. Material.prototype.isReady = function (mesh, useInstances) {
  37358. return true;
  37359. };
  37360. /**
  37361. * Specifies that the submesh is ready to be used
  37362. * @param mesh defines the mesh to check
  37363. * @param subMesh defines which submesh to check
  37364. * @param useInstances specifies that instances should be used
  37365. * @returns a boolean indicating that the submesh is ready or not
  37366. */
  37367. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37368. return false;
  37369. };
  37370. /**
  37371. * Returns the material effect
  37372. * @returns the effect associated with the material
  37373. */
  37374. Material.prototype.getEffect = function () {
  37375. return this._effect;
  37376. };
  37377. /**
  37378. * Returns the current scene
  37379. * @returns a Scene
  37380. */
  37381. Material.prototype.getScene = function () {
  37382. return this._scene;
  37383. };
  37384. /**
  37385. * Specifies if the material will require alpha blending
  37386. * @returns a boolean specifying if alpha blending is needed
  37387. */
  37388. Material.prototype.needAlphaBlending = function () {
  37389. return (this.alpha < 1.0);
  37390. };
  37391. /**
  37392. * Specifies if the mesh will require alpha blending
  37393. * @param mesh defines the mesh to check
  37394. * @returns a boolean specifying if alpha blending is needed for the mesh
  37395. */
  37396. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37397. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37398. };
  37399. /**
  37400. * Specifies if this material should be rendered in alpha test mode
  37401. * @returns a boolean specifying if an alpha test is needed.
  37402. */
  37403. Material.prototype.needAlphaTesting = function () {
  37404. return false;
  37405. };
  37406. /**
  37407. * Gets the texture used for the alpha test
  37408. * @returns the texture to use for alpha testing
  37409. */
  37410. Material.prototype.getAlphaTestTexture = function () {
  37411. return null;
  37412. };
  37413. /**
  37414. * Marks the material to indicate that it needs to be re-calculated
  37415. */
  37416. Material.prototype.markDirty = function () {
  37417. this._wasPreviouslyReady = false;
  37418. };
  37419. /** @hidden */
  37420. Material.prototype._preBind = function (effect, overrideOrientation) {
  37421. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37422. var engine = this._scene.getEngine();
  37423. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37424. var reverse = orientation === Material.ClockWiseSideOrientation;
  37425. engine.enableEffect(effect ? effect : this._effect);
  37426. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37427. return reverse;
  37428. };
  37429. /**
  37430. * Binds the material to the mesh
  37431. * @param world defines the world transformation matrix
  37432. * @param mesh defines the mesh to bind the material to
  37433. */
  37434. Material.prototype.bind = function (world, mesh) {
  37435. };
  37436. /**
  37437. * Binds the submesh to the material
  37438. * @param world defines the world transformation matrix
  37439. * @param mesh defines the mesh containing the submesh
  37440. * @param subMesh defines the submesh to bind the material to
  37441. */
  37442. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37443. };
  37444. /**
  37445. * Binds the world matrix to the material
  37446. * @param world defines the world transformation matrix
  37447. */
  37448. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37449. };
  37450. /**
  37451. * Binds the scene's uniform buffer to the effect.
  37452. * @param effect defines the effect to bind to the scene uniform buffer
  37453. * @param sceneUbo defines the uniform buffer storing scene data
  37454. */
  37455. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37456. sceneUbo.bindToEffect(effect, "Scene");
  37457. };
  37458. /**
  37459. * Binds the view matrix to the effect
  37460. * @param effect defines the effect to bind the view matrix to
  37461. */
  37462. Material.prototype.bindView = function (effect) {
  37463. if (!this._useUBO) {
  37464. effect.setMatrix("view", this.getScene().getViewMatrix());
  37465. }
  37466. else {
  37467. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37468. }
  37469. };
  37470. /**
  37471. * Binds the view projection matrix to the effect
  37472. * @param effect defines the effect to bind the view projection matrix to
  37473. */
  37474. Material.prototype.bindViewProjection = function (effect) {
  37475. if (!this._useUBO) {
  37476. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37477. }
  37478. else {
  37479. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37480. }
  37481. };
  37482. /**
  37483. * Specifies if material alpha testing should be turned on for the mesh
  37484. * @param mesh defines the mesh to check
  37485. */
  37486. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37487. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37488. };
  37489. /**
  37490. * Processes to execute after binding the material to a mesh
  37491. * @param mesh defines the rendered mesh
  37492. */
  37493. Material.prototype._afterBind = function (mesh) {
  37494. this._scene._cachedMaterial = this;
  37495. if (mesh) {
  37496. this._scene._cachedVisibility = mesh.visibility;
  37497. }
  37498. else {
  37499. this._scene._cachedVisibility = 1;
  37500. }
  37501. if (this._onBindObservable && mesh) {
  37502. this._onBindObservable.notifyObservers(mesh);
  37503. }
  37504. if (this.disableDepthWrite) {
  37505. var engine = this._scene.getEngine();
  37506. this._cachedDepthWriteState = engine.getDepthWrite();
  37507. engine.setDepthWrite(false);
  37508. }
  37509. };
  37510. /**
  37511. * Unbinds the material from the mesh
  37512. */
  37513. Material.prototype.unbind = function () {
  37514. if (this._onUnBindObservable) {
  37515. this._onUnBindObservable.notifyObservers(this);
  37516. }
  37517. if (this.disableDepthWrite) {
  37518. var engine = this._scene.getEngine();
  37519. engine.setDepthWrite(this._cachedDepthWriteState);
  37520. }
  37521. };
  37522. /**
  37523. * Gets the active textures from the material
  37524. * @returns an array of textures
  37525. */
  37526. Material.prototype.getActiveTextures = function () {
  37527. return [];
  37528. };
  37529. /**
  37530. * Specifies if the material uses a texture
  37531. * @param texture defines the texture to check against the material
  37532. * @returns a boolean specifying if the material uses the texture
  37533. */
  37534. Material.prototype.hasTexture = function (texture) {
  37535. return false;
  37536. };
  37537. /**
  37538. * Makes a duplicate of the material, and gives it a new name
  37539. * @param name defines the new name for the duplicated material
  37540. * @returns the cloned material
  37541. */
  37542. Material.prototype.clone = function (name) {
  37543. return null;
  37544. };
  37545. /**
  37546. * Gets the meshes bound to the material
  37547. * @returns an array of meshes bound to the material
  37548. */
  37549. Material.prototype.getBindedMeshes = function () {
  37550. var _this = this;
  37551. if (this.meshMap) {
  37552. var result = new Array();
  37553. for (var meshId in this.meshMap) {
  37554. var mesh = this.meshMap[meshId];
  37555. if (mesh) {
  37556. result.push(mesh);
  37557. }
  37558. }
  37559. return result;
  37560. }
  37561. else {
  37562. var meshes = this._scene.meshes;
  37563. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37564. }
  37565. };
  37566. /**
  37567. * Force shader compilation
  37568. * @param mesh defines the mesh associated with this material
  37569. * @param onCompiled defines a function to execute once the material is compiled
  37570. * @param options defines the options to configure the compilation
  37571. */
  37572. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37573. var _this = this;
  37574. var localOptions = __assign({ clipPlane: false }, options);
  37575. var subMesh = new BABYLON.BaseSubMesh();
  37576. var scene = this.getScene();
  37577. var checkReady = function () {
  37578. if (!_this._scene || !_this._scene.getEngine()) {
  37579. return;
  37580. }
  37581. if (subMesh._materialDefines) {
  37582. subMesh._materialDefines._renderId = -1;
  37583. }
  37584. var clipPlaneState = scene.clipPlane;
  37585. if (localOptions.clipPlane) {
  37586. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37587. }
  37588. if (_this._storeEffectOnSubMeshes) {
  37589. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37590. if (onCompiled) {
  37591. onCompiled(_this);
  37592. }
  37593. }
  37594. else {
  37595. setTimeout(checkReady, 16);
  37596. }
  37597. }
  37598. else {
  37599. if (_this.isReady(mesh)) {
  37600. if (onCompiled) {
  37601. onCompiled(_this);
  37602. }
  37603. }
  37604. else {
  37605. setTimeout(checkReady, 16);
  37606. }
  37607. }
  37608. if (localOptions.clipPlane) {
  37609. scene.clipPlane = clipPlaneState;
  37610. }
  37611. };
  37612. checkReady();
  37613. };
  37614. /**
  37615. * Force shader compilation
  37616. * @param mesh defines the mesh that will use this material
  37617. * @param options defines additional options for compiling the shaders
  37618. * @returns a promise that resolves when the compilation completes
  37619. */
  37620. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37621. var _this = this;
  37622. return new Promise(function (resolve) {
  37623. _this.forceCompilation(mesh, function () {
  37624. resolve();
  37625. }, options);
  37626. });
  37627. };
  37628. /**
  37629. * Marks a define in the material to indicate that it needs to be re-computed
  37630. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37631. */
  37632. Material.prototype.markAsDirty = function (flag) {
  37633. if (this.getScene().blockMaterialDirtyMechanism) {
  37634. return;
  37635. }
  37636. Material._DirtyCallbackArray.length = 0;
  37637. if (flag & Material.TextureDirtyFlag) {
  37638. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37639. }
  37640. if (flag & Material.LightDirtyFlag) {
  37641. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37642. }
  37643. if (flag & Material.FresnelDirtyFlag) {
  37644. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37645. }
  37646. if (flag & Material.AttributesDirtyFlag) {
  37647. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37648. }
  37649. if (flag & Material.MiscDirtyFlag) {
  37650. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37651. }
  37652. if (Material._DirtyCallbackArray.length) {
  37653. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37654. }
  37655. this.getScene().resetCachedMaterial();
  37656. };
  37657. /**
  37658. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37659. * @param func defines a function which checks material defines against the submeshes
  37660. */
  37661. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37662. if (this.getScene().blockMaterialDirtyMechanism) {
  37663. return;
  37664. }
  37665. var meshes = this.getScene().meshes;
  37666. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37667. var mesh = meshes_1[_i];
  37668. if (!mesh.subMeshes) {
  37669. continue;
  37670. }
  37671. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37672. var subMesh = _b[_a];
  37673. if (subMesh.getMaterial() !== this) {
  37674. continue;
  37675. }
  37676. if (!subMesh._materialDefines) {
  37677. continue;
  37678. }
  37679. func(subMesh._materialDefines);
  37680. }
  37681. }
  37682. };
  37683. /**
  37684. * Indicates that image processing needs to be re-calculated for all submeshes
  37685. */
  37686. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37687. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37688. };
  37689. /**
  37690. * Indicates that textures need to be re-calculated for all submeshes
  37691. */
  37692. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37693. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37694. };
  37695. /**
  37696. * Indicates that fresnel needs to be re-calculated for all submeshes
  37697. */
  37698. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37699. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37700. };
  37701. /**
  37702. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37703. */
  37704. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37705. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37706. };
  37707. /**
  37708. * Indicates that lights need to be re-calculated for all submeshes
  37709. */
  37710. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37711. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37712. };
  37713. /**
  37714. * Indicates that attributes need to be re-calculated for all submeshes
  37715. */
  37716. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37717. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37718. };
  37719. /**
  37720. * Indicates that misc needs to be re-calculated for all submeshes
  37721. */
  37722. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37723. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37724. };
  37725. /**
  37726. * Indicates that textures and misc need to be re-calculated for all submeshes
  37727. */
  37728. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37729. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37730. };
  37731. /**
  37732. * Disposes the material
  37733. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37734. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37735. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37736. */
  37737. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37738. var scene = this.getScene();
  37739. // Animations
  37740. scene.stopAnimation(this);
  37741. scene.freeProcessedMaterials();
  37742. // Remove from scene
  37743. scene.removeMaterial(this);
  37744. if (notBoundToMesh !== true) {
  37745. // Remove from meshes
  37746. if (this.meshMap) {
  37747. for (var meshId in this.meshMap) {
  37748. var mesh = this.meshMap[meshId];
  37749. if (mesh) {
  37750. mesh.material = null; // will set the entry in the map to undefined
  37751. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37752. }
  37753. }
  37754. }
  37755. else {
  37756. var meshes = scene.meshes;
  37757. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37758. var mesh = meshes_2[_i];
  37759. if (mesh.material === this) {
  37760. mesh.material = null;
  37761. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37762. }
  37763. }
  37764. }
  37765. }
  37766. this._uniformBuffer.dispose();
  37767. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37768. if (forceDisposeEffect && this._effect) {
  37769. if (!this._storeEffectOnSubMeshes) {
  37770. scene.getEngine()._releaseEffect(this._effect);
  37771. }
  37772. this._effect = null;
  37773. }
  37774. // Callback
  37775. this.onDisposeObservable.notifyObservers(this);
  37776. this.onDisposeObservable.clear();
  37777. if (this._onBindObservable) {
  37778. this._onBindObservable.clear();
  37779. }
  37780. if (this._onUnBindObservable) {
  37781. this._onUnBindObservable.clear();
  37782. }
  37783. };
  37784. /** @hidden */
  37785. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37786. if (mesh.geometry) {
  37787. var geometry = (mesh.geometry);
  37788. var scene = this.getScene();
  37789. if (this._storeEffectOnSubMeshes) {
  37790. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37791. var subMesh = _a[_i];
  37792. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37793. if (forceDisposeEffect && subMesh._materialEffect) {
  37794. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37795. }
  37796. }
  37797. }
  37798. else {
  37799. geometry._releaseVertexArrayObject(this._effect);
  37800. }
  37801. }
  37802. };
  37803. /**
  37804. * Serializes this material
  37805. * @returns the serialized material object
  37806. */
  37807. Material.prototype.serialize = function () {
  37808. return BABYLON.SerializationHelper.Serialize(this);
  37809. };
  37810. /**
  37811. * Creates a MultiMaterial from parsed MultiMaterial data.
  37812. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37813. * @param scene defines the hosting scene
  37814. * @returns a new MultiMaterial
  37815. */
  37816. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37817. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37818. multiMaterial.id = parsedMultiMaterial.id;
  37819. if (BABYLON.Tags) {
  37820. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37821. }
  37822. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37823. var subMatId = parsedMultiMaterial.materials[matIndex];
  37824. if (subMatId) {
  37825. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37826. }
  37827. else {
  37828. multiMaterial.subMaterials.push(null);
  37829. }
  37830. }
  37831. return multiMaterial;
  37832. };
  37833. /**
  37834. * Creates a material from parsed material data
  37835. * @param parsedMaterial defines parsed material data
  37836. * @param scene defines the hosting scene
  37837. * @param rootUrl defines the root URL to use to load textures
  37838. * @returns a new material
  37839. */
  37840. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37841. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37842. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37843. }
  37844. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37845. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37846. if (!BABYLON.LegacyPBRMaterial) {
  37847. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37848. return;
  37849. }
  37850. }
  37851. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37852. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37853. };
  37854. // Triangle views
  37855. Material._TriangleFillMode = 0;
  37856. Material._WireFrameFillMode = 1;
  37857. Material._PointFillMode = 2;
  37858. // Draw modes
  37859. Material._PointListDrawMode = 3;
  37860. Material._LineListDrawMode = 4;
  37861. Material._LineLoopDrawMode = 5;
  37862. Material._LineStripDrawMode = 6;
  37863. Material._TriangleStripDrawMode = 7;
  37864. Material._TriangleFanDrawMode = 8;
  37865. /**
  37866. * Stores the clock-wise side orientation
  37867. */
  37868. Material._ClockWiseSideOrientation = 0;
  37869. /**
  37870. * Stores the counter clock-wise side orientation
  37871. */
  37872. Material._CounterClockWiseSideOrientation = 1;
  37873. /**
  37874. * The dirty texture flag value
  37875. */
  37876. Material.TextureDirtyFlag = 1;
  37877. /**
  37878. * The dirty light flag value
  37879. */
  37880. Material.LightDirtyFlag = 2;
  37881. /**
  37882. * The dirty fresnel flag value
  37883. */
  37884. Material.FresnelDirtyFlag = 4;
  37885. /**
  37886. * The dirty attribute flag value
  37887. */
  37888. Material.AttributesDirtyFlag = 8;
  37889. /**
  37890. * The dirty misc flag value
  37891. */
  37892. Material.MiscDirtyFlag = 16;
  37893. /**
  37894. * The all dirty flag value
  37895. */
  37896. Material.AllDirtyFlag = 31;
  37897. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37898. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37899. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37900. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37901. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37902. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37903. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37904. Material._FresnelDirtyCallBack(defines);
  37905. Material._MiscDirtyCallBack(defines);
  37906. };
  37907. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37908. Material._TextureDirtyCallBack(defines);
  37909. Material._MiscDirtyCallBack(defines);
  37910. };
  37911. Material._DirtyCallbackArray = [];
  37912. Material._RunDirtyCallBacks = function (defines) {
  37913. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37914. var cb = _a[_i];
  37915. cb(defines);
  37916. }
  37917. };
  37918. __decorate([
  37919. BABYLON.serialize()
  37920. ], Material.prototype, "id", void 0);
  37921. __decorate([
  37922. BABYLON.serialize()
  37923. ], Material.prototype, "uniqueId", void 0);
  37924. __decorate([
  37925. BABYLON.serialize()
  37926. ], Material.prototype, "name", void 0);
  37927. __decorate([
  37928. BABYLON.serialize()
  37929. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37930. __decorate([
  37931. BABYLON.serialize()
  37932. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37933. __decorate([
  37934. BABYLON.serialize()
  37935. ], Material.prototype, "state", void 0);
  37936. __decorate([
  37937. BABYLON.serialize("alpha")
  37938. ], Material.prototype, "_alpha", void 0);
  37939. __decorate([
  37940. BABYLON.serialize("backFaceCulling")
  37941. ], Material.prototype, "_backFaceCulling", void 0);
  37942. __decorate([
  37943. BABYLON.serialize()
  37944. ], Material.prototype, "sideOrientation", void 0);
  37945. __decorate([
  37946. BABYLON.serialize("alphaMode")
  37947. ], Material.prototype, "_alphaMode", void 0);
  37948. __decorate([
  37949. BABYLON.serialize()
  37950. ], Material.prototype, "_needDepthPrePass", void 0);
  37951. __decorate([
  37952. BABYLON.serialize()
  37953. ], Material.prototype, "disableDepthWrite", void 0);
  37954. __decorate([
  37955. BABYLON.serialize()
  37956. ], Material.prototype, "forceDepthWrite", void 0);
  37957. __decorate([
  37958. BABYLON.serialize()
  37959. ], Material.prototype, "separateCullingPass", void 0);
  37960. __decorate([
  37961. BABYLON.serialize("fogEnabled")
  37962. ], Material.prototype, "_fogEnabled", void 0);
  37963. __decorate([
  37964. BABYLON.serialize()
  37965. ], Material.prototype, "pointSize", void 0);
  37966. __decorate([
  37967. BABYLON.serialize()
  37968. ], Material.prototype, "zOffset", void 0);
  37969. __decorate([
  37970. BABYLON.serialize()
  37971. ], Material.prototype, "wireframe", null);
  37972. __decorate([
  37973. BABYLON.serialize()
  37974. ], Material.prototype, "pointsCloud", null);
  37975. __decorate([
  37976. BABYLON.serialize()
  37977. ], Material.prototype, "fillMode", null);
  37978. return Material;
  37979. }());
  37980. BABYLON.Material = Material;
  37981. })(BABYLON || (BABYLON = {}));
  37982. //# sourceMappingURL=babylon.material.js.map
  37983. var BABYLON;
  37984. (function (BABYLON) {
  37985. /**
  37986. * Uniform buffer objects.
  37987. *
  37988. * Handles blocks of uniform on the GPU.
  37989. *
  37990. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  37991. *
  37992. * For more information, please refer to :
  37993. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  37994. */
  37995. var UniformBuffer = /** @class */ (function () {
  37996. /**
  37997. * Instantiates a new Uniform buffer objects.
  37998. *
  37999. * Handles blocks of uniform on the GPU.
  38000. *
  38001. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38002. *
  38003. * For more information, please refer to :
  38004. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38005. * @param engine Define the engine the buffer is associated with
  38006. * @param data Define the data contained in the buffer
  38007. * @param dynamic Define if the buffer is updatable
  38008. */
  38009. function UniformBuffer(engine, data, dynamic) {
  38010. this._engine = engine;
  38011. this._noUBO = !engine.supportsUniformBuffers;
  38012. this._dynamic = dynamic;
  38013. this._data = data || [];
  38014. this._uniformLocations = {};
  38015. this._uniformSizes = {};
  38016. this._uniformLocationPointer = 0;
  38017. this._needSync = false;
  38018. if (this._noUBO) {
  38019. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  38020. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  38021. this.updateFloat = this._updateFloatForEffect;
  38022. this.updateFloat2 = this._updateFloat2ForEffect;
  38023. this.updateFloat3 = this._updateFloat3ForEffect;
  38024. this.updateFloat4 = this._updateFloat4ForEffect;
  38025. this.updateMatrix = this._updateMatrixForEffect;
  38026. this.updateVector3 = this._updateVector3ForEffect;
  38027. this.updateVector4 = this._updateVector4ForEffect;
  38028. this.updateColor3 = this._updateColor3ForEffect;
  38029. this.updateColor4 = this._updateColor4ForEffect;
  38030. }
  38031. else {
  38032. this._engine._uniformBuffers.push(this);
  38033. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  38034. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  38035. this.updateFloat = this._updateFloatForUniform;
  38036. this.updateFloat2 = this._updateFloat2ForUniform;
  38037. this.updateFloat3 = this._updateFloat3ForUniform;
  38038. this.updateFloat4 = this._updateFloat4ForUniform;
  38039. this.updateMatrix = this._updateMatrixForUniform;
  38040. this.updateVector3 = this._updateVector3ForUniform;
  38041. this.updateVector4 = this._updateVector4ForUniform;
  38042. this.updateColor3 = this._updateColor3ForUniform;
  38043. this.updateColor4 = this._updateColor4ForUniform;
  38044. }
  38045. }
  38046. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  38047. /**
  38048. * Indicates if the buffer is using the WebGL2 UBO implementation,
  38049. * or just falling back on setUniformXXX calls.
  38050. */
  38051. get: function () {
  38052. return !this._noUBO;
  38053. },
  38054. enumerable: true,
  38055. configurable: true
  38056. });
  38057. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  38058. /**
  38059. * Indicates if the WebGL underlying uniform buffer is in sync
  38060. * with the javascript cache data.
  38061. */
  38062. get: function () {
  38063. return !this._needSync;
  38064. },
  38065. enumerable: true,
  38066. configurable: true
  38067. });
  38068. /**
  38069. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38070. * Also, a dynamic UniformBuffer will disable cache verification and always
  38071. * update the underlying WebGL uniform buffer to the GPU.
  38072. * @returns if Dynamic, otherwise false
  38073. */
  38074. UniformBuffer.prototype.isDynamic = function () {
  38075. return this._dynamic !== undefined;
  38076. };
  38077. /**
  38078. * The data cache on JS side.
  38079. * @returns the underlying data as a float array
  38080. */
  38081. UniformBuffer.prototype.getData = function () {
  38082. return this._bufferData;
  38083. };
  38084. /**
  38085. * The underlying WebGL Uniform buffer.
  38086. * @returns the webgl buffer
  38087. */
  38088. UniformBuffer.prototype.getBuffer = function () {
  38089. return this._buffer;
  38090. };
  38091. /**
  38092. * std140 layout specifies how to align data within an UBO structure.
  38093. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38094. * for specs.
  38095. */
  38096. UniformBuffer.prototype._fillAlignment = function (size) {
  38097. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38098. // and 4x4 matrices
  38099. // TODO : change if other types are used
  38100. var alignment;
  38101. if (size <= 2) {
  38102. alignment = size;
  38103. }
  38104. else {
  38105. alignment = 4;
  38106. }
  38107. if ((this._uniformLocationPointer % alignment) !== 0) {
  38108. var oldPointer = this._uniformLocationPointer;
  38109. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38110. var diff = this._uniformLocationPointer - oldPointer;
  38111. for (var i = 0; i < diff; i++) {
  38112. this._data.push(0);
  38113. }
  38114. }
  38115. };
  38116. /**
  38117. * Adds an uniform in the buffer.
  38118. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38119. * for the layout to be correct !
  38120. * @param name Name of the uniform, as used in the uniform block in the shader.
  38121. * @param size Data size, or data directly.
  38122. */
  38123. UniformBuffer.prototype.addUniform = function (name, size) {
  38124. if (this._noUBO) {
  38125. return;
  38126. }
  38127. if (this._uniformLocations[name] !== undefined) {
  38128. // Already existing uniform
  38129. return;
  38130. }
  38131. // This function must be called in the order of the shader layout !
  38132. // size can be the size of the uniform, or data directly
  38133. var data;
  38134. if (size instanceof Array) {
  38135. data = size;
  38136. size = data.length;
  38137. }
  38138. else {
  38139. size = size;
  38140. data = [];
  38141. // Fill with zeros
  38142. for (var i = 0; i < size; i++) {
  38143. data.push(0);
  38144. }
  38145. }
  38146. this._fillAlignment(size);
  38147. this._uniformSizes[name] = size;
  38148. this._uniformLocations[name] = this._uniformLocationPointer;
  38149. this._uniformLocationPointer += size;
  38150. for (var i = 0; i < size; i++) {
  38151. this._data.push(data[i]);
  38152. }
  38153. this._needSync = true;
  38154. };
  38155. /**
  38156. * Adds a Matrix 4x4 to the uniform buffer.
  38157. * @param name Name of the uniform, as used in the uniform block in the shader.
  38158. * @param mat A 4x4 matrix.
  38159. */
  38160. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38161. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38162. };
  38163. /**
  38164. * Adds a vec2 to the uniform buffer.
  38165. * @param name Name of the uniform, as used in the uniform block in the shader.
  38166. * @param x Define the x component value of the vec2
  38167. * @param y Define the y component value of the vec2
  38168. */
  38169. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38170. var temp = [x, y];
  38171. this.addUniform(name, temp);
  38172. };
  38173. /**
  38174. * Adds a vec3 to the uniform buffer.
  38175. * @param name Name of the uniform, as used in the uniform block in the shader.
  38176. * @param x Define the x component value of the vec3
  38177. * @param y Define the y component value of the vec3
  38178. * @param z Define the z component value of the vec3
  38179. */
  38180. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38181. var temp = [x, y, z];
  38182. this.addUniform(name, temp);
  38183. };
  38184. /**
  38185. * Adds a vec3 to the uniform buffer.
  38186. * @param name Name of the uniform, as used in the uniform block in the shader.
  38187. * @param color Define the vec3 from a Color
  38188. */
  38189. UniformBuffer.prototype.addColor3 = function (name, color) {
  38190. var temp = new Array();
  38191. color.toArray(temp);
  38192. this.addUniform(name, temp);
  38193. };
  38194. /**
  38195. * Adds a vec4 to the uniform buffer.
  38196. * @param name Name of the uniform, as used in the uniform block in the shader.
  38197. * @param color Define the rgb components from a Color
  38198. * @param alpha Define the a component of the vec4
  38199. */
  38200. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38201. var temp = new Array();
  38202. color.toArray(temp);
  38203. temp.push(alpha);
  38204. this.addUniform(name, temp);
  38205. };
  38206. /**
  38207. * Adds a vec3 to the uniform buffer.
  38208. * @param name Name of the uniform, as used in the uniform block in the shader.
  38209. * @param vector Define the vec3 components from a Vector
  38210. */
  38211. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38212. var temp = new Array();
  38213. vector.toArray(temp);
  38214. this.addUniform(name, temp);
  38215. };
  38216. /**
  38217. * Adds a Matrix 3x3 to the uniform buffer.
  38218. * @param name Name of the uniform, as used in the uniform block in the shader.
  38219. */
  38220. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38221. this.addUniform(name, 12);
  38222. };
  38223. /**
  38224. * Adds a Matrix 2x2 to the uniform buffer.
  38225. * @param name Name of the uniform, as used in the uniform block in the shader.
  38226. */
  38227. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38228. this.addUniform(name, 8);
  38229. };
  38230. /**
  38231. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38232. */
  38233. UniformBuffer.prototype.create = function () {
  38234. if (this._noUBO) {
  38235. return;
  38236. }
  38237. if (this._buffer) {
  38238. return; // nothing to do
  38239. }
  38240. // See spec, alignment must be filled as a vec4
  38241. this._fillAlignment(4);
  38242. this._bufferData = new Float32Array(this._data);
  38243. this._rebuild();
  38244. this._needSync = true;
  38245. };
  38246. /** @hidden */
  38247. UniformBuffer.prototype._rebuild = function () {
  38248. if (this._noUBO) {
  38249. return;
  38250. }
  38251. if (this._dynamic) {
  38252. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38253. }
  38254. else {
  38255. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38256. }
  38257. };
  38258. /**
  38259. * Updates the WebGL Uniform Buffer on the GPU.
  38260. * If the `dynamic` flag is set to true, no cache comparison is done.
  38261. * Otherwise, the buffer will be updated only if the cache differs.
  38262. */
  38263. UniformBuffer.prototype.update = function () {
  38264. if (!this._buffer) {
  38265. this.create();
  38266. return;
  38267. }
  38268. if (!this._dynamic && !this._needSync) {
  38269. return;
  38270. }
  38271. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38272. this._needSync = false;
  38273. };
  38274. /**
  38275. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38276. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38277. * @param data Define the flattened data
  38278. * @param size Define the size of the data.
  38279. */
  38280. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38281. var location = this._uniformLocations[uniformName];
  38282. if (location === undefined) {
  38283. if (this._buffer) {
  38284. // Cannot add an uniform if the buffer is already created
  38285. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38286. return;
  38287. }
  38288. this.addUniform(uniformName, size);
  38289. location = this._uniformLocations[uniformName];
  38290. }
  38291. if (!this._buffer) {
  38292. this.create();
  38293. }
  38294. if (!this._dynamic) {
  38295. // Cache for static uniform buffers
  38296. var changed = false;
  38297. for (var i = 0; i < size; i++) {
  38298. if (this._bufferData[location + i] !== data[i]) {
  38299. changed = true;
  38300. this._bufferData[location + i] = data[i];
  38301. }
  38302. }
  38303. this._needSync = this._needSync || changed;
  38304. }
  38305. else {
  38306. // No cache for dynamic
  38307. for (var i = 0; i < size; i++) {
  38308. this._bufferData[location + i] = data[i];
  38309. }
  38310. }
  38311. };
  38312. // Update methods
  38313. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38314. // To match std140, matrix must be realigned
  38315. for (var i = 0; i < 3; i++) {
  38316. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38317. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38318. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38319. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38320. }
  38321. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38322. };
  38323. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38324. this._currentEffect.setMatrix3x3(name, matrix);
  38325. };
  38326. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38327. this._currentEffect.setMatrix2x2(name, matrix);
  38328. };
  38329. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38330. // To match std140, matrix must be realigned
  38331. for (var i = 0; i < 2; i++) {
  38332. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38333. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38334. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38335. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38336. }
  38337. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38338. };
  38339. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38340. this._currentEffect.setFloat(name, x);
  38341. };
  38342. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38343. UniformBuffer._tempBuffer[0] = x;
  38344. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38345. };
  38346. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38347. if (suffix === void 0) { suffix = ""; }
  38348. this._currentEffect.setFloat2(name + suffix, x, y);
  38349. };
  38350. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38351. if (suffix === void 0) { suffix = ""; }
  38352. UniformBuffer._tempBuffer[0] = x;
  38353. UniformBuffer._tempBuffer[1] = y;
  38354. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38355. };
  38356. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38357. if (suffix === void 0) { suffix = ""; }
  38358. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38359. };
  38360. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38361. if (suffix === void 0) { suffix = ""; }
  38362. UniformBuffer._tempBuffer[0] = x;
  38363. UniformBuffer._tempBuffer[1] = y;
  38364. UniformBuffer._tempBuffer[2] = z;
  38365. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38366. };
  38367. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38368. if (suffix === void 0) { suffix = ""; }
  38369. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38370. };
  38371. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38372. if (suffix === void 0) { suffix = ""; }
  38373. UniformBuffer._tempBuffer[0] = x;
  38374. UniformBuffer._tempBuffer[1] = y;
  38375. UniformBuffer._tempBuffer[2] = z;
  38376. UniformBuffer._tempBuffer[3] = w;
  38377. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38378. };
  38379. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38380. this._currentEffect.setMatrix(name, mat);
  38381. };
  38382. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38383. this.updateUniform(name, mat.toArray(), 16);
  38384. };
  38385. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38386. this._currentEffect.setVector3(name, vector);
  38387. };
  38388. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38389. vector.toArray(UniformBuffer._tempBuffer);
  38390. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38391. };
  38392. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38393. this._currentEffect.setVector4(name, vector);
  38394. };
  38395. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38396. vector.toArray(UniformBuffer._tempBuffer);
  38397. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38398. };
  38399. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38400. if (suffix === void 0) { suffix = ""; }
  38401. this._currentEffect.setColor3(name + suffix, color);
  38402. };
  38403. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38404. if (suffix === void 0) { suffix = ""; }
  38405. color.toArray(UniformBuffer._tempBuffer);
  38406. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38407. };
  38408. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38409. if (suffix === void 0) { suffix = ""; }
  38410. this._currentEffect.setColor4(name + suffix, color, alpha);
  38411. };
  38412. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38413. if (suffix === void 0) { suffix = ""; }
  38414. color.toArray(UniformBuffer._tempBuffer);
  38415. UniformBuffer._tempBuffer[3] = alpha;
  38416. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38417. };
  38418. /**
  38419. * Sets a sampler uniform on the effect.
  38420. * @param name Define the name of the sampler.
  38421. * @param texture Define the texture to set in the sampler
  38422. */
  38423. UniformBuffer.prototype.setTexture = function (name, texture) {
  38424. this._currentEffect.setTexture(name, texture);
  38425. };
  38426. /**
  38427. * Directly updates the value of the uniform in the cache AND on the GPU.
  38428. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38429. * @param data Define the flattened data
  38430. */
  38431. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38432. this.updateUniform(uniformName, data, data.length);
  38433. this.update();
  38434. };
  38435. /**
  38436. * Binds this uniform buffer to an effect.
  38437. * @param effect Define the effect to bind the buffer to
  38438. * @param name Name of the uniform block in the shader.
  38439. */
  38440. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38441. this._currentEffect = effect;
  38442. if (this._noUBO || !this._buffer) {
  38443. return;
  38444. }
  38445. effect.bindUniformBuffer(this._buffer, name);
  38446. };
  38447. /**
  38448. * Disposes the uniform buffer.
  38449. */
  38450. UniformBuffer.prototype.dispose = function () {
  38451. if (this._noUBO) {
  38452. return;
  38453. }
  38454. var uniformBuffers = this._engine._uniformBuffers;
  38455. var index = uniformBuffers.indexOf(this);
  38456. if (index !== -1) {
  38457. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38458. uniformBuffers.pop();
  38459. }
  38460. if (!this._buffer) {
  38461. return;
  38462. }
  38463. if (this._engine._releaseBuffer(this._buffer)) {
  38464. this._buffer = null;
  38465. }
  38466. };
  38467. // Pool for avoiding memory leaks
  38468. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38469. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38470. return UniformBuffer;
  38471. }());
  38472. BABYLON.UniformBuffer = UniformBuffer;
  38473. })(BABYLON || (BABYLON = {}));
  38474. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38475. var BABYLON;
  38476. (function (BABYLON) {
  38477. /**
  38478. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38479. */
  38480. var VertexData = /** @class */ (function () {
  38481. function VertexData() {
  38482. }
  38483. /**
  38484. * Uses the passed data array to set the set the values for the specified kind of data
  38485. * @param data a linear array of floating numbers
  38486. * @param kind the type of data that is being set, eg positions, colors etc
  38487. */
  38488. VertexData.prototype.set = function (data, kind) {
  38489. switch (kind) {
  38490. case BABYLON.VertexBuffer.PositionKind:
  38491. this.positions = data;
  38492. break;
  38493. case BABYLON.VertexBuffer.NormalKind:
  38494. this.normals = data;
  38495. break;
  38496. case BABYLON.VertexBuffer.TangentKind:
  38497. this.tangents = data;
  38498. break;
  38499. case BABYLON.VertexBuffer.UVKind:
  38500. this.uvs = data;
  38501. break;
  38502. case BABYLON.VertexBuffer.UV2Kind:
  38503. this.uvs2 = data;
  38504. break;
  38505. case BABYLON.VertexBuffer.UV3Kind:
  38506. this.uvs3 = data;
  38507. break;
  38508. case BABYLON.VertexBuffer.UV4Kind:
  38509. this.uvs4 = data;
  38510. break;
  38511. case BABYLON.VertexBuffer.UV5Kind:
  38512. this.uvs5 = data;
  38513. break;
  38514. case BABYLON.VertexBuffer.UV6Kind:
  38515. this.uvs6 = data;
  38516. break;
  38517. case BABYLON.VertexBuffer.ColorKind:
  38518. this.colors = data;
  38519. break;
  38520. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38521. this.matricesIndices = data;
  38522. break;
  38523. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38524. this.matricesWeights = data;
  38525. break;
  38526. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38527. this.matricesIndicesExtra = data;
  38528. break;
  38529. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38530. this.matricesWeightsExtra = data;
  38531. break;
  38532. }
  38533. };
  38534. /**
  38535. * Associates the vertexData to the passed Mesh.
  38536. * Sets it as updatable or not (default `false`)
  38537. * @param mesh the mesh the vertexData is applied to
  38538. * @param updatable when used and having the value true allows new data to update the vertexData
  38539. * @returns the VertexData
  38540. */
  38541. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38542. this._applyTo(mesh, updatable);
  38543. return this;
  38544. };
  38545. /**
  38546. * Associates the vertexData to the passed Geometry.
  38547. * Sets it as updatable or not (default `false`)
  38548. * @param geometry the geometry the vertexData is applied to
  38549. * @param updatable when used and having the value true allows new data to update the vertexData
  38550. * @returns VertexData
  38551. */
  38552. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38553. this._applyTo(geometry, updatable);
  38554. return this;
  38555. };
  38556. /**
  38557. * Updates the associated mesh
  38558. * @param mesh the mesh to be updated
  38559. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38560. * @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
  38561. * @returns VertexData
  38562. */
  38563. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38564. this._update(mesh);
  38565. return this;
  38566. };
  38567. /**
  38568. * Updates the associated geometry
  38569. * @param geometry the geometry to be updated
  38570. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38571. * @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
  38572. * @returns VertexData.
  38573. */
  38574. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38575. this._update(geometry);
  38576. return this;
  38577. };
  38578. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38579. if (updatable === void 0) { updatable = false; }
  38580. if (this.positions) {
  38581. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38582. }
  38583. if (this.normals) {
  38584. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38585. }
  38586. if (this.tangents) {
  38587. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38588. }
  38589. if (this.uvs) {
  38590. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38591. }
  38592. if (this.uvs2) {
  38593. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38594. }
  38595. if (this.uvs3) {
  38596. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38597. }
  38598. if (this.uvs4) {
  38599. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38600. }
  38601. if (this.uvs5) {
  38602. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38603. }
  38604. if (this.uvs6) {
  38605. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38606. }
  38607. if (this.colors) {
  38608. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38609. }
  38610. if (this.matricesIndices) {
  38611. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38612. }
  38613. if (this.matricesWeights) {
  38614. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38615. }
  38616. if (this.matricesIndicesExtra) {
  38617. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38618. }
  38619. if (this.matricesWeightsExtra) {
  38620. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38621. }
  38622. if (this.indices) {
  38623. meshOrGeometry.setIndices(this.indices, null, updatable);
  38624. }
  38625. else {
  38626. meshOrGeometry.setIndices([], null);
  38627. }
  38628. return this;
  38629. };
  38630. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38631. if (this.positions) {
  38632. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38633. }
  38634. if (this.normals) {
  38635. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38636. }
  38637. if (this.tangents) {
  38638. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38639. }
  38640. if (this.uvs) {
  38641. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38642. }
  38643. if (this.uvs2) {
  38644. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38645. }
  38646. if (this.uvs3) {
  38647. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38648. }
  38649. if (this.uvs4) {
  38650. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38651. }
  38652. if (this.uvs5) {
  38653. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38654. }
  38655. if (this.uvs6) {
  38656. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38657. }
  38658. if (this.colors) {
  38659. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38660. }
  38661. if (this.matricesIndices) {
  38662. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38663. }
  38664. if (this.matricesWeights) {
  38665. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38666. }
  38667. if (this.matricesIndicesExtra) {
  38668. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38669. }
  38670. if (this.matricesWeightsExtra) {
  38671. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38672. }
  38673. if (this.indices) {
  38674. meshOrGeometry.setIndices(this.indices, null);
  38675. }
  38676. return this;
  38677. };
  38678. /**
  38679. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38680. * @param matrix the transforming matrix
  38681. * @returns the VertexData
  38682. */
  38683. VertexData.prototype.transform = function (matrix) {
  38684. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38685. var transformed = BABYLON.Vector3.Zero();
  38686. var index;
  38687. if (this.positions) {
  38688. var position = BABYLON.Vector3.Zero();
  38689. for (index = 0; index < this.positions.length; index += 3) {
  38690. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38691. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38692. this.positions[index] = transformed.x;
  38693. this.positions[index + 1] = transformed.y;
  38694. this.positions[index + 2] = transformed.z;
  38695. }
  38696. }
  38697. if (this.normals) {
  38698. var normal = BABYLON.Vector3.Zero();
  38699. for (index = 0; index < this.normals.length; index += 3) {
  38700. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38701. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38702. this.normals[index] = transformed.x;
  38703. this.normals[index + 1] = transformed.y;
  38704. this.normals[index + 2] = transformed.z;
  38705. }
  38706. }
  38707. if (this.tangents) {
  38708. var tangent = BABYLON.Vector4.Zero();
  38709. var tangentTransformed = BABYLON.Vector4.Zero();
  38710. for (index = 0; index < this.tangents.length; index += 4) {
  38711. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38712. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38713. this.tangents[index] = tangentTransformed.x;
  38714. this.tangents[index + 1] = tangentTransformed.y;
  38715. this.tangents[index + 2] = tangentTransformed.z;
  38716. this.tangents[index + 3] = tangentTransformed.w;
  38717. }
  38718. }
  38719. if (flip && this.indices) {
  38720. for (index = 0; index < this.indices.length; index += 3) {
  38721. var tmp = this.indices[index + 1];
  38722. this.indices[index + 1] = this.indices[index + 2];
  38723. this.indices[index + 2] = tmp;
  38724. }
  38725. }
  38726. return this;
  38727. };
  38728. /**
  38729. * Merges the passed VertexData into the current one
  38730. * @param other the VertexData to be merged into the current one
  38731. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38732. * @returns the modified VertexData
  38733. */
  38734. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38735. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38736. this._validate();
  38737. other._validate();
  38738. if (!this.normals !== !other.normals ||
  38739. !this.tangents !== !other.tangents ||
  38740. !this.uvs !== !other.uvs ||
  38741. !this.uvs2 !== !other.uvs2 ||
  38742. !this.uvs3 !== !other.uvs3 ||
  38743. !this.uvs4 !== !other.uvs4 ||
  38744. !this.uvs5 !== !other.uvs5 ||
  38745. !this.uvs6 !== !other.uvs6 ||
  38746. !this.colors !== !other.colors ||
  38747. !this.matricesIndices !== !other.matricesIndices ||
  38748. !this.matricesWeights !== !other.matricesWeights ||
  38749. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38750. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38751. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38752. }
  38753. if (other.indices) {
  38754. if (!this.indices) {
  38755. this.indices = [];
  38756. }
  38757. var offset = this.positions ? this.positions.length / 3 : 0;
  38758. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38759. if (isSrcTypedArray) {
  38760. var len = this.indices.length + other.indices.length;
  38761. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38762. temp.set(this.indices);
  38763. var decal = this.indices.length;
  38764. for (var index = 0; index < other.indices.length; index++) {
  38765. temp[decal + index] = other.indices[index] + offset;
  38766. }
  38767. this.indices = temp;
  38768. }
  38769. else {
  38770. for (var index = 0; index < other.indices.length; index++) {
  38771. this.indices.push(other.indices[index] + offset);
  38772. }
  38773. }
  38774. }
  38775. this.positions = this._mergeElement(this.positions, other.positions);
  38776. this.normals = this._mergeElement(this.normals, other.normals);
  38777. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38778. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38779. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38780. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38781. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38782. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38783. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38784. this.colors = this._mergeElement(this.colors, other.colors);
  38785. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38786. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38787. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38788. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38789. return this;
  38790. };
  38791. VertexData.prototype._mergeElement = function (source, other) {
  38792. if (!source) {
  38793. return other;
  38794. }
  38795. if (!other) {
  38796. return source;
  38797. }
  38798. var len = other.length + source.length;
  38799. var isSrcTypedArray = source instanceof Float32Array;
  38800. var isOthTypedArray = other instanceof Float32Array;
  38801. // use non-loop method when the source is Float32Array
  38802. if (isSrcTypedArray) {
  38803. var ret32 = new Float32Array(len);
  38804. ret32.set(source);
  38805. ret32.set(other, source.length);
  38806. return ret32;
  38807. // source is number[], when other is also use concat
  38808. }
  38809. else if (!isOthTypedArray) {
  38810. return source.concat(other);
  38811. // source is a number[], but other is a Float32Array, loop required
  38812. }
  38813. else {
  38814. var ret = source.slice(0); // copy source to a separate array
  38815. for (var i = 0, len = other.length; i < len; i++) {
  38816. ret.push(other[i]);
  38817. }
  38818. return ret;
  38819. }
  38820. };
  38821. VertexData.prototype._validate = function () {
  38822. if (!this.positions) {
  38823. throw new Error("Positions are required");
  38824. }
  38825. var getElementCount = function (kind, values) {
  38826. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38827. if ((values.length % stride) !== 0) {
  38828. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38829. }
  38830. return values.length / stride;
  38831. };
  38832. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38833. var validateElementCount = function (kind, values) {
  38834. var elementCount = getElementCount(kind, values);
  38835. if (elementCount !== positionsElementCount) {
  38836. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38837. }
  38838. };
  38839. if (this.normals) {
  38840. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38841. }
  38842. if (this.tangents) {
  38843. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38844. }
  38845. if (this.uvs) {
  38846. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38847. }
  38848. if (this.uvs2) {
  38849. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38850. }
  38851. if (this.uvs3) {
  38852. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38853. }
  38854. if (this.uvs4) {
  38855. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38856. }
  38857. if (this.uvs5) {
  38858. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38859. }
  38860. if (this.uvs6) {
  38861. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38862. }
  38863. if (this.colors) {
  38864. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38865. }
  38866. if (this.matricesIndices) {
  38867. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38868. }
  38869. if (this.matricesWeights) {
  38870. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38871. }
  38872. if (this.matricesIndicesExtra) {
  38873. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38874. }
  38875. if (this.matricesWeightsExtra) {
  38876. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38877. }
  38878. };
  38879. /**
  38880. * Serializes the VertexData
  38881. * @returns a serialized object
  38882. */
  38883. VertexData.prototype.serialize = function () {
  38884. var serializationObject = this.serialize();
  38885. if (this.positions) {
  38886. serializationObject.positions = this.positions;
  38887. }
  38888. if (this.normals) {
  38889. serializationObject.normals = this.normals;
  38890. }
  38891. if (this.tangents) {
  38892. serializationObject.tangents = this.tangents;
  38893. }
  38894. if (this.uvs) {
  38895. serializationObject.uvs = this.uvs;
  38896. }
  38897. if (this.uvs2) {
  38898. serializationObject.uvs2 = this.uvs2;
  38899. }
  38900. if (this.uvs3) {
  38901. serializationObject.uvs3 = this.uvs3;
  38902. }
  38903. if (this.uvs4) {
  38904. serializationObject.uvs4 = this.uvs4;
  38905. }
  38906. if (this.uvs5) {
  38907. serializationObject.uvs5 = this.uvs5;
  38908. }
  38909. if (this.uvs6) {
  38910. serializationObject.uvs6 = this.uvs6;
  38911. }
  38912. if (this.colors) {
  38913. serializationObject.colors = this.colors;
  38914. }
  38915. if (this.matricesIndices) {
  38916. serializationObject.matricesIndices = this.matricesIndices;
  38917. serializationObject.matricesIndices._isExpanded = true;
  38918. }
  38919. if (this.matricesWeights) {
  38920. serializationObject.matricesWeights = this.matricesWeights;
  38921. }
  38922. if (this.matricesIndicesExtra) {
  38923. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38924. serializationObject.matricesIndicesExtra._isExpanded = true;
  38925. }
  38926. if (this.matricesWeightsExtra) {
  38927. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38928. }
  38929. serializationObject.indices = this.indices;
  38930. return serializationObject;
  38931. };
  38932. // Statics
  38933. /**
  38934. * Extracts the vertexData from a mesh
  38935. * @param mesh the mesh from which to extract the VertexData
  38936. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38937. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38938. * @returns the object VertexData associated to the passed mesh
  38939. */
  38940. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38941. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38942. };
  38943. /**
  38944. * Extracts the vertexData from the geometry
  38945. * @param geometry the geometry from which to extract the VertexData
  38946. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38947. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38948. * @returns the object VertexData associated to the passed mesh
  38949. */
  38950. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38951. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38952. };
  38953. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38954. var result = new VertexData();
  38955. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38956. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38957. }
  38958. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38959. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38960. }
  38961. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38962. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38963. }
  38964. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38965. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38966. }
  38967. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38968. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38969. }
  38970. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38971. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38972. }
  38973. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38974. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38975. }
  38976. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38977. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38978. }
  38979. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38980. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38981. }
  38982. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38983. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38984. }
  38985. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38986. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38987. }
  38988. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  38989. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  38990. }
  38991. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  38992. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  38993. }
  38994. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  38995. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  38996. }
  38997. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  38998. return result;
  38999. };
  39000. /**
  39001. * Creates the VertexData for a Ribbon
  39002. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  39003. * * pathArray array of paths, each of which an array of successive Vector3
  39004. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  39005. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  39006. * * 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
  39007. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39008. * * 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)
  39009. * * 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)
  39010. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  39011. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  39012. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  39013. * @returns the VertexData of the ribbon
  39014. */
  39015. VertexData.CreateRibbon = function (options) {
  39016. var pathArray = options.pathArray;
  39017. var closeArray = options.closeArray || false;
  39018. var closePath = options.closePath || false;
  39019. var invertUV = options.invertUV || false;
  39020. var defaultOffset = Math.floor(pathArray[0].length / 2);
  39021. var offset = options.offset || defaultOffset;
  39022. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  39023. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39024. var customUV = options.uvs;
  39025. var customColors = options.colors;
  39026. var positions = [];
  39027. var indices = [];
  39028. var normals = [];
  39029. var uvs = [];
  39030. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  39031. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  39032. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  39033. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  39034. var minlg; // minimal length among all paths from pathArray
  39035. var lg = []; // array of path lengths : nb of vertex per path
  39036. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  39037. var p; // path iterator
  39038. var i; // point iterator
  39039. var j; // point iterator
  39040. // if single path in pathArray
  39041. if (pathArray.length < 2) {
  39042. var ar1 = [];
  39043. var ar2 = [];
  39044. for (i = 0; i < pathArray[0].length - offset; i++) {
  39045. ar1.push(pathArray[0][i]);
  39046. ar2.push(pathArray[0][i + offset]);
  39047. }
  39048. pathArray = [ar1, ar2];
  39049. }
  39050. // positions and horizontal distances (u)
  39051. var idc = 0;
  39052. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  39053. var path;
  39054. var l;
  39055. minlg = pathArray[0].length;
  39056. var vectlg;
  39057. var dist;
  39058. for (p = 0; p < pathArray.length; p++) {
  39059. uTotalDistance[p] = 0;
  39060. us[p] = [0];
  39061. path = pathArray[p];
  39062. l = path.length;
  39063. minlg = (minlg < l) ? minlg : l;
  39064. j = 0;
  39065. while (j < l) {
  39066. positions.push(path[j].x, path[j].y, path[j].z);
  39067. if (j > 0) {
  39068. vectlg = path[j].subtract(path[j - 1]).length();
  39069. dist = vectlg + uTotalDistance[p];
  39070. us[p].push(dist);
  39071. uTotalDistance[p] = dist;
  39072. }
  39073. j++;
  39074. }
  39075. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39076. j--;
  39077. positions.push(path[0].x, path[0].y, path[0].z);
  39078. vectlg = path[j].subtract(path[0]).length();
  39079. dist = vectlg + uTotalDistance[p];
  39080. us[p].push(dist);
  39081. uTotalDistance[p] = dist;
  39082. }
  39083. lg[p] = l + closePathCorr;
  39084. idx[p] = idc;
  39085. idc += (l + closePathCorr);
  39086. }
  39087. // vertical distances (v)
  39088. var path1;
  39089. var path2;
  39090. var vertex1 = null;
  39091. var vertex2 = null;
  39092. for (i = 0; i < minlg + closePathCorr; i++) {
  39093. vTotalDistance[i] = 0;
  39094. vs[i] = [0];
  39095. for (p = 0; p < pathArray.length - 1; p++) {
  39096. path1 = pathArray[p];
  39097. path2 = pathArray[p + 1];
  39098. if (i === minlg) { // closePath
  39099. vertex1 = path1[0];
  39100. vertex2 = path2[0];
  39101. }
  39102. else {
  39103. vertex1 = path1[i];
  39104. vertex2 = path2[i];
  39105. }
  39106. vectlg = vertex2.subtract(vertex1).length();
  39107. dist = vectlg + vTotalDistance[i];
  39108. vs[i].push(dist);
  39109. vTotalDistance[i] = dist;
  39110. }
  39111. if (closeArray && vertex2 && vertex1) {
  39112. path1 = pathArray[p];
  39113. path2 = pathArray[0];
  39114. if (i === minlg) { // closePath
  39115. vertex2 = path2[0];
  39116. }
  39117. vectlg = vertex2.subtract(vertex1).length();
  39118. dist = vectlg + vTotalDistance[i];
  39119. vTotalDistance[i] = dist;
  39120. }
  39121. }
  39122. // uvs
  39123. var u;
  39124. var v;
  39125. if (customUV) {
  39126. for (p = 0; p < customUV.length; p++) {
  39127. uvs.push(customUV[p].x, customUV[p].y);
  39128. }
  39129. }
  39130. else {
  39131. for (p = 0; p < pathArray.length; p++) {
  39132. for (i = 0; i < minlg + closePathCorr; i++) {
  39133. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39134. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39135. if (invertUV) {
  39136. uvs.push(v, u);
  39137. }
  39138. else {
  39139. uvs.push(u, v);
  39140. }
  39141. }
  39142. }
  39143. }
  39144. // indices
  39145. p = 0; // path index
  39146. var pi = 0; // positions array index
  39147. var l1 = lg[p] - 1; // path1 length
  39148. var l2 = lg[p + 1] - 1; // path2 length
  39149. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39150. var shft = idx[1] - idx[0]; // shift
  39151. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39152. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39153. // 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
  39154. indices.push(pi, pi + shft, pi + 1);
  39155. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39156. pi += 1;
  39157. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39158. p++;
  39159. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39160. shft = idx[0] - idx[p];
  39161. l1 = lg[p] - 1;
  39162. l2 = lg[0] - 1;
  39163. }
  39164. else {
  39165. shft = idx[p + 1] - idx[p];
  39166. l1 = lg[p] - 1;
  39167. l2 = lg[p + 1] - 1;
  39168. }
  39169. pi = idx[p];
  39170. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39171. }
  39172. }
  39173. // normals
  39174. VertexData.ComputeNormals(positions, indices, normals);
  39175. if (closePath) { // update both the first and last vertex normals to their average value
  39176. var indexFirst = 0;
  39177. var indexLast = 0;
  39178. for (p = 0; p < pathArray.length; p++) {
  39179. indexFirst = idx[p] * 3;
  39180. if (p + 1 < pathArray.length) {
  39181. indexLast = (idx[p + 1] - 1) * 3;
  39182. }
  39183. else {
  39184. indexLast = normals.length - 3;
  39185. }
  39186. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39187. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39188. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39189. normals[indexLast] = normals[indexFirst];
  39190. normals[indexLast + 1] = normals[indexFirst + 1];
  39191. normals[indexLast + 2] = normals[indexFirst + 2];
  39192. }
  39193. }
  39194. // sides
  39195. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39196. // Colors
  39197. var colors = null;
  39198. if (customColors) {
  39199. colors = new Float32Array(customColors.length * 4);
  39200. for (var c = 0; c < customColors.length; c++) {
  39201. colors[c * 4] = customColors[c].r;
  39202. colors[c * 4 + 1] = customColors[c].g;
  39203. colors[c * 4 + 2] = customColors[c].b;
  39204. colors[c * 4 + 3] = customColors[c].a;
  39205. }
  39206. }
  39207. // Result
  39208. var vertexData = new VertexData();
  39209. var positions32 = new Float32Array(positions);
  39210. var normals32 = new Float32Array(normals);
  39211. var uvs32 = new Float32Array(uvs);
  39212. vertexData.indices = indices;
  39213. vertexData.positions = positions32;
  39214. vertexData.normals = normals32;
  39215. vertexData.uvs = uvs32;
  39216. if (colors) {
  39217. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39218. }
  39219. if (closePath) {
  39220. vertexData._idx = idx;
  39221. }
  39222. return vertexData;
  39223. };
  39224. /**
  39225. * Creates the VertexData for a box
  39226. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39227. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39228. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39229. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39230. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39231. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39232. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39233. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39234. * * 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)
  39235. * * 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)
  39236. * @returns the VertexData of the box
  39237. */
  39238. VertexData.CreateBox = function (options) {
  39239. var normalsSource = [
  39240. new BABYLON.Vector3(0, 0, 1),
  39241. new BABYLON.Vector3(0, 0, -1),
  39242. new BABYLON.Vector3(1, 0, 0),
  39243. new BABYLON.Vector3(-1, 0, 0),
  39244. new BABYLON.Vector3(0, 1, 0),
  39245. new BABYLON.Vector3(0, -1, 0)
  39246. ];
  39247. var indices = [];
  39248. var positions = [];
  39249. var normals = [];
  39250. var uvs = [];
  39251. var width = options.width || options.size || 1;
  39252. var height = options.height || options.size || 1;
  39253. var depth = options.depth || options.size || 1;
  39254. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39255. var faceUV = options.faceUV || new Array(6);
  39256. var faceColors = options.faceColors;
  39257. var colors = [];
  39258. // default face colors and UV if undefined
  39259. for (var f = 0; f < 6; f++) {
  39260. if (faceUV[f] === undefined) {
  39261. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39262. }
  39263. if (faceColors && faceColors[f] === undefined) {
  39264. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39265. }
  39266. }
  39267. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39268. // Create each face in turn.
  39269. for (var index = 0; index < normalsSource.length; index++) {
  39270. var normal = normalsSource[index];
  39271. // Get two vectors perpendicular to the face normal and to each other.
  39272. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39273. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39274. // Six indices (two triangles) per face.
  39275. var verticesLength = positions.length / 3;
  39276. indices.push(verticesLength);
  39277. indices.push(verticesLength + 1);
  39278. indices.push(verticesLength + 2);
  39279. indices.push(verticesLength);
  39280. indices.push(verticesLength + 2);
  39281. indices.push(verticesLength + 3);
  39282. // Four vertices per face.
  39283. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39284. positions.push(vertex.x, vertex.y, vertex.z);
  39285. normals.push(normal.x, normal.y, normal.z);
  39286. uvs.push(faceUV[index].z, faceUV[index].w);
  39287. if (faceColors) {
  39288. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39289. }
  39290. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39291. positions.push(vertex.x, vertex.y, vertex.z);
  39292. normals.push(normal.x, normal.y, normal.z);
  39293. uvs.push(faceUV[index].x, faceUV[index].w);
  39294. if (faceColors) {
  39295. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39296. }
  39297. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39298. positions.push(vertex.x, vertex.y, vertex.z);
  39299. normals.push(normal.x, normal.y, normal.z);
  39300. uvs.push(faceUV[index].x, faceUV[index].y);
  39301. if (faceColors) {
  39302. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39303. }
  39304. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39305. positions.push(vertex.x, vertex.y, vertex.z);
  39306. normals.push(normal.x, normal.y, normal.z);
  39307. uvs.push(faceUV[index].z, faceUV[index].y);
  39308. if (faceColors) {
  39309. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39310. }
  39311. }
  39312. // sides
  39313. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39314. // Result
  39315. var vertexData = new VertexData();
  39316. vertexData.indices = indices;
  39317. vertexData.positions = positions;
  39318. vertexData.normals = normals;
  39319. vertexData.uvs = uvs;
  39320. if (faceColors) {
  39321. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39322. vertexData.colors = totalColors;
  39323. }
  39324. return vertexData;
  39325. };
  39326. /**
  39327. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39328. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39329. * * segments sets the number of horizontal strips optional, default 32
  39330. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39331. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39332. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39333. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39334. * * 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
  39335. * * 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
  39336. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39337. * * 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)
  39338. * * 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)
  39339. * @returns the VertexData of the ellipsoid
  39340. */
  39341. VertexData.CreateSphere = function (options) {
  39342. var segments = options.segments || 32;
  39343. var diameterX = options.diameterX || options.diameter || 1;
  39344. var diameterY = options.diameterY || options.diameter || 1;
  39345. var diameterZ = options.diameterZ || options.diameter || 1;
  39346. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39347. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39348. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39349. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39350. var totalZRotationSteps = 2 + segments;
  39351. var totalYRotationSteps = 2 * totalZRotationSteps;
  39352. var indices = [];
  39353. var positions = [];
  39354. var normals = [];
  39355. var uvs = [];
  39356. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39357. var normalizedZ = zRotationStep / totalZRotationSteps;
  39358. var angleZ = normalizedZ * Math.PI * slice;
  39359. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39360. var normalizedY = yRotationStep / totalYRotationSteps;
  39361. var angleY = normalizedY * Math.PI * 2 * arc;
  39362. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39363. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39364. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39365. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39366. var vertex = complete.multiply(radius);
  39367. var normal = complete.divide(radius).normalize();
  39368. positions.push(vertex.x, vertex.y, vertex.z);
  39369. normals.push(normal.x, normal.y, normal.z);
  39370. uvs.push(normalizedY, normalizedZ);
  39371. }
  39372. if (zRotationStep > 0) {
  39373. var verticesCount = positions.length / 3;
  39374. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39375. indices.push((firstIndex));
  39376. indices.push((firstIndex + 1));
  39377. indices.push(firstIndex + totalYRotationSteps + 1);
  39378. indices.push((firstIndex + totalYRotationSteps + 1));
  39379. indices.push((firstIndex + 1));
  39380. indices.push((firstIndex + totalYRotationSteps + 2));
  39381. }
  39382. }
  39383. }
  39384. // Sides
  39385. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39386. // Result
  39387. var vertexData = new VertexData();
  39388. vertexData.indices = indices;
  39389. vertexData.positions = positions;
  39390. vertexData.normals = normals;
  39391. vertexData.uvs = uvs;
  39392. return vertexData;
  39393. };
  39394. /**
  39395. * Creates the VertexData for a cylinder, cone or prism
  39396. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39397. * * height sets the height (y direction) of the cylinder, optional, default 2
  39398. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39399. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39400. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39401. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39402. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39403. * * 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
  39404. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39405. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39406. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39407. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39408. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39409. * * 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)
  39410. * * 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)
  39411. * @returns the VertexData of the cylinder, cone or prism
  39412. */
  39413. VertexData.CreateCylinder = function (options) {
  39414. var height = options.height || 2;
  39415. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39416. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39417. var tessellation = options.tessellation || 24;
  39418. var subdivisions = options.subdivisions || 1;
  39419. var hasRings = options.hasRings ? true : false;
  39420. var enclose = options.enclose ? true : false;
  39421. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39422. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39423. var faceUV = options.faceUV || new Array(3);
  39424. var faceColors = options.faceColors;
  39425. // default face colors and UV if undefined
  39426. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39427. var ringNb = (hasRings) ? subdivisions : 1;
  39428. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39429. var f;
  39430. for (f = 0; f < surfaceNb; f++) {
  39431. if (faceColors && faceColors[f] === undefined) {
  39432. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39433. }
  39434. }
  39435. for (f = 0; f < surfaceNb; f++) {
  39436. if (faceUV && faceUV[f] === undefined) {
  39437. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39438. }
  39439. }
  39440. var indices = new Array();
  39441. var positions = new Array();
  39442. var normals = new Array();
  39443. var uvs = new Array();
  39444. var colors = new Array();
  39445. var angle_step = Math.PI * 2 * arc / tessellation;
  39446. var angle;
  39447. var h;
  39448. var radius;
  39449. var tan = (diameterBottom - diameterTop) / 2 / height;
  39450. var ringVertex = BABYLON.Vector3.Zero();
  39451. var ringNormal = BABYLON.Vector3.Zero();
  39452. var ringFirstVertex = BABYLON.Vector3.Zero();
  39453. var ringFirstNormal = BABYLON.Vector3.Zero();
  39454. var quadNormal = BABYLON.Vector3.Zero();
  39455. var Y = BABYLON.Axis.Y;
  39456. // positions, normals, uvs
  39457. var i;
  39458. var j;
  39459. var r;
  39460. var ringIdx = 1;
  39461. var s = 1; // surface index
  39462. var cs = 0;
  39463. var v = 0;
  39464. for (i = 0; i <= subdivisions; i++) {
  39465. h = i / subdivisions;
  39466. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39467. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39468. for (r = 0; r < ringIdx; r++) {
  39469. if (hasRings) {
  39470. s += r;
  39471. }
  39472. if (enclose) {
  39473. s += 2 * r;
  39474. }
  39475. for (j = 0; j <= tessellation; j++) {
  39476. angle = j * angle_step;
  39477. // position
  39478. ringVertex.x = Math.cos(-angle) * radius;
  39479. ringVertex.y = -height / 2 + h * height;
  39480. ringVertex.z = Math.sin(-angle) * radius;
  39481. // normal
  39482. if (diameterTop === 0 && i === subdivisions) {
  39483. // if no top cap, reuse former normals
  39484. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39485. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39486. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39487. }
  39488. else {
  39489. ringNormal.x = ringVertex.x;
  39490. ringNormal.z = ringVertex.z;
  39491. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39492. ringNormal.normalize();
  39493. }
  39494. // keep first ring vertex values for enclose
  39495. if (j === 0) {
  39496. ringFirstVertex.copyFrom(ringVertex);
  39497. ringFirstNormal.copyFrom(ringNormal);
  39498. }
  39499. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39500. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39501. if (hasRings) {
  39502. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39503. }
  39504. else {
  39505. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39506. }
  39507. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39508. if (faceColors) {
  39509. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39510. }
  39511. }
  39512. // if enclose, add four vertices and their dedicated normals
  39513. if (arc !== 1 && enclose) {
  39514. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39515. positions.push(0, ringVertex.y, 0);
  39516. positions.push(0, ringVertex.y, 0);
  39517. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39518. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39519. quadNormal.normalize();
  39520. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39521. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39522. quadNormal.normalize();
  39523. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39524. if (hasRings) {
  39525. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39526. }
  39527. else {
  39528. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39529. }
  39530. uvs.push(faceUV[s + 1].x, v);
  39531. uvs.push(faceUV[s + 1].z, v);
  39532. if (hasRings) {
  39533. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39534. }
  39535. else {
  39536. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39537. }
  39538. uvs.push(faceUV[s + 2].x, v);
  39539. uvs.push(faceUV[s + 2].z, v);
  39540. if (faceColors) {
  39541. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39542. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39543. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39544. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39545. }
  39546. }
  39547. if (cs !== s) {
  39548. cs = s;
  39549. }
  39550. }
  39551. }
  39552. // indices
  39553. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39554. var s;
  39555. i = 0;
  39556. for (s = 0; s < subdivisions; s++) {
  39557. var i0 = 0;
  39558. var i1 = 0;
  39559. var i2 = 0;
  39560. var i3 = 0;
  39561. for (j = 0; j < tessellation; j++) {
  39562. i0 = i * (e + 1) + j;
  39563. i1 = (i + 1) * (e + 1) + j;
  39564. i2 = i * (e + 1) + (j + 1);
  39565. i3 = (i + 1) * (e + 1) + (j + 1);
  39566. indices.push(i0, i1, i2);
  39567. indices.push(i3, i2, i1);
  39568. }
  39569. if (arc !== 1 && enclose) { // if enclose, add two quads
  39570. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39571. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39572. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39573. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39574. }
  39575. i = (hasRings) ? (i + 2) : (i + 1);
  39576. }
  39577. // Caps
  39578. var createCylinderCap = function (isTop) {
  39579. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39580. if (radius === 0) {
  39581. return;
  39582. }
  39583. // Cap positions, normals & uvs
  39584. var angle;
  39585. var circleVector;
  39586. var i;
  39587. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39588. var c = null;
  39589. if (faceColors) {
  39590. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39591. }
  39592. // cap center
  39593. var vbase = positions.length / 3;
  39594. var offset = isTop ? height / 2 : -height / 2;
  39595. var center = new BABYLON.Vector3(0, offset, 0);
  39596. positions.push(center.x, center.y, center.z);
  39597. normals.push(0, isTop ? 1 : -1, 0);
  39598. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39599. if (c) {
  39600. colors.push(c.r, c.g, c.b, c.a);
  39601. }
  39602. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39603. for (i = 0; i <= tessellation; i++) {
  39604. angle = Math.PI * 2 * i * arc / tessellation;
  39605. var cos = Math.cos(-angle);
  39606. var sin = Math.sin(-angle);
  39607. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39608. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39609. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39610. normals.push(0, isTop ? 1 : -1, 0);
  39611. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39612. if (c) {
  39613. colors.push(c.r, c.g, c.b, c.a);
  39614. }
  39615. }
  39616. // Cap indices
  39617. for (i = 0; i < tessellation; i++) {
  39618. if (!isTop) {
  39619. indices.push(vbase);
  39620. indices.push(vbase + (i + 1));
  39621. indices.push(vbase + (i + 2));
  39622. }
  39623. else {
  39624. indices.push(vbase);
  39625. indices.push(vbase + (i + 2));
  39626. indices.push(vbase + (i + 1));
  39627. }
  39628. }
  39629. };
  39630. // add caps to geometry
  39631. createCylinderCap(false);
  39632. createCylinderCap(true);
  39633. // Sides
  39634. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39635. var vertexData = new VertexData();
  39636. vertexData.indices = indices;
  39637. vertexData.positions = positions;
  39638. vertexData.normals = normals;
  39639. vertexData.uvs = uvs;
  39640. if (faceColors) {
  39641. vertexData.colors = colors;
  39642. }
  39643. return vertexData;
  39644. };
  39645. /**
  39646. * Creates the VertexData for a torus
  39647. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39648. * * diameter the diameter of the torus, optional default 1
  39649. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39650. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39651. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39652. * * 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)
  39653. * * 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)
  39654. * @returns the VertexData of the torus
  39655. */
  39656. VertexData.CreateTorus = function (options) {
  39657. var indices = [];
  39658. var positions = [];
  39659. var normals = [];
  39660. var uvs = [];
  39661. var diameter = options.diameter || 1;
  39662. var thickness = options.thickness || 0.5;
  39663. var tessellation = options.tessellation || 16;
  39664. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39665. var stride = tessellation + 1;
  39666. for (var i = 0; i <= tessellation; i++) {
  39667. var u = i / tessellation;
  39668. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39669. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39670. for (var j = 0; j <= tessellation; j++) {
  39671. var v = 1 - j / tessellation;
  39672. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39673. var dx = Math.cos(innerAngle);
  39674. var dy = Math.sin(innerAngle);
  39675. // Create a vertex.
  39676. var normal = new BABYLON.Vector3(dx, dy, 0);
  39677. var position = normal.scale(thickness / 2);
  39678. var textureCoordinate = new BABYLON.Vector2(u, v);
  39679. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39680. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39681. positions.push(position.x, position.y, position.z);
  39682. normals.push(normal.x, normal.y, normal.z);
  39683. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39684. // And create indices for two triangles.
  39685. var nextI = (i + 1) % stride;
  39686. var nextJ = (j + 1) % stride;
  39687. indices.push(i * stride + j);
  39688. indices.push(i * stride + nextJ);
  39689. indices.push(nextI * stride + j);
  39690. indices.push(i * stride + nextJ);
  39691. indices.push(nextI * stride + nextJ);
  39692. indices.push(nextI * stride + j);
  39693. }
  39694. }
  39695. // Sides
  39696. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39697. // Result
  39698. var vertexData = new VertexData();
  39699. vertexData.indices = indices;
  39700. vertexData.positions = positions;
  39701. vertexData.normals = normals;
  39702. vertexData.uvs = uvs;
  39703. return vertexData;
  39704. };
  39705. /**
  39706. * Creates the VertexData of the LineSystem
  39707. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39708. * - lines an array of lines, each line being an array of successive Vector3
  39709. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39710. * @returns the VertexData of the LineSystem
  39711. */
  39712. VertexData.CreateLineSystem = function (options) {
  39713. var indices = [];
  39714. var positions = [];
  39715. var lines = options.lines;
  39716. var colors = options.colors;
  39717. var vertexColors = [];
  39718. var idx = 0;
  39719. for (var l = 0; l < lines.length; l++) {
  39720. var points = lines[l];
  39721. for (var index = 0; index < points.length; index++) {
  39722. positions.push(points[index].x, points[index].y, points[index].z);
  39723. if (colors) {
  39724. var color = colors[l];
  39725. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39726. }
  39727. if (index > 0) {
  39728. indices.push(idx - 1);
  39729. indices.push(idx);
  39730. }
  39731. idx++;
  39732. }
  39733. }
  39734. var vertexData = new VertexData();
  39735. vertexData.indices = indices;
  39736. vertexData.positions = positions;
  39737. if (colors) {
  39738. vertexData.colors = vertexColors;
  39739. }
  39740. return vertexData;
  39741. };
  39742. /**
  39743. * Create the VertexData for a DashedLines
  39744. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39745. * - points an array successive Vector3
  39746. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39747. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39748. * - dashNb the intended total number of dashes, optional, default 200
  39749. * @returns the VertexData for the DashedLines
  39750. */
  39751. VertexData.CreateDashedLines = function (options) {
  39752. var dashSize = options.dashSize || 3;
  39753. var gapSize = options.gapSize || 1;
  39754. var dashNb = options.dashNb || 200;
  39755. var points = options.points;
  39756. var positions = new Array();
  39757. var indices = new Array();
  39758. var curvect = BABYLON.Vector3.Zero();
  39759. var lg = 0;
  39760. var nb = 0;
  39761. var shft = 0;
  39762. var dashshft = 0;
  39763. var curshft = 0;
  39764. var idx = 0;
  39765. var i = 0;
  39766. for (i = 0; i < points.length - 1; i++) {
  39767. points[i + 1].subtractToRef(points[i], curvect);
  39768. lg += curvect.length();
  39769. }
  39770. shft = lg / dashNb;
  39771. dashshft = dashSize * shft / (dashSize + gapSize);
  39772. for (i = 0; i < points.length - 1; i++) {
  39773. points[i + 1].subtractToRef(points[i], curvect);
  39774. nb = Math.floor(curvect.length() / shft);
  39775. curvect.normalize();
  39776. for (var j = 0; j < nb; j++) {
  39777. curshft = shft * j;
  39778. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39779. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39780. indices.push(idx, idx + 1);
  39781. idx += 2;
  39782. }
  39783. }
  39784. // Result
  39785. var vertexData = new VertexData();
  39786. vertexData.positions = positions;
  39787. vertexData.indices = indices;
  39788. return vertexData;
  39789. };
  39790. /**
  39791. * Creates the VertexData for a Ground
  39792. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39793. * - width the width (x direction) of the ground, optional, default 1
  39794. * - height the height (z direction) of the ground, optional, default 1
  39795. * - subdivisions the number of subdivisions per side, optional, default 1
  39796. * @returns the VertexData of the Ground
  39797. */
  39798. VertexData.CreateGround = function (options) {
  39799. var indices = [];
  39800. var positions = [];
  39801. var normals = [];
  39802. var uvs = [];
  39803. var row, col;
  39804. var width = options.width || 1;
  39805. var height = options.height || 1;
  39806. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39807. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39808. for (row = 0; row <= subdivisionsY; row++) {
  39809. for (col = 0; col <= subdivisionsX; col++) {
  39810. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39811. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39812. positions.push(position.x, position.y, position.z);
  39813. normals.push(normal.x, normal.y, normal.z);
  39814. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39815. }
  39816. }
  39817. for (row = 0; row < subdivisionsY; row++) {
  39818. for (col = 0; col < subdivisionsX; col++) {
  39819. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39820. indices.push(col + 1 + row * (subdivisionsX + 1));
  39821. indices.push(col + row * (subdivisionsX + 1));
  39822. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39823. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39824. indices.push(col + row * (subdivisionsX + 1));
  39825. }
  39826. }
  39827. // Result
  39828. var vertexData = new VertexData();
  39829. vertexData.indices = indices;
  39830. vertexData.positions = positions;
  39831. vertexData.normals = normals;
  39832. vertexData.uvs = uvs;
  39833. return vertexData;
  39834. };
  39835. /**
  39836. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39837. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39838. * * xmin the ground minimum X coordinate, optional, default -1
  39839. * * zmin the ground minimum Z coordinate, optional, default -1
  39840. * * xmax the ground maximum X coordinate, optional, default 1
  39841. * * zmax the ground maximum Z coordinate, optional, default 1
  39842. * * 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}
  39843. * * 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}
  39844. * @returns the VertexData of the TiledGround
  39845. */
  39846. VertexData.CreateTiledGround = function (options) {
  39847. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39848. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39849. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39850. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39851. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39852. var precision = options.precision || { w: 1, h: 1 };
  39853. var indices = new Array();
  39854. var positions = new Array();
  39855. var normals = new Array();
  39856. var uvs = new Array();
  39857. var row, col, tileRow, tileCol;
  39858. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39859. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39860. precision.w = (precision.w < 1) ? 1 : precision.w;
  39861. precision.h = (precision.h < 1) ? 1 : precision.h;
  39862. var tileSize = {
  39863. 'w': (xmax - xmin) / subdivisions.w,
  39864. 'h': (zmax - zmin) / subdivisions.h
  39865. };
  39866. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39867. // Indices
  39868. var base = positions.length / 3;
  39869. var rowLength = precision.w + 1;
  39870. for (row = 0; row < precision.h; row++) {
  39871. for (col = 0; col < precision.w; col++) {
  39872. var square = [
  39873. base + col + row * rowLength,
  39874. base + (col + 1) + row * rowLength,
  39875. base + (col + 1) + (row + 1) * rowLength,
  39876. base + col + (row + 1) * rowLength
  39877. ];
  39878. indices.push(square[1]);
  39879. indices.push(square[2]);
  39880. indices.push(square[3]);
  39881. indices.push(square[0]);
  39882. indices.push(square[1]);
  39883. indices.push(square[3]);
  39884. }
  39885. }
  39886. // Position, normals and uvs
  39887. var position = BABYLON.Vector3.Zero();
  39888. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39889. for (row = 0; row <= precision.h; row++) {
  39890. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39891. for (col = 0; col <= precision.w; col++) {
  39892. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39893. position.y = 0;
  39894. positions.push(position.x, position.y, position.z);
  39895. normals.push(normal.x, normal.y, normal.z);
  39896. uvs.push(col / precision.w, row / precision.h);
  39897. }
  39898. }
  39899. }
  39900. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39901. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39902. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39903. }
  39904. }
  39905. // Result
  39906. var vertexData = new VertexData();
  39907. vertexData.indices = indices;
  39908. vertexData.positions = positions;
  39909. vertexData.normals = normals;
  39910. vertexData.uvs = uvs;
  39911. return vertexData;
  39912. };
  39913. /**
  39914. * Creates the VertexData of the Ground designed from a heightmap
  39915. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39916. * * width the width (x direction) of the ground
  39917. * * height the height (z direction) of the ground
  39918. * * subdivisions the number of subdivisions per side
  39919. * * minHeight the minimum altitude on the ground, optional, default 0
  39920. * * maxHeight the maximum altitude on the ground, optional default 1
  39921. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39922. * * buffer the array holding the image color data
  39923. * * bufferWidth the width of image
  39924. * * bufferHeight the height of image
  39925. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39926. * @returns the VertexData of the Ground designed from a heightmap
  39927. */
  39928. VertexData.CreateGroundFromHeightMap = function (options) {
  39929. var indices = [];
  39930. var positions = [];
  39931. var normals = [];
  39932. var uvs = [];
  39933. var row, col;
  39934. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39935. var alphaFilter = options.alphaFilter || 0.0;
  39936. // Vertices
  39937. for (row = 0; row <= options.subdivisions; row++) {
  39938. for (col = 0; col <= options.subdivisions; col++) {
  39939. 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));
  39940. // Compute height
  39941. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39942. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39943. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39944. var r = options.buffer[pos] / 255.0;
  39945. var g = options.buffer[pos + 1] / 255.0;
  39946. var b = options.buffer[pos + 2] / 255.0;
  39947. var a = options.buffer[pos + 3] / 255.0;
  39948. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39949. // If our alpha channel is not within our filter then we will assign a 'special' height
  39950. // Then when building the indices, we will ignore any vertex that is using the special height
  39951. if (a >= alphaFilter) {
  39952. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39953. }
  39954. else {
  39955. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39956. }
  39957. // Add vertex
  39958. positions.push(position.x, position.y, position.z);
  39959. normals.push(0, 0, 0);
  39960. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39961. }
  39962. }
  39963. // Indices
  39964. for (row = 0; row < options.subdivisions; row++) {
  39965. for (col = 0; col < options.subdivisions; col++) {
  39966. // Calculate Indices
  39967. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39968. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39969. var idx3 = (col + row * (options.subdivisions + 1));
  39970. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39971. // Check that all indices are visible (based on our special height)
  39972. // Only display the vertex if all Indices are visible
  39973. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39974. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39975. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39976. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39977. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39978. indices.push(idx1);
  39979. indices.push(idx2);
  39980. indices.push(idx3);
  39981. }
  39982. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39983. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39984. indices.push(idx4);
  39985. indices.push(idx1);
  39986. indices.push(idx3);
  39987. }
  39988. }
  39989. }
  39990. // Normals
  39991. VertexData.ComputeNormals(positions, indices, normals);
  39992. // Result
  39993. var vertexData = new VertexData();
  39994. vertexData.indices = indices;
  39995. vertexData.positions = positions;
  39996. vertexData.normals = normals;
  39997. vertexData.uvs = uvs;
  39998. return vertexData;
  39999. };
  40000. /**
  40001. * Creates the VertexData for a Plane
  40002. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  40003. * * size sets the width and height of the plane to the value of size, optional default 1
  40004. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  40005. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  40006. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40007. * * 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)
  40008. * * 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)
  40009. * @returns the VertexData of the box
  40010. */
  40011. VertexData.CreatePlane = function (options) {
  40012. var indices = [];
  40013. var positions = [];
  40014. var normals = [];
  40015. var uvs = [];
  40016. var width = options.width || options.size || 1;
  40017. var height = options.height || options.size || 1;
  40018. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40019. // Vertices
  40020. var halfWidth = width / 2.0;
  40021. var halfHeight = height / 2.0;
  40022. positions.push(-halfWidth, -halfHeight, 0);
  40023. normals.push(0, 0, -1.0);
  40024. uvs.push(0.0, 0.0);
  40025. positions.push(halfWidth, -halfHeight, 0);
  40026. normals.push(0, 0, -1.0);
  40027. uvs.push(1.0, 0.0);
  40028. positions.push(halfWidth, halfHeight, 0);
  40029. normals.push(0, 0, -1.0);
  40030. uvs.push(1.0, 1.0);
  40031. positions.push(-halfWidth, halfHeight, 0);
  40032. normals.push(0, 0, -1.0);
  40033. uvs.push(0.0, 1.0);
  40034. // Indices
  40035. indices.push(0);
  40036. indices.push(1);
  40037. indices.push(2);
  40038. indices.push(0);
  40039. indices.push(2);
  40040. indices.push(3);
  40041. // Sides
  40042. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40043. // Result
  40044. var vertexData = new VertexData();
  40045. vertexData.indices = indices;
  40046. vertexData.positions = positions;
  40047. vertexData.normals = normals;
  40048. vertexData.uvs = uvs;
  40049. return vertexData;
  40050. };
  40051. /**
  40052. * Creates the VertexData of the Disc or regular Polygon
  40053. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  40054. * * radius the radius of the disc, optional default 0.5
  40055. * * tessellation the number of polygon sides, optional, default 64
  40056. * * 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
  40057. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40058. * * 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)
  40059. * * 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)
  40060. * @returns the VertexData of the box
  40061. */
  40062. VertexData.CreateDisc = function (options) {
  40063. var positions = new Array();
  40064. var indices = new Array();
  40065. var normals = new Array();
  40066. var uvs = new Array();
  40067. var radius = options.radius || 0.5;
  40068. var tessellation = options.tessellation || 64;
  40069. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40070. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40071. // positions and uvs
  40072. positions.push(0, 0, 0); // disc center first
  40073. uvs.push(0.5, 0.5);
  40074. var theta = Math.PI * 2 * arc;
  40075. var step = theta / tessellation;
  40076. for (var a = 0; a < theta; a += step) {
  40077. var x = Math.cos(a);
  40078. var y = Math.sin(a);
  40079. var u = (x + 1) / 2;
  40080. var v = (1 - y) / 2;
  40081. positions.push(radius * x, radius * y, 0);
  40082. uvs.push(u, v);
  40083. }
  40084. if (arc === 1) {
  40085. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40086. uvs.push(uvs[2], uvs[3]);
  40087. }
  40088. //indices
  40089. var vertexNb = positions.length / 3;
  40090. for (var i = 1; i < vertexNb - 1; i++) {
  40091. indices.push(i + 1, 0, i);
  40092. }
  40093. // result
  40094. VertexData.ComputeNormals(positions, indices, normals);
  40095. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40096. var vertexData = new VertexData();
  40097. vertexData.indices = indices;
  40098. vertexData.positions = positions;
  40099. vertexData.normals = normals;
  40100. vertexData.uvs = uvs;
  40101. return vertexData;
  40102. };
  40103. /**
  40104. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40105. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40106. * @param polygon a mesh built from polygonTriangulation.build()
  40107. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40108. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40109. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40110. * @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)
  40111. * @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)
  40112. * @returns the VertexData of the Polygon
  40113. */
  40114. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40115. var faceUV = fUV || new Array(3);
  40116. var faceColors = fColors;
  40117. var colors = [];
  40118. // default face colors and UV if undefined
  40119. for (var f = 0; f < 3; f++) {
  40120. if (faceUV[f] === undefined) {
  40121. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40122. }
  40123. if (faceColors && faceColors[f] === undefined) {
  40124. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40125. }
  40126. }
  40127. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40128. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40129. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40130. var indices = polygon.getIndices();
  40131. // set face colours and textures
  40132. var idx = 0;
  40133. var face = 0;
  40134. for (var index = 0; index < normals.length; index += 3) {
  40135. //Edge Face no. 1
  40136. if (Math.abs(normals[index + 1]) < 0.001) {
  40137. face = 1;
  40138. }
  40139. //Top Face no. 0
  40140. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40141. face = 0;
  40142. }
  40143. //Bottom Face no. 2
  40144. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40145. face = 2;
  40146. }
  40147. idx = index / 3;
  40148. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40149. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40150. if (faceColors) {
  40151. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40152. }
  40153. }
  40154. // sides
  40155. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40156. // Result
  40157. var vertexData = new VertexData();
  40158. vertexData.indices = indices;
  40159. vertexData.positions = positions;
  40160. vertexData.normals = normals;
  40161. vertexData.uvs = uvs;
  40162. if (faceColors) {
  40163. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40164. vertexData.colors = totalColors;
  40165. }
  40166. return vertexData;
  40167. };
  40168. /**
  40169. * Creates the VertexData of the IcoSphere
  40170. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40171. * * radius the radius of the IcoSphere, optional default 1
  40172. * * radiusX allows stretching in the x direction, optional, default radius
  40173. * * radiusY allows stretching in the y direction, optional, default radius
  40174. * * radiusZ allows stretching in the z direction, optional, default radius
  40175. * * flat when true creates a flat shaded mesh, optional, default true
  40176. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40177. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40178. * * 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)
  40179. * * 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)
  40180. * @returns the VertexData of the IcoSphere
  40181. */
  40182. VertexData.CreateIcoSphere = function (options) {
  40183. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40184. var radius = options.radius || 1;
  40185. var flat = (options.flat === undefined) ? true : options.flat;
  40186. var subdivisions = options.subdivisions || 4;
  40187. var radiusX = options.radiusX || radius;
  40188. var radiusY = options.radiusY || radius;
  40189. var radiusZ = options.radiusZ || radius;
  40190. var t = (1 + Math.sqrt(5)) / 2;
  40191. // 12 vertex x,y,z
  40192. var ico_vertices = [
  40193. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40194. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40195. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40196. ];
  40197. // index of 3 vertex makes a face of icopshere
  40198. var ico_indices = [
  40199. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40200. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40201. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40202. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40203. ];
  40204. // vertex for uv have aliased position, not for UV
  40205. var vertices_unalias_id = [
  40206. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40207. // vertex alias
  40208. 0,
  40209. 2,
  40210. 3,
  40211. 3,
  40212. 3,
  40213. 4,
  40214. 7,
  40215. 8,
  40216. 9,
  40217. 9,
  40218. 10,
  40219. 11 // 23: B + 12
  40220. ];
  40221. // uv as integer step (not pixels !)
  40222. var ico_vertexuv = [
  40223. 5, 1, 3, 1, 6, 4, 0, 0,
  40224. 5, 3, 4, 2, 2, 2, 4, 0,
  40225. 2, 0, 1, 1, 6, 0, 6, 2,
  40226. // vertex alias (for same vertex on different faces)
  40227. 0, 4,
  40228. 3, 3,
  40229. 4, 4,
  40230. 3, 1,
  40231. 4, 2,
  40232. 4, 4,
  40233. 0, 2,
  40234. 1, 1,
  40235. 2, 2,
  40236. 3, 3,
  40237. 1, 3,
  40238. 2, 4 // 23: B + 12
  40239. ];
  40240. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40241. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40242. // First island of uv mapping
  40243. // v = 4h 3+ 2
  40244. // v = 3h 9+ 4
  40245. // v = 2h 9+ 5 B
  40246. // v = 1h 9 1 0
  40247. // v = 0h 3 8 7 A
  40248. // u = 0 1 2 3 4 5 6 *a
  40249. // Second island of uv mapping
  40250. // v = 4h 0+ B+ 4+
  40251. // v = 3h A+ 2+
  40252. // v = 2h 7+ 6 3+
  40253. // v = 1h 8+ 3+
  40254. // v = 0h
  40255. // u = 0 1 2 3 4 5 6 *a
  40256. // Face layout on texture UV mapping
  40257. // ============
  40258. // \ 4 /\ 16 / ======
  40259. // \ / \ / /\ 11 /
  40260. // \/ 7 \/ / \ /
  40261. // ======= / 10 \/
  40262. // /\ 17 /\ =======
  40263. // / \ / \ \ 15 /\
  40264. // / 8 \/ 12 \ \ / \
  40265. // ============ \/ 6 \
  40266. // \ 18 /\ ============
  40267. // \ / \ \ 5 /\ 0 /
  40268. // \/ 13 \ \ / \ /
  40269. // ======= \/ 1 \/
  40270. // =============
  40271. // /\ 19 /\ 2 /\
  40272. // / \ / \ / \
  40273. // / 14 \/ 9 \/ 3 \
  40274. // ===================
  40275. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40276. var ustep = 138 / 1024;
  40277. var vstep = 239 / 1024;
  40278. var uoffset = 60 / 1024;
  40279. var voffset = 26 / 1024;
  40280. // Second island should have margin, not to touch the first island
  40281. // avoid any borderline artefact in pixel rounding
  40282. var island_u_offset = -40 / 1024;
  40283. var island_v_offset = +20 / 1024;
  40284. // face is either island 0 or 1 :
  40285. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40286. var island = [
  40287. 0, 0, 0, 0, 1,
  40288. 0, 0, 1, 1, 0,
  40289. 0, 0, 1, 1, 0,
  40290. 0, 1, 1, 1, 0 // 15 - 19
  40291. ];
  40292. var indices = new Array();
  40293. var positions = new Array();
  40294. var normals = new Array();
  40295. var uvs = new Array();
  40296. var current_indice = 0;
  40297. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40298. var face_vertex_pos = new Array(3);
  40299. var face_vertex_uv = new Array(3);
  40300. var v012;
  40301. for (v012 = 0; v012 < 3; v012++) {
  40302. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40303. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40304. }
  40305. // create all with normals
  40306. for (var face = 0; face < 20; face++) {
  40307. // 3 vertex per face
  40308. for (v012 = 0; v012 < 3; v012++) {
  40309. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40310. var v_id = ico_indices[3 * face + v012];
  40311. // vertex have 3D position (x,y,z)
  40312. 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]);
  40313. // Normalize to get normal, then scale to radius
  40314. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40315. // uv Coordinates from vertex ID
  40316. 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);
  40317. }
  40318. // Subdivide the face (interpolate pos, norm, uv)
  40319. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40320. // - norm is linear interpolation of vertex corner normal
  40321. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40322. // - uv is linear interpolation
  40323. //
  40324. // Topology is as below for sub-divide by 2
  40325. // vertex shown as v0,v1,v2
  40326. // interp index is i1 to progress in range [v0,v1[
  40327. // interp index is i2 to progress in range [v0,v2[
  40328. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40329. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40330. //
  40331. //
  40332. // i2 v2
  40333. // ^ ^
  40334. // / / \
  40335. // / / \
  40336. // / / \
  40337. // / / (0,1) \
  40338. // / #---------\
  40339. // / / \ (0,0)'/ \
  40340. // / / \ / \
  40341. // / / \ / \
  40342. // / / (0,0) \ / (1,0) \
  40343. // / #---------#---------\
  40344. // v0 v1
  40345. //
  40346. // --------------------> i1
  40347. //
  40348. // interp of (i1,i2):
  40349. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40350. // along i1 : lerp(x0,x1, i1/(S-i2))
  40351. //
  40352. // centroid of triangle is needed to get help normal computation
  40353. // (c1,c2) are used for centroid location
  40354. var interp_vertex = function (i1, i2, c1, c2) {
  40355. // vertex is interpolated from
  40356. // - face_vertex_pos[0..2]
  40357. // - face_vertex_uv[0..2]
  40358. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40359. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40360. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40361. pos_interp.normalize();
  40362. var vertex_normal;
  40363. if (flat) {
  40364. // in flat mode, recalculate normal as face centroid normal
  40365. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40366. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40367. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40368. }
  40369. else {
  40370. // in smooth mode, recalculate normal from each single vertex position
  40371. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40372. }
  40373. // Vertex normal need correction due to X,Y,Z radius scaling
  40374. vertex_normal.x /= radiusX;
  40375. vertex_normal.y /= radiusY;
  40376. vertex_normal.z /= radiusZ;
  40377. vertex_normal.normalize();
  40378. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40379. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40380. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40381. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40382. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40383. uvs.push(uv_interp.x, uv_interp.y);
  40384. // push each vertex has member of a face
  40385. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40386. indices.push(current_indice);
  40387. current_indice++;
  40388. };
  40389. for (var i2 = 0; i2 < subdivisions; i2++) {
  40390. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40391. // face : (i1,i2) for /\ :
  40392. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40393. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40394. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40395. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40396. if (i1 + i2 + 1 < subdivisions) {
  40397. // face : (i1,i2)' for \/ :
  40398. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40399. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40400. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40401. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40402. }
  40403. }
  40404. }
  40405. }
  40406. // Sides
  40407. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40408. // Result
  40409. var vertexData = new VertexData();
  40410. vertexData.indices = indices;
  40411. vertexData.positions = positions;
  40412. vertexData.normals = normals;
  40413. vertexData.uvs = uvs;
  40414. return vertexData;
  40415. };
  40416. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40417. /**
  40418. * Creates the VertexData for a Polyhedron
  40419. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40420. * * type provided types are:
  40421. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40422. * * 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)
  40423. * * size the size of the IcoSphere, optional default 1
  40424. * * sizeX allows stretching in the x direction, optional, default size
  40425. * * sizeY allows stretching in the y direction, optional, default size
  40426. * * sizeZ allows stretching in the z direction, optional, default size
  40427. * * 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
  40428. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40429. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40430. * * flat when true creates a flat shaded mesh, optional, default true
  40431. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40432. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40433. * * 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)
  40434. * * 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)
  40435. * @returns the VertexData of the Polyhedron
  40436. */
  40437. VertexData.CreatePolyhedron = function (options) {
  40438. // provided polyhedron types :
  40439. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40440. // 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)
  40441. var polyhedra = [];
  40442. 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]] };
  40443. 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]] };
  40444. polyhedra[2] = {
  40445. 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]],
  40446. 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]]
  40447. };
  40448. polyhedra[3] = {
  40449. 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]],
  40450. 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]]
  40451. };
  40452. polyhedra[4] = {
  40453. 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]],
  40454. 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]]
  40455. };
  40456. 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]] };
  40457. 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]] };
  40458. 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]] };
  40459. 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]] };
  40460. 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]] };
  40461. 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]] };
  40462. 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]] };
  40463. 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]] };
  40464. 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]] };
  40465. polyhedra[14] = {
  40466. 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]],
  40467. 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]]
  40468. };
  40469. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40470. var size = options.size;
  40471. var sizeX = options.sizeX || size || 1;
  40472. var sizeY = options.sizeY || size || 1;
  40473. var sizeZ = options.sizeZ || size || 1;
  40474. var data = options.custom || polyhedra[type];
  40475. var nbfaces = data.face.length;
  40476. var faceUV = options.faceUV || new Array(nbfaces);
  40477. var faceColors = options.faceColors;
  40478. var flat = (options.flat === undefined) ? true : options.flat;
  40479. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40480. var positions = new Array();
  40481. var indices = new Array();
  40482. var normals = new Array();
  40483. var uvs = new Array();
  40484. var colors = new Array();
  40485. var index = 0;
  40486. var faceIdx = 0; // face cursor in the array "indexes"
  40487. var indexes = new Array();
  40488. var i = 0;
  40489. var f = 0;
  40490. var u, v, ang, x, y, tmp;
  40491. // default face colors and UV if undefined
  40492. if (flat) {
  40493. for (f = 0; f < nbfaces; f++) {
  40494. if (faceColors && faceColors[f] === undefined) {
  40495. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40496. }
  40497. if (faceUV && faceUV[f] === undefined) {
  40498. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40499. }
  40500. }
  40501. }
  40502. if (!flat) {
  40503. for (i = 0; i < data.vertex.length; i++) {
  40504. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40505. uvs.push(0, 0);
  40506. }
  40507. for (f = 0; f < nbfaces; f++) {
  40508. for (i = 0; i < data.face[f].length - 2; i++) {
  40509. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40510. }
  40511. }
  40512. }
  40513. else {
  40514. for (f = 0; f < nbfaces; f++) {
  40515. var fl = data.face[f].length; // number of vertices of the current face
  40516. ang = 2 * Math.PI / fl;
  40517. x = 0.5 * Math.tan(ang / 2);
  40518. y = 0.5;
  40519. // positions, uvs, colors
  40520. for (i = 0; i < fl; i++) {
  40521. // positions
  40522. 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);
  40523. indexes.push(index);
  40524. index++;
  40525. // uvs
  40526. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40527. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40528. uvs.push(u, v);
  40529. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40530. y = x * Math.sin(ang) + y * Math.cos(ang);
  40531. x = tmp;
  40532. // colors
  40533. if (faceColors) {
  40534. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40535. }
  40536. }
  40537. // indices from indexes
  40538. for (i = 0; i < fl - 2; i++) {
  40539. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40540. }
  40541. faceIdx += fl;
  40542. }
  40543. }
  40544. VertexData.ComputeNormals(positions, indices, normals);
  40545. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40546. var vertexData = new VertexData();
  40547. vertexData.positions = positions;
  40548. vertexData.indices = indices;
  40549. vertexData.normals = normals;
  40550. vertexData.uvs = uvs;
  40551. if (faceColors && flat) {
  40552. vertexData.colors = colors;
  40553. }
  40554. return vertexData;
  40555. };
  40556. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40557. /**
  40558. * Creates the VertexData for a TorusKnot
  40559. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40560. * * radius the radius of the torus knot, optional, default 2
  40561. * * tube the thickness of the tube, optional, default 0.5
  40562. * * radialSegments the number of sides on each tube segments, optional, default 32
  40563. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40564. * * p the number of windings around the z axis, optional, default 2
  40565. * * q the number of windings around the x axis, optional, default 3
  40566. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40567. * * 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)
  40568. * * 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)
  40569. * @returns the VertexData of the Torus Knot
  40570. */
  40571. VertexData.CreateTorusKnot = function (options) {
  40572. var indices = new Array();
  40573. var positions = new Array();
  40574. var normals = new Array();
  40575. var uvs = new Array();
  40576. var radius = options.radius || 2;
  40577. var tube = options.tube || 0.5;
  40578. var radialSegments = options.radialSegments || 32;
  40579. var tubularSegments = options.tubularSegments || 32;
  40580. var p = options.p || 2;
  40581. var q = options.q || 3;
  40582. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40583. // Helper
  40584. var getPos = function (angle) {
  40585. var cu = Math.cos(angle);
  40586. var su = Math.sin(angle);
  40587. var quOverP = q / p * angle;
  40588. var cs = Math.cos(quOverP);
  40589. var tx = radius * (2 + cs) * 0.5 * cu;
  40590. var ty = radius * (2 + cs) * su * 0.5;
  40591. var tz = radius * Math.sin(quOverP) * 0.5;
  40592. return new BABYLON.Vector3(tx, ty, tz);
  40593. };
  40594. // Vertices
  40595. var i;
  40596. var j;
  40597. for (i = 0; i <= radialSegments; i++) {
  40598. var modI = i % radialSegments;
  40599. var u = modI / radialSegments * 2 * p * Math.PI;
  40600. var p1 = getPos(u);
  40601. var p2 = getPos(u + 0.01);
  40602. var tang = p2.subtract(p1);
  40603. var n = p2.add(p1);
  40604. var bitan = BABYLON.Vector3.Cross(tang, n);
  40605. n = BABYLON.Vector3.Cross(bitan, tang);
  40606. bitan.normalize();
  40607. n.normalize();
  40608. for (j = 0; j < tubularSegments; j++) {
  40609. var modJ = j % tubularSegments;
  40610. var v = modJ / tubularSegments * 2 * Math.PI;
  40611. var cx = -tube * Math.cos(v);
  40612. var cy = tube * Math.sin(v);
  40613. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40614. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40615. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40616. uvs.push(i / radialSegments);
  40617. uvs.push(j / tubularSegments);
  40618. }
  40619. }
  40620. for (i = 0; i < radialSegments; i++) {
  40621. for (j = 0; j < tubularSegments; j++) {
  40622. var jNext = (j + 1) % tubularSegments;
  40623. var a = i * tubularSegments + j;
  40624. var b = (i + 1) * tubularSegments + j;
  40625. var c = (i + 1) * tubularSegments + jNext;
  40626. var d = i * tubularSegments + jNext;
  40627. indices.push(d);
  40628. indices.push(b);
  40629. indices.push(a);
  40630. indices.push(d);
  40631. indices.push(c);
  40632. indices.push(b);
  40633. }
  40634. }
  40635. // Normals
  40636. VertexData.ComputeNormals(positions, indices, normals);
  40637. // Sides
  40638. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40639. // Result
  40640. var vertexData = new VertexData();
  40641. vertexData.indices = indices;
  40642. vertexData.positions = positions;
  40643. vertexData.normals = normals;
  40644. vertexData.uvs = uvs;
  40645. return vertexData;
  40646. };
  40647. // Tools
  40648. /**
  40649. * Compute normals for given positions and indices
  40650. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40651. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40652. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40653. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40654. * * facetNormals : optional array of facet normals (vector3)
  40655. * * facetPositions : optional array of facet positions (vector3)
  40656. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40657. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40658. * * bInfo : optional bounding info, required for facetPartitioning computation
  40659. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40660. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40661. * * useRightHandedSystem: optional boolean to for right handed system computation
  40662. * * depthSort : optional boolean to enable the facet depth sort computation
  40663. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40664. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40665. */
  40666. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40667. // temporary scalar variables
  40668. var index = 0; // facet index
  40669. var p1p2x = 0.0; // p1p2 vector x coordinate
  40670. var p1p2y = 0.0; // p1p2 vector y coordinate
  40671. var p1p2z = 0.0; // p1p2 vector z coordinate
  40672. var p3p2x = 0.0; // p3p2 vector x coordinate
  40673. var p3p2y = 0.0; // p3p2 vector y coordinate
  40674. var p3p2z = 0.0; // p3p2 vector z coordinate
  40675. var faceNormalx = 0.0; // facet normal x coordinate
  40676. var faceNormaly = 0.0; // facet normal y coordinate
  40677. var faceNormalz = 0.0; // facet normal z coordinate
  40678. var length = 0.0; // facet normal length before normalization
  40679. var v1x = 0; // vector1 x index in the positions array
  40680. var v1y = 0; // vector1 y index in the positions array
  40681. var v1z = 0; // vector1 z index in the positions array
  40682. var v2x = 0; // vector2 x index in the positions array
  40683. var v2y = 0; // vector2 y index in the positions array
  40684. var v2z = 0; // vector2 z index in the positions array
  40685. var v3x = 0; // vector3 x index in the positions array
  40686. var v3y = 0; // vector3 y index in the positions array
  40687. var v3z = 0; // vector3 z index in the positions array
  40688. var computeFacetNormals = false;
  40689. var computeFacetPositions = false;
  40690. var computeFacetPartitioning = false;
  40691. var computeDepthSort = false;
  40692. var faceNormalSign = 1;
  40693. var ratio = 0;
  40694. var distanceTo = null;
  40695. if (options) {
  40696. computeFacetNormals = (options.facetNormals) ? true : false;
  40697. computeFacetPositions = (options.facetPositions) ? true : false;
  40698. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40699. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40700. ratio = options.ratio || 0;
  40701. computeDepthSort = (options.depthSort) ? true : false;
  40702. distanceTo = (options.distanceTo);
  40703. if (computeDepthSort) {
  40704. if (distanceTo === undefined) {
  40705. distanceTo = BABYLON.Vector3.Zero();
  40706. }
  40707. var depthSortedFacets = options.depthSortedFacets;
  40708. }
  40709. }
  40710. // facetPartitioning reinit if needed
  40711. var xSubRatio = 0;
  40712. var ySubRatio = 0;
  40713. var zSubRatio = 0;
  40714. var subSq = 0;
  40715. if (computeFacetPartitioning && options && options.bbSize) {
  40716. var ox = 0; // X partitioning index for facet position
  40717. var oy = 0; // Y partinioning index for facet position
  40718. var oz = 0; // Z partinioning index for facet position
  40719. var b1x = 0; // X partitioning index for facet v1 vertex
  40720. var b1y = 0; // Y partitioning index for facet v1 vertex
  40721. var b1z = 0; // z partitioning index for facet v1 vertex
  40722. var b2x = 0; // X partitioning index for facet v2 vertex
  40723. var b2y = 0; // Y partitioning index for facet v2 vertex
  40724. var b2z = 0; // Z partitioning index for facet v2 vertex
  40725. var b3x = 0; // X partitioning index for facet v3 vertex
  40726. var b3y = 0; // Y partitioning index for facet v3 vertex
  40727. var b3z = 0; // Z partitioning index for facet v3 vertex
  40728. var block_idx_o = 0; // facet barycenter block index
  40729. var block_idx_v1 = 0; // v1 vertex block index
  40730. var block_idx_v2 = 0; // v2 vertex block index
  40731. var block_idx_v3 = 0; // v3 vertex block index
  40732. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40733. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40734. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40735. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40736. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40737. subSq = options.subDiv.max * options.subDiv.max;
  40738. options.facetPartitioning.length = 0;
  40739. }
  40740. // reset the normals
  40741. for (index = 0; index < positions.length; index++) {
  40742. normals[index] = 0.0;
  40743. }
  40744. // Loop : 1 indice triplet = 1 facet
  40745. var nbFaces = (indices.length / 3) | 0;
  40746. for (index = 0; index < nbFaces; index++) {
  40747. // get the indexes of the coordinates of each vertex of the facet
  40748. v1x = indices[index * 3] * 3;
  40749. v1y = v1x + 1;
  40750. v1z = v1x + 2;
  40751. v2x = indices[index * 3 + 1] * 3;
  40752. v2y = v2x + 1;
  40753. v2z = v2x + 2;
  40754. v3x = indices[index * 3 + 2] * 3;
  40755. v3y = v3x + 1;
  40756. v3z = v3x + 2;
  40757. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40758. p1p2y = positions[v1y] - positions[v2y];
  40759. p1p2z = positions[v1z] - positions[v2z];
  40760. p3p2x = positions[v3x] - positions[v2x];
  40761. p3p2y = positions[v3y] - positions[v2y];
  40762. p3p2z = positions[v3z] - positions[v2z];
  40763. // compute the face normal with the cross product
  40764. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40765. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40766. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40767. // normalize this normal and store it in the array facetData
  40768. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40769. length = (length === 0) ? 1.0 : length;
  40770. faceNormalx /= length;
  40771. faceNormaly /= length;
  40772. faceNormalz /= length;
  40773. if (computeFacetNormals && options) {
  40774. options.facetNormals[index].x = faceNormalx;
  40775. options.facetNormals[index].y = faceNormaly;
  40776. options.facetNormals[index].z = faceNormalz;
  40777. }
  40778. if (computeFacetPositions && options) {
  40779. // compute and the facet barycenter coordinates in the array facetPositions
  40780. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40781. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40782. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40783. }
  40784. if (computeFacetPartitioning && options) {
  40785. // store the facet indexes in arrays in the main facetPartitioning array :
  40786. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40787. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40788. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40789. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40790. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40791. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40792. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40793. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40794. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40795. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40796. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40797. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40798. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40799. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40800. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40801. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40802. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40803. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40804. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40805. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40806. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40807. // push each facet index in each block containing the vertex
  40808. options.facetPartitioning[block_idx_v1].push(index);
  40809. if (block_idx_v2 != block_idx_v1) {
  40810. options.facetPartitioning[block_idx_v2].push(index);
  40811. }
  40812. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40813. options.facetPartitioning[block_idx_v3].push(index);
  40814. }
  40815. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40816. options.facetPartitioning[block_idx_o].push(index);
  40817. }
  40818. }
  40819. if (computeDepthSort && options && options.facetPositions) {
  40820. var dsf = depthSortedFacets[index];
  40821. dsf.ind = index * 3;
  40822. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40823. }
  40824. // compute the normals anyway
  40825. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40826. normals[v1y] += faceNormaly;
  40827. normals[v1z] += faceNormalz;
  40828. normals[v2x] += faceNormalx;
  40829. normals[v2y] += faceNormaly;
  40830. normals[v2z] += faceNormalz;
  40831. normals[v3x] += faceNormalx;
  40832. normals[v3y] += faceNormaly;
  40833. normals[v3z] += faceNormalz;
  40834. }
  40835. // last normalization of each normal
  40836. for (index = 0; index < normals.length / 3; index++) {
  40837. faceNormalx = normals[index * 3];
  40838. faceNormaly = normals[index * 3 + 1];
  40839. faceNormalz = normals[index * 3 + 2];
  40840. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40841. length = (length === 0) ? 1.0 : length;
  40842. faceNormalx /= length;
  40843. faceNormaly /= length;
  40844. faceNormalz /= length;
  40845. normals[index * 3] = faceNormalx;
  40846. normals[index * 3 + 1] = faceNormaly;
  40847. normals[index * 3 + 2] = faceNormalz;
  40848. }
  40849. };
  40850. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40851. var li = indices.length;
  40852. var ln = normals.length;
  40853. var i;
  40854. var n;
  40855. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40856. switch (sideOrientation) {
  40857. case BABYLON.Mesh.FRONTSIDE:
  40858. // nothing changed
  40859. break;
  40860. case BABYLON.Mesh.BACKSIDE:
  40861. var tmp;
  40862. // indices
  40863. for (i = 0; i < li; i += 3) {
  40864. tmp = indices[i];
  40865. indices[i] = indices[i + 2];
  40866. indices[i + 2] = tmp;
  40867. }
  40868. // normals
  40869. for (n = 0; n < ln; n++) {
  40870. normals[n] = -normals[n];
  40871. }
  40872. break;
  40873. case BABYLON.Mesh.DOUBLESIDE:
  40874. // positions
  40875. var lp = positions.length;
  40876. var l = lp / 3;
  40877. for (var p = 0; p < lp; p++) {
  40878. positions[lp + p] = positions[p];
  40879. }
  40880. // indices
  40881. for (i = 0; i < li; i += 3) {
  40882. indices[i + li] = indices[i + 2] + l;
  40883. indices[i + 1 + li] = indices[i + 1] + l;
  40884. indices[i + 2 + li] = indices[i] + l;
  40885. }
  40886. // normals
  40887. for (n = 0; n < ln; n++) {
  40888. normals[ln + n] = -normals[n];
  40889. }
  40890. // uvs
  40891. var lu = uvs.length;
  40892. var u = 0;
  40893. for (u = 0; u < lu; u++) {
  40894. uvs[u + lu] = uvs[u];
  40895. }
  40896. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40897. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40898. u = 0;
  40899. for (i = 0; i < lu / 2; i++) {
  40900. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40901. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40902. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40903. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40904. u += 2;
  40905. }
  40906. break;
  40907. }
  40908. };
  40909. /**
  40910. * Applies VertexData created from the imported parameters to the geometry
  40911. * @param parsedVertexData the parsed data from an imported file
  40912. * @param geometry the geometry to apply the VertexData to
  40913. */
  40914. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40915. var vertexData = new VertexData();
  40916. // positions
  40917. var positions = parsedVertexData.positions;
  40918. if (positions) {
  40919. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40920. }
  40921. // normals
  40922. var normals = parsedVertexData.normals;
  40923. if (normals) {
  40924. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40925. }
  40926. // tangents
  40927. var tangents = parsedVertexData.tangents;
  40928. if (tangents) {
  40929. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40930. }
  40931. // uvs
  40932. var uvs = parsedVertexData.uvs;
  40933. if (uvs) {
  40934. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40935. }
  40936. // uv2s
  40937. var uv2s = parsedVertexData.uv2s;
  40938. if (uv2s) {
  40939. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40940. }
  40941. // uv3s
  40942. var uv3s = parsedVertexData.uv3s;
  40943. if (uv3s) {
  40944. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40945. }
  40946. // uv4s
  40947. var uv4s = parsedVertexData.uv4s;
  40948. if (uv4s) {
  40949. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40950. }
  40951. // uv5s
  40952. var uv5s = parsedVertexData.uv5s;
  40953. if (uv5s) {
  40954. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40955. }
  40956. // uv6s
  40957. var uv6s = parsedVertexData.uv6s;
  40958. if (uv6s) {
  40959. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40960. }
  40961. // colors
  40962. var colors = parsedVertexData.colors;
  40963. if (colors) {
  40964. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40965. }
  40966. // matricesIndices
  40967. var matricesIndices = parsedVertexData.matricesIndices;
  40968. if (matricesIndices) {
  40969. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40970. }
  40971. // matricesWeights
  40972. var matricesWeights = parsedVertexData.matricesWeights;
  40973. if (matricesWeights) {
  40974. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40975. }
  40976. // indices
  40977. var indices = parsedVertexData.indices;
  40978. if (indices) {
  40979. vertexData.indices = indices;
  40980. }
  40981. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40982. };
  40983. return VertexData;
  40984. }());
  40985. BABYLON.VertexData = VertexData;
  40986. })(BABYLON || (BABYLON = {}));
  40987. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40988. var BABYLON;
  40989. (function (BABYLON) {
  40990. /**
  40991. * Class used to store geometry data (vertex buffers + index buffer)
  40992. */
  40993. var Geometry = /** @class */ (function () {
  40994. /**
  40995. * Creates a new geometry
  40996. * @param id defines the unique ID
  40997. * @param scene defines the hosting scene
  40998. * @param vertexData defines the VertexData used to get geometry data
  40999. * @param updatable defines if geometry must be updatable (false by default)
  41000. * @param mesh defines the mesh that will be associated with the geometry
  41001. */
  41002. function Geometry(id, scene, vertexData, updatable, mesh) {
  41003. if (updatable === void 0) { updatable = false; }
  41004. if (mesh === void 0) { mesh = null; }
  41005. /**
  41006. * Gets the delay loading state of the geometry (none by default which means not delayed)
  41007. */
  41008. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41009. this._totalVertices = 0;
  41010. this._isDisposed = false;
  41011. this._indexBufferIsUpdatable = false;
  41012. this.id = id;
  41013. this.uniqueId = scene.getUniqueId();
  41014. this._engine = scene.getEngine();
  41015. this._meshes = [];
  41016. this._scene = scene;
  41017. //Init vertex buffer cache
  41018. this._vertexBuffers = {};
  41019. this._indices = [];
  41020. this._updatable = updatable;
  41021. // vertexData
  41022. if (vertexData) {
  41023. this.setAllVerticesData(vertexData, updatable);
  41024. }
  41025. else {
  41026. this._totalVertices = 0;
  41027. this._indices = [];
  41028. }
  41029. if (this._engine.getCaps().vertexArrayObject) {
  41030. this._vertexArrayObjects = {};
  41031. }
  41032. // applyToMesh
  41033. if (mesh) {
  41034. this.applyToMesh(mesh);
  41035. mesh.computeWorldMatrix(true);
  41036. }
  41037. }
  41038. Object.defineProperty(Geometry.prototype, "boundingBias", {
  41039. /**
  41040. * 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
  41041. */
  41042. get: function () {
  41043. return this._boundingBias;
  41044. },
  41045. /**
  41046. * Gets or sets the Bias Vector to apply on the bounding elements (box/sphere), the max extend is computed as v += v * bias.x + bias.y, the min is computed as v -= v * bias.x + bias.y
  41047. */
  41048. set: function (value) {
  41049. if (this._boundingBias) {
  41050. this._boundingBias.copyFrom(value);
  41051. }
  41052. else {
  41053. this._boundingBias = value.clone();
  41054. }
  41055. this._updateBoundingInfo(true, null);
  41056. },
  41057. enumerable: true,
  41058. configurable: true
  41059. });
  41060. /**
  41061. * Static function used to attach a new empty geometry to a mesh
  41062. * @param mesh defines the mesh to attach the geometry to
  41063. * @returns the new Geometry
  41064. */
  41065. Geometry.CreateGeometryForMesh = function (mesh) {
  41066. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41067. geometry.applyToMesh(mesh);
  41068. return geometry;
  41069. };
  41070. Object.defineProperty(Geometry.prototype, "extend", {
  41071. /**
  41072. * Gets the current extend of the geometry
  41073. */
  41074. get: function () {
  41075. return this._extend;
  41076. },
  41077. enumerable: true,
  41078. configurable: true
  41079. });
  41080. /**
  41081. * Gets the hosting scene
  41082. * @returns the hosting Scene
  41083. */
  41084. Geometry.prototype.getScene = function () {
  41085. return this._scene;
  41086. };
  41087. /**
  41088. * Gets the hosting engine
  41089. * @returns the hosting Engine
  41090. */
  41091. Geometry.prototype.getEngine = function () {
  41092. return this._engine;
  41093. };
  41094. /**
  41095. * Defines if the geometry is ready to use
  41096. * @returns true if the geometry is ready to be used
  41097. */
  41098. Geometry.prototype.isReady = function () {
  41099. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41100. };
  41101. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41102. /**
  41103. * Gets a value indicating that the geometry should not be serialized
  41104. */
  41105. get: function () {
  41106. for (var index = 0; index < this._meshes.length; index++) {
  41107. if (!this._meshes[index].doNotSerialize) {
  41108. return false;
  41109. }
  41110. }
  41111. return true;
  41112. },
  41113. enumerable: true,
  41114. configurable: true
  41115. });
  41116. /** @hidden */
  41117. Geometry.prototype._rebuild = function () {
  41118. if (this._vertexArrayObjects) {
  41119. this._vertexArrayObjects = {};
  41120. }
  41121. // Index buffer
  41122. if (this._meshes.length !== 0 && this._indices) {
  41123. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41124. }
  41125. // Vertex buffers
  41126. for (var key in this._vertexBuffers) {
  41127. var vertexBuffer = this._vertexBuffers[key];
  41128. vertexBuffer._rebuild();
  41129. }
  41130. };
  41131. /**
  41132. * Affects all geometry data in one call
  41133. * @param vertexData defines the geometry data
  41134. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41135. */
  41136. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41137. vertexData.applyToGeometry(this, updatable);
  41138. this.notifyUpdate();
  41139. };
  41140. /**
  41141. * Set specific vertex data
  41142. * @param kind defines the data kind (Position, normal, etc...)
  41143. * @param data defines the vertex data to use
  41144. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41145. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41146. */
  41147. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41148. if (updatable === void 0) { updatable = false; }
  41149. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41150. this.setVerticesBuffer(buffer);
  41151. };
  41152. /**
  41153. * Removes a specific vertex data
  41154. * @param kind defines the data kind (Position, normal, etc...)
  41155. */
  41156. Geometry.prototype.removeVerticesData = function (kind) {
  41157. if (this._vertexBuffers[kind]) {
  41158. this._vertexBuffers[kind].dispose();
  41159. delete this._vertexBuffers[kind];
  41160. }
  41161. };
  41162. /**
  41163. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41164. * @param buffer defines the vertex buffer to use
  41165. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41166. */
  41167. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41168. if (totalVertices === void 0) { totalVertices = null; }
  41169. var kind = buffer.getKind();
  41170. if (this._vertexBuffers[kind]) {
  41171. this._vertexBuffers[kind].dispose();
  41172. }
  41173. this._vertexBuffers[kind] = buffer;
  41174. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41175. var data = buffer.getData();
  41176. if (totalVertices != null) {
  41177. this._totalVertices = totalVertices;
  41178. }
  41179. else {
  41180. if (data != null) {
  41181. this._totalVertices = data.length / (buffer.byteStride / 4);
  41182. }
  41183. }
  41184. this._updateExtend(data);
  41185. this._resetPointsArrayCache();
  41186. var meshes = this._meshes;
  41187. var numOfMeshes = meshes.length;
  41188. for (var index = 0; index < numOfMeshes; index++) {
  41189. var mesh = meshes[index];
  41190. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41191. mesh._createGlobalSubMesh(false);
  41192. mesh.computeWorldMatrix(true);
  41193. }
  41194. }
  41195. this.notifyUpdate(kind);
  41196. if (this._vertexArrayObjects) {
  41197. this._disposeVertexArrayObjects();
  41198. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41199. }
  41200. };
  41201. /**
  41202. * Update a specific vertex buffer
  41203. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41204. * It will do nothing if the buffer is not updatable
  41205. * @param kind defines the data kind (Position, normal, etc...)
  41206. * @param data defines the data to use
  41207. * @param offset defines the offset in the target buffer where to store the data
  41208. * @param useBytes set to true if the offset is in bytes
  41209. */
  41210. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41211. if (useBytes === void 0) { useBytes = false; }
  41212. var vertexBuffer = this.getVertexBuffer(kind);
  41213. if (!vertexBuffer) {
  41214. return;
  41215. }
  41216. vertexBuffer.updateDirectly(data, offset, useBytes);
  41217. this.notifyUpdate(kind);
  41218. };
  41219. /**
  41220. * Update a specific vertex buffer
  41221. * This function will create a new buffer if the current one is not updatable
  41222. * @param kind defines the data kind (Position, normal, etc...)
  41223. * @param data defines the data to use
  41224. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41225. */
  41226. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41227. if (updateExtends === void 0) { updateExtends = false; }
  41228. var vertexBuffer = this.getVertexBuffer(kind);
  41229. if (!vertexBuffer) {
  41230. return;
  41231. }
  41232. vertexBuffer.update(data);
  41233. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41234. this._updateBoundingInfo(updateExtends, data);
  41235. }
  41236. this.notifyUpdate(kind);
  41237. };
  41238. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41239. if (updateExtends) {
  41240. this._updateExtend(data);
  41241. }
  41242. this._resetPointsArrayCache();
  41243. if (updateExtends) {
  41244. var meshes = this._meshes;
  41245. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41246. var mesh = meshes_1[_i];
  41247. if (mesh._boundingInfo) {
  41248. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41249. }
  41250. else {
  41251. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41252. }
  41253. var subMeshes = mesh.subMeshes;
  41254. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41255. var subMesh = subMeshes_1[_a];
  41256. subMesh.refreshBoundingInfo();
  41257. }
  41258. }
  41259. }
  41260. };
  41261. /** @hidden */
  41262. Geometry.prototype._bind = function (effect, indexToBind) {
  41263. if (!effect) {
  41264. return;
  41265. }
  41266. if (indexToBind === undefined) {
  41267. indexToBind = this._indexBuffer;
  41268. }
  41269. var vbs = this.getVertexBuffers();
  41270. if (!vbs) {
  41271. return;
  41272. }
  41273. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41274. this._engine.bindBuffers(vbs, indexToBind, effect);
  41275. return;
  41276. }
  41277. // Using VAO
  41278. if (!this._vertexArrayObjects[effect.key]) {
  41279. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41280. }
  41281. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41282. };
  41283. /**
  41284. * Gets total number of vertices
  41285. * @returns the total number of vertices
  41286. */
  41287. Geometry.prototype.getTotalVertices = function () {
  41288. if (!this.isReady()) {
  41289. return 0;
  41290. }
  41291. return this._totalVertices;
  41292. };
  41293. /**
  41294. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41295. * @param kind defines the data kind (Position, normal, etc...)
  41296. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41297. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41298. * @returns a float array containing vertex data
  41299. */
  41300. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41301. var vertexBuffer = this.getVertexBuffer(kind);
  41302. if (!vertexBuffer) {
  41303. return null;
  41304. }
  41305. var data = vertexBuffer.getData();
  41306. if (!data) {
  41307. return null;
  41308. }
  41309. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41310. var count = this._totalVertices * vertexBuffer.getSize();
  41311. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41312. var copy_1 = [];
  41313. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41314. return copy_1;
  41315. }
  41316. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41317. if (data instanceof Array) {
  41318. var offset = vertexBuffer.byteOffset / 4;
  41319. return BABYLON.Tools.Slice(data, offset, offset + count);
  41320. }
  41321. else if (data instanceof ArrayBuffer) {
  41322. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41323. }
  41324. else {
  41325. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41326. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41327. var result = new Float32Array(count);
  41328. var source = new Float32Array(data.buffer, offset, count);
  41329. result.set(source);
  41330. return result;
  41331. }
  41332. return new Float32Array(data.buffer, offset, count);
  41333. }
  41334. }
  41335. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41336. return BABYLON.Tools.Slice(data);
  41337. }
  41338. return data;
  41339. };
  41340. /**
  41341. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41342. * @param kind defines the data kind (Position, normal, etc...)
  41343. * @returns true if the vertex buffer with the specified kind is updatable
  41344. */
  41345. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41346. var vb = this._vertexBuffers[kind];
  41347. if (!vb) {
  41348. return false;
  41349. }
  41350. return vb.isUpdatable();
  41351. };
  41352. /**
  41353. * Gets a specific vertex buffer
  41354. * @param kind defines the data kind (Position, normal, etc...)
  41355. * @returns a VertexBuffer
  41356. */
  41357. Geometry.prototype.getVertexBuffer = function (kind) {
  41358. if (!this.isReady()) {
  41359. return null;
  41360. }
  41361. return this._vertexBuffers[kind];
  41362. };
  41363. /**
  41364. * Returns all vertex buffers
  41365. * @return an object holding all vertex buffers indexed by kind
  41366. */
  41367. Geometry.prototype.getVertexBuffers = function () {
  41368. if (!this.isReady()) {
  41369. return null;
  41370. }
  41371. return this._vertexBuffers;
  41372. };
  41373. /**
  41374. * Gets a boolean indicating if specific vertex buffer is present
  41375. * @param kind defines the data kind (Position, normal, etc...)
  41376. * @returns true if data is present
  41377. */
  41378. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41379. if (!this._vertexBuffers) {
  41380. if (this._delayInfo) {
  41381. return this._delayInfo.indexOf(kind) !== -1;
  41382. }
  41383. return false;
  41384. }
  41385. return this._vertexBuffers[kind] !== undefined;
  41386. };
  41387. /**
  41388. * Gets a list of all attached data kinds (Position, normal, etc...)
  41389. * @returns a list of string containing all kinds
  41390. */
  41391. Geometry.prototype.getVerticesDataKinds = function () {
  41392. var result = [];
  41393. var kind;
  41394. if (!this._vertexBuffers && this._delayInfo) {
  41395. for (kind in this._delayInfo) {
  41396. result.push(kind);
  41397. }
  41398. }
  41399. else {
  41400. for (kind in this._vertexBuffers) {
  41401. result.push(kind);
  41402. }
  41403. }
  41404. return result;
  41405. };
  41406. /**
  41407. * Update index buffer
  41408. * @param indices defines the indices to store in the index buffer
  41409. * @param offset defines the offset in the target buffer where to store the data
  41410. */
  41411. Geometry.prototype.updateIndices = function (indices, offset) {
  41412. if (!this._indexBuffer) {
  41413. return;
  41414. }
  41415. if (!this._indexBufferIsUpdatable) {
  41416. this.setIndices(indices, null, true);
  41417. }
  41418. else {
  41419. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41420. }
  41421. };
  41422. /**
  41423. * Creates a new index buffer
  41424. * @param indices defines the indices to store in the index buffer
  41425. * @param totalVertices defines the total number of vertices (could be null)
  41426. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41427. */
  41428. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41429. if (totalVertices === void 0) { totalVertices = null; }
  41430. if (updatable === void 0) { updatable = false; }
  41431. if (this._indexBuffer) {
  41432. this._engine._releaseBuffer(this._indexBuffer);
  41433. }
  41434. this._disposeVertexArrayObjects();
  41435. this._indices = indices;
  41436. this._indexBufferIsUpdatable = updatable;
  41437. if (this._meshes.length !== 0 && this._indices) {
  41438. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41439. }
  41440. if (totalVertices != undefined) { // including null and undefined
  41441. this._totalVertices = totalVertices;
  41442. }
  41443. var meshes = this._meshes;
  41444. var numOfMeshes = meshes.length;
  41445. for (var index = 0; index < numOfMeshes; index++) {
  41446. meshes[index]._createGlobalSubMesh(true);
  41447. }
  41448. this.notifyUpdate();
  41449. };
  41450. /**
  41451. * Return the total number of indices
  41452. * @returns the total number of indices
  41453. */
  41454. Geometry.prototype.getTotalIndices = function () {
  41455. if (!this.isReady()) {
  41456. return 0;
  41457. }
  41458. return this._indices.length;
  41459. };
  41460. /**
  41461. * Gets the index buffer array
  41462. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41463. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41464. * @returns the index buffer array
  41465. */
  41466. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41467. if (!this.isReady()) {
  41468. return null;
  41469. }
  41470. var orig = this._indices;
  41471. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41472. return orig;
  41473. }
  41474. else {
  41475. var len = orig.length;
  41476. var copy = [];
  41477. for (var i = 0; i < len; i++) {
  41478. copy.push(orig[i]);
  41479. }
  41480. return copy;
  41481. }
  41482. };
  41483. /**
  41484. * Gets the index buffer
  41485. * @return the index buffer
  41486. */
  41487. Geometry.prototype.getIndexBuffer = function () {
  41488. if (!this.isReady()) {
  41489. return null;
  41490. }
  41491. return this._indexBuffer;
  41492. };
  41493. /** @hidden */
  41494. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41495. if (effect === void 0) { effect = null; }
  41496. if (!effect || !this._vertexArrayObjects) {
  41497. return;
  41498. }
  41499. if (this._vertexArrayObjects[effect.key]) {
  41500. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41501. delete this._vertexArrayObjects[effect.key];
  41502. }
  41503. };
  41504. /**
  41505. * Release the associated resources for a specific mesh
  41506. * @param mesh defines the source mesh
  41507. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41508. */
  41509. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41510. var meshes = this._meshes;
  41511. var index = meshes.indexOf(mesh);
  41512. if (index === -1) {
  41513. return;
  41514. }
  41515. meshes.splice(index, 1);
  41516. mesh._geometry = null;
  41517. if (meshes.length === 0 && shouldDispose) {
  41518. this.dispose();
  41519. }
  41520. };
  41521. /**
  41522. * Apply current geometry to a given mesh
  41523. * @param mesh defines the mesh to apply geometry to
  41524. */
  41525. Geometry.prototype.applyToMesh = function (mesh) {
  41526. if (mesh._geometry === this) {
  41527. return;
  41528. }
  41529. var previousGeometry = mesh._geometry;
  41530. if (previousGeometry) {
  41531. previousGeometry.releaseForMesh(mesh);
  41532. }
  41533. var meshes = this._meshes;
  41534. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41535. mesh._geometry = this;
  41536. this._scene.pushGeometry(this);
  41537. meshes.push(mesh);
  41538. if (this.isReady()) {
  41539. this._applyToMesh(mesh);
  41540. }
  41541. else {
  41542. mesh._boundingInfo = this._boundingInfo;
  41543. }
  41544. };
  41545. Geometry.prototype._updateExtend = function (data) {
  41546. if (data === void 0) { data = null; }
  41547. if (!data) {
  41548. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41549. }
  41550. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41551. };
  41552. Geometry.prototype._applyToMesh = function (mesh) {
  41553. var numOfMeshes = this._meshes.length;
  41554. // vertexBuffers
  41555. for (var kind in this._vertexBuffers) {
  41556. if (numOfMeshes === 1) {
  41557. this._vertexBuffers[kind].create();
  41558. }
  41559. var buffer = this._vertexBuffers[kind].getBuffer();
  41560. if (buffer) {
  41561. buffer.references = numOfMeshes;
  41562. }
  41563. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41564. if (!this._extend) {
  41565. this._updateExtend();
  41566. }
  41567. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41568. mesh._createGlobalSubMesh(false);
  41569. //bounding info was just created again, world matrix should be applied again.
  41570. mesh._updateBoundingInfo();
  41571. }
  41572. }
  41573. // indexBuffer
  41574. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41575. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41576. }
  41577. if (this._indexBuffer) {
  41578. this._indexBuffer.references = numOfMeshes;
  41579. }
  41580. // morphTargets
  41581. mesh._syncGeometryWithMorphTargetManager();
  41582. // instances
  41583. mesh.synchronizeInstances();
  41584. };
  41585. Geometry.prototype.notifyUpdate = function (kind) {
  41586. if (this.onGeometryUpdated) {
  41587. this.onGeometryUpdated(this, kind);
  41588. }
  41589. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41590. var mesh = _a[_i];
  41591. mesh._markSubMeshesAsAttributesDirty();
  41592. }
  41593. };
  41594. /**
  41595. * Load the geometry if it was flagged as delay loaded
  41596. * @param scene defines the hosting scene
  41597. * @param onLoaded defines a callback called when the geometry is loaded
  41598. */
  41599. Geometry.prototype.load = function (scene, onLoaded) {
  41600. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41601. return;
  41602. }
  41603. if (this.isReady()) {
  41604. if (onLoaded) {
  41605. onLoaded();
  41606. }
  41607. return;
  41608. }
  41609. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41610. this._queueLoad(scene, onLoaded);
  41611. };
  41612. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41613. var _this = this;
  41614. if (!this.delayLoadingFile) {
  41615. return;
  41616. }
  41617. scene._addPendingData(this);
  41618. scene._loadFile(this.delayLoadingFile, function (data) {
  41619. if (!_this._delayLoadingFunction) {
  41620. return;
  41621. }
  41622. _this._delayLoadingFunction(JSON.parse(data), _this);
  41623. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41624. _this._delayInfo = [];
  41625. scene._removePendingData(_this);
  41626. var meshes = _this._meshes;
  41627. var numOfMeshes = meshes.length;
  41628. for (var index = 0; index < numOfMeshes; index++) {
  41629. _this._applyToMesh(meshes[index]);
  41630. }
  41631. if (onLoaded) {
  41632. onLoaded();
  41633. }
  41634. }, undefined, true);
  41635. };
  41636. /**
  41637. * Invert the geometry to move from a right handed system to a left handed one.
  41638. */
  41639. Geometry.prototype.toLeftHanded = function () {
  41640. // Flip faces
  41641. var tIndices = this.getIndices(false);
  41642. if (tIndices != null && tIndices.length > 0) {
  41643. for (var i = 0; i < tIndices.length; i += 3) {
  41644. var tTemp = tIndices[i + 0];
  41645. tIndices[i + 0] = tIndices[i + 2];
  41646. tIndices[i + 2] = tTemp;
  41647. }
  41648. this.setIndices(tIndices);
  41649. }
  41650. // Negate position.z
  41651. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41652. if (tPositions != null && tPositions.length > 0) {
  41653. for (var i = 0; i < tPositions.length; i += 3) {
  41654. tPositions[i + 2] = -tPositions[i + 2];
  41655. }
  41656. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41657. }
  41658. // Negate normal.z
  41659. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41660. if (tNormals != null && tNormals.length > 0) {
  41661. for (var i = 0; i < tNormals.length; i += 3) {
  41662. tNormals[i + 2] = -tNormals[i + 2];
  41663. }
  41664. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41665. }
  41666. };
  41667. // Cache
  41668. /** @hidden */
  41669. Geometry.prototype._resetPointsArrayCache = function () {
  41670. this._positions = null;
  41671. };
  41672. /** @hidden */
  41673. Geometry.prototype._generatePointsArray = function () {
  41674. if (this._positions) {
  41675. return true;
  41676. }
  41677. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41678. if (!data || data.length === 0) {
  41679. return false;
  41680. }
  41681. this._positions = [];
  41682. for (var index = 0; index < data.length; index += 3) {
  41683. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41684. }
  41685. return true;
  41686. };
  41687. /**
  41688. * Gets a value indicating if the geometry is disposed
  41689. * @returns true if the geometry was disposed
  41690. */
  41691. Geometry.prototype.isDisposed = function () {
  41692. return this._isDisposed;
  41693. };
  41694. Geometry.prototype._disposeVertexArrayObjects = function () {
  41695. if (this._vertexArrayObjects) {
  41696. for (var kind in this._vertexArrayObjects) {
  41697. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41698. }
  41699. this._vertexArrayObjects = {};
  41700. }
  41701. };
  41702. /**
  41703. * Free all associated resources
  41704. */
  41705. Geometry.prototype.dispose = function () {
  41706. var meshes = this._meshes;
  41707. var numOfMeshes = meshes.length;
  41708. var index;
  41709. for (index = 0; index < numOfMeshes; index++) {
  41710. this.releaseForMesh(meshes[index]);
  41711. }
  41712. this._meshes = [];
  41713. this._disposeVertexArrayObjects();
  41714. for (var kind in this._vertexBuffers) {
  41715. this._vertexBuffers[kind].dispose();
  41716. }
  41717. this._vertexBuffers = {};
  41718. this._totalVertices = 0;
  41719. if (this._indexBuffer) {
  41720. this._engine._releaseBuffer(this._indexBuffer);
  41721. }
  41722. this._indexBuffer = null;
  41723. this._indices = [];
  41724. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41725. this.delayLoadingFile = null;
  41726. this._delayLoadingFunction = null;
  41727. this._delayInfo = [];
  41728. this._boundingInfo = null;
  41729. this._scene.removeGeometry(this);
  41730. this._isDisposed = true;
  41731. };
  41732. /**
  41733. * Clone the current geometry into a new geometry
  41734. * @param id defines the unique ID of the new geometry
  41735. * @returns a new geometry object
  41736. */
  41737. Geometry.prototype.copy = function (id) {
  41738. var vertexData = new BABYLON.VertexData();
  41739. vertexData.indices = [];
  41740. var indices = this.getIndices();
  41741. if (indices) {
  41742. for (var index = 0; index < indices.length; index++) {
  41743. vertexData.indices.push(indices[index]);
  41744. }
  41745. }
  41746. var updatable = false;
  41747. var stopChecking = false;
  41748. var kind;
  41749. for (kind in this._vertexBuffers) {
  41750. // using slice() to make a copy of the array and not just reference it
  41751. var data = this.getVerticesData(kind);
  41752. if (data instanceof Float32Array) {
  41753. vertexData.set(new Float32Array(data), kind);
  41754. }
  41755. else {
  41756. vertexData.set(data.slice(0), kind);
  41757. }
  41758. if (!stopChecking) {
  41759. var vb = this.getVertexBuffer(kind);
  41760. if (vb) {
  41761. updatable = vb.isUpdatable();
  41762. stopChecking = !updatable;
  41763. }
  41764. }
  41765. }
  41766. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41767. geometry.delayLoadState = this.delayLoadState;
  41768. geometry.delayLoadingFile = this.delayLoadingFile;
  41769. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41770. for (kind in this._delayInfo) {
  41771. geometry._delayInfo = geometry._delayInfo || [];
  41772. geometry._delayInfo.push(kind);
  41773. }
  41774. // Bounding info
  41775. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41776. return geometry;
  41777. };
  41778. /**
  41779. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41780. * @return a JSON representation of the current geometry data (without the vertices data)
  41781. */
  41782. Geometry.prototype.serialize = function () {
  41783. var serializationObject = {};
  41784. serializationObject.id = this.id;
  41785. serializationObject.updatable = this._updatable;
  41786. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41787. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41788. }
  41789. return serializationObject;
  41790. };
  41791. Geometry.prototype.toNumberArray = function (origin) {
  41792. if (Array.isArray(origin)) {
  41793. return origin;
  41794. }
  41795. else {
  41796. return Array.prototype.slice.call(origin);
  41797. }
  41798. };
  41799. /**
  41800. * Serialize all vertices data into a JSON oject
  41801. * @returns a JSON representation of the current geometry data
  41802. */
  41803. Geometry.prototype.serializeVerticeData = function () {
  41804. var serializationObject = this.serialize();
  41805. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41806. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41807. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41808. serializationObject.positions._updatable = true;
  41809. }
  41810. }
  41811. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41812. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41813. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41814. serializationObject.normals._updatable = true;
  41815. }
  41816. }
  41817. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41818. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41819. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41820. serializationObject.tangets._updatable = true;
  41821. }
  41822. }
  41823. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41824. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41825. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41826. serializationObject.uvs._updatable = true;
  41827. }
  41828. }
  41829. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41830. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41831. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41832. serializationObject.uv2s._updatable = true;
  41833. }
  41834. }
  41835. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41836. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41837. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41838. serializationObject.uv3s._updatable = true;
  41839. }
  41840. }
  41841. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41842. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41843. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41844. serializationObject.uv4s._updatable = true;
  41845. }
  41846. }
  41847. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41848. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41849. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41850. serializationObject.uv5s._updatable = true;
  41851. }
  41852. }
  41853. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41854. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41855. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41856. serializationObject.uv6s._updatable = true;
  41857. }
  41858. }
  41859. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41860. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41861. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41862. serializationObject.colors._updatable = true;
  41863. }
  41864. }
  41865. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41866. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41867. serializationObject.matricesIndices._isExpanded = true;
  41868. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41869. serializationObject.matricesIndices._updatable = true;
  41870. }
  41871. }
  41872. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41873. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41874. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41875. serializationObject.matricesWeights._updatable = true;
  41876. }
  41877. }
  41878. serializationObject.indices = this.toNumberArray(this.getIndices());
  41879. return serializationObject;
  41880. };
  41881. // Statics
  41882. /**
  41883. * Extracts a clone of a mesh geometry
  41884. * @param mesh defines the source mesh
  41885. * @param id defines the unique ID of the new geometry object
  41886. * @returns the new geometry object
  41887. */
  41888. Geometry.ExtractFromMesh = function (mesh, id) {
  41889. var geometry = mesh._geometry;
  41890. if (!geometry) {
  41891. return null;
  41892. }
  41893. return geometry.copy(id);
  41894. };
  41895. /**
  41896. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41897. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41898. * Be aware Math.random() could cause collisions, but:
  41899. * "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"
  41900. * @returns a string containing a new GUID
  41901. */
  41902. Geometry.RandomId = function () {
  41903. return BABYLON.Tools.RandomId();
  41904. };
  41905. /** @hidden */
  41906. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41907. var scene = mesh.getScene();
  41908. // Geometry
  41909. var geometryId = parsedGeometry.geometryId;
  41910. if (geometryId) {
  41911. var geometry = scene.getGeometryByID(geometryId);
  41912. if (geometry) {
  41913. geometry.applyToMesh(mesh);
  41914. }
  41915. }
  41916. else if (parsedGeometry instanceof ArrayBuffer) {
  41917. var binaryInfo = mesh._binaryInfo;
  41918. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41919. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41920. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41921. }
  41922. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41923. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41924. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41925. }
  41926. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41927. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41928. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41929. }
  41930. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41931. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41932. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41933. }
  41934. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41935. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41936. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41937. }
  41938. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41939. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41940. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41941. }
  41942. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41943. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41944. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41945. }
  41946. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41947. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41948. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41949. }
  41950. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41951. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41952. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41953. }
  41954. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41955. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41956. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41957. }
  41958. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41959. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41960. var floatIndices = [];
  41961. for (var i = 0; i < matricesIndicesData.length; i++) {
  41962. var index = matricesIndicesData[i];
  41963. floatIndices.push(index & 0x000000FF);
  41964. floatIndices.push((index & 0x0000FF00) >> 8);
  41965. floatIndices.push((index & 0x00FF0000) >> 16);
  41966. floatIndices.push(index >> 24);
  41967. }
  41968. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41969. }
  41970. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41971. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41972. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41973. }
  41974. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41975. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41976. mesh.setIndices(indicesData, null);
  41977. }
  41978. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41979. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41980. mesh.subMeshes = [];
  41981. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41982. var materialIndex = subMeshesData[(i * 5) + 0];
  41983. var verticesStart = subMeshesData[(i * 5) + 1];
  41984. var verticesCount = subMeshesData[(i * 5) + 2];
  41985. var indexStart = subMeshesData[(i * 5) + 3];
  41986. var indexCount = subMeshesData[(i * 5) + 4];
  41987. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41988. }
  41989. }
  41990. }
  41991. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  41992. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  41993. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  41994. if (parsedGeometry.tangents) {
  41995. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  41996. }
  41997. if (parsedGeometry.uvs) {
  41998. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  41999. }
  42000. if (parsedGeometry.uvs2) {
  42001. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  42002. }
  42003. if (parsedGeometry.uvs3) {
  42004. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  42005. }
  42006. if (parsedGeometry.uvs4) {
  42007. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  42008. }
  42009. if (parsedGeometry.uvs5) {
  42010. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  42011. }
  42012. if (parsedGeometry.uvs6) {
  42013. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  42014. }
  42015. if (parsedGeometry.colors) {
  42016. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  42017. }
  42018. if (parsedGeometry.matricesIndices) {
  42019. if (!parsedGeometry.matricesIndices._isExpanded) {
  42020. var floatIndices = [];
  42021. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  42022. var matricesIndex = parsedGeometry.matricesIndices[i];
  42023. floatIndices.push(matricesIndex & 0x000000FF);
  42024. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42025. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42026. floatIndices.push(matricesIndex >> 24);
  42027. }
  42028. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  42029. }
  42030. else {
  42031. delete parsedGeometry.matricesIndices._isExpanded;
  42032. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  42033. }
  42034. }
  42035. if (parsedGeometry.matricesIndicesExtra) {
  42036. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  42037. var floatIndices = [];
  42038. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  42039. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  42040. floatIndices.push(matricesIndex & 0x000000FF);
  42041. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42042. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42043. floatIndices.push(matricesIndex >> 24);
  42044. }
  42045. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  42046. }
  42047. else {
  42048. delete parsedGeometry.matricesIndices._isExpanded;
  42049. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  42050. }
  42051. }
  42052. if (parsedGeometry.matricesWeights) {
  42053. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  42054. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  42055. }
  42056. if (parsedGeometry.matricesWeightsExtra) {
  42057. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  42058. }
  42059. mesh.setIndices(parsedGeometry.indices, null);
  42060. }
  42061. // SubMeshes
  42062. if (parsedGeometry.subMeshes) {
  42063. mesh.subMeshes = [];
  42064. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42065. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42066. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42067. }
  42068. }
  42069. // Flat shading
  42070. if (mesh._shouldGenerateFlatShading) {
  42071. mesh.convertToFlatShadedMesh();
  42072. delete mesh._shouldGenerateFlatShading;
  42073. }
  42074. // Update
  42075. mesh.computeWorldMatrix(true);
  42076. scene.onMeshImportedObservable.notifyObservers(mesh);
  42077. };
  42078. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42079. var epsilon = 1e-3;
  42080. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42081. return;
  42082. }
  42083. var noInfluenceBoneIndex = 0.0;
  42084. if (parsedGeometry.skeletonId > -1) {
  42085. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42086. if (!skeleton) {
  42087. return;
  42088. }
  42089. noInfluenceBoneIndex = skeleton.bones.length;
  42090. }
  42091. else {
  42092. return;
  42093. }
  42094. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42095. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42096. var matricesWeights = parsedGeometry.matricesWeights;
  42097. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42098. var influencers = parsedGeometry.numBoneInfluencer;
  42099. var size = matricesWeights.length;
  42100. for (var i = 0; i < size; i += 4) {
  42101. var weight = 0.0;
  42102. var firstZeroWeight = -1;
  42103. for (var j = 0; j < 4; j++) {
  42104. var w = matricesWeights[i + j];
  42105. weight += w;
  42106. if (w < epsilon && firstZeroWeight < 0) {
  42107. firstZeroWeight = j;
  42108. }
  42109. }
  42110. if (matricesWeightsExtra) {
  42111. for (var j = 0; j < 4; j++) {
  42112. var w = matricesWeightsExtra[i + j];
  42113. weight += w;
  42114. if (w < epsilon && firstZeroWeight < 0) {
  42115. firstZeroWeight = j + 4;
  42116. }
  42117. }
  42118. }
  42119. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42120. firstZeroWeight = influencers - 1;
  42121. }
  42122. if (weight > epsilon) {
  42123. var mweight = 1.0 / weight;
  42124. for (var j = 0; j < 4; j++) {
  42125. matricesWeights[i + j] *= mweight;
  42126. }
  42127. if (matricesWeightsExtra) {
  42128. for (var j = 0; j < 4; j++) {
  42129. matricesWeightsExtra[i + j] *= mweight;
  42130. }
  42131. }
  42132. }
  42133. else {
  42134. if (firstZeroWeight >= 4) {
  42135. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42136. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42137. }
  42138. else {
  42139. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42140. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42141. }
  42142. }
  42143. }
  42144. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42145. if (parsedGeometry.matricesWeightsExtra) {
  42146. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42147. }
  42148. };
  42149. /**
  42150. * Create a new geometry from persisted data (Using .babylon file format)
  42151. * @param parsedVertexData defines the persisted data
  42152. * @param scene defines the hosting scene
  42153. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42154. * @returns the new geometry object
  42155. */
  42156. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42157. if (scene.getGeometryByID(parsedVertexData.id)) {
  42158. return null; // null since geometry could be something else than a box...
  42159. }
  42160. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42161. if (BABYLON.Tags) {
  42162. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42163. }
  42164. if (parsedVertexData.delayLoadingFile) {
  42165. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42166. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42167. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42168. geometry._delayInfo = [];
  42169. if (parsedVertexData.hasUVs) {
  42170. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42171. }
  42172. if (parsedVertexData.hasUVs2) {
  42173. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42174. }
  42175. if (parsedVertexData.hasUVs3) {
  42176. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42177. }
  42178. if (parsedVertexData.hasUVs4) {
  42179. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42180. }
  42181. if (parsedVertexData.hasUVs5) {
  42182. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42183. }
  42184. if (parsedVertexData.hasUVs6) {
  42185. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42186. }
  42187. if (parsedVertexData.hasColors) {
  42188. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42189. }
  42190. if (parsedVertexData.hasMatricesIndices) {
  42191. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42192. }
  42193. if (parsedVertexData.hasMatricesWeights) {
  42194. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42195. }
  42196. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42197. }
  42198. else {
  42199. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42200. }
  42201. scene.pushGeometry(geometry, true);
  42202. return geometry;
  42203. };
  42204. return Geometry;
  42205. }());
  42206. BABYLON.Geometry = Geometry;
  42207. // Primitives
  42208. /// Abstract class
  42209. /**
  42210. * Abstract class used to provide common services for all typed geometries
  42211. * @hidden
  42212. */
  42213. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42214. __extends(_PrimitiveGeometry, _super);
  42215. /**
  42216. * Creates a new typed geometry
  42217. * @param id defines the unique ID of the geometry
  42218. * @param scene defines the hosting scene
  42219. * @param _canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42220. * @param mesh defines the hosting mesh (can be null)
  42221. */
  42222. function _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42223. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42224. if (mesh === void 0) { mesh = null; }
  42225. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42226. _this._canBeRegenerated = _canBeRegenerated;
  42227. _this._beingRegenerated = true;
  42228. _this.regenerate();
  42229. _this._beingRegenerated = false;
  42230. return _this;
  42231. }
  42232. /**
  42233. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42234. * @returns true if the geometry can be regenerated
  42235. */
  42236. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42237. return this._canBeRegenerated;
  42238. };
  42239. /**
  42240. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42241. */
  42242. _PrimitiveGeometry.prototype.regenerate = function () {
  42243. if (!this._canBeRegenerated) {
  42244. return;
  42245. }
  42246. this._beingRegenerated = true;
  42247. this.setAllVerticesData(this._regenerateVertexData(), false);
  42248. this._beingRegenerated = false;
  42249. };
  42250. /**
  42251. * Clone the geometry
  42252. * @param id defines the unique ID of the new geometry
  42253. * @returns the new geometry
  42254. */
  42255. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42256. return _super.prototype.copy.call(this, id);
  42257. };
  42258. // overrides
  42259. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42260. if (!this._beingRegenerated) {
  42261. return;
  42262. }
  42263. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42264. };
  42265. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42266. if (!this._beingRegenerated) {
  42267. return;
  42268. }
  42269. _super.prototype.setVerticesData.call(this, kind, data, false);
  42270. };
  42271. // to override
  42272. /** @hidden */
  42273. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42274. throw new Error("Abstract method");
  42275. };
  42276. _PrimitiveGeometry.prototype.copy = function (id) {
  42277. throw new Error("Must be overriden in sub-classes.");
  42278. };
  42279. _PrimitiveGeometry.prototype.serialize = function () {
  42280. var serializationObject = _super.prototype.serialize.call(this);
  42281. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42282. return serializationObject;
  42283. };
  42284. return _PrimitiveGeometry;
  42285. }(Geometry));
  42286. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42287. /**
  42288. * Creates a ribbon geometry
  42289. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42290. */
  42291. var RibbonGeometry = /** @class */ (function (_super) {
  42292. __extends(RibbonGeometry, _super);
  42293. /**
  42294. * Creates a ribbon geometry
  42295. * @param id defines the unique ID of the geometry
  42296. * @param scene defines the hosting scene
  42297. * @param pathArray defines the array of paths to use
  42298. * @param closeArray defines if the last path and the first path must be joined
  42299. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42300. * @param offset defines the offset between points
  42301. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42302. * @param mesh defines the hosting mesh (can be null)
  42303. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42304. */
  42305. function RibbonGeometry(id, scene,
  42306. /**
  42307. * Defines the array of paths to use
  42308. */
  42309. pathArray,
  42310. /**
  42311. * Defines if the last and first points of each path in your pathArray must be joined
  42312. */
  42313. closeArray,
  42314. /**
  42315. * Defines if the last and first points of each path in your pathArray must be joined
  42316. */
  42317. closePath,
  42318. /**
  42319. * Defines the offset between points
  42320. */
  42321. offset, canBeRegenerated, mesh,
  42322. /**
  42323. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42324. */
  42325. side) {
  42326. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42327. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42328. _this.pathArray = pathArray;
  42329. _this.closeArray = closeArray;
  42330. _this.closePath = closePath;
  42331. _this.offset = offset;
  42332. _this.side = side;
  42333. return _this;
  42334. }
  42335. /** @hidden */
  42336. RibbonGeometry.prototype._regenerateVertexData = function () {
  42337. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42338. };
  42339. RibbonGeometry.prototype.copy = function (id) {
  42340. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42341. };
  42342. return RibbonGeometry;
  42343. }(_PrimitiveGeometry));
  42344. BABYLON.RibbonGeometry = RibbonGeometry;
  42345. /**
  42346. * Creates a box geometry
  42347. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42348. */
  42349. var BoxGeometry = /** @class */ (function (_super) {
  42350. __extends(BoxGeometry, _super);
  42351. /**
  42352. * Creates a box geometry
  42353. * @param id defines the unique ID of the geometry
  42354. * @param scene defines the hosting scene
  42355. * @param size defines the zise of the box (width, height and depth are the same)
  42356. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42357. * @param mesh defines the hosting mesh (can be null)
  42358. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42359. */
  42360. function BoxGeometry(id, scene,
  42361. /**
  42362. * Defines the zise of the box (width, height and depth are the same)
  42363. */
  42364. size, canBeRegenerated, mesh,
  42365. /**
  42366. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42367. */
  42368. side) {
  42369. if (mesh === void 0) { mesh = null; }
  42370. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42371. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42372. _this.size = size;
  42373. _this.side = side;
  42374. return _this;
  42375. }
  42376. /** @hidden */
  42377. BoxGeometry.prototype._regenerateVertexData = function () {
  42378. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42379. };
  42380. BoxGeometry.prototype.copy = function (id) {
  42381. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42382. };
  42383. BoxGeometry.prototype.serialize = function () {
  42384. var serializationObject = _super.prototype.serialize.call(this);
  42385. serializationObject.size = this.size;
  42386. return serializationObject;
  42387. };
  42388. BoxGeometry.Parse = function (parsedBox, scene) {
  42389. if (scene.getGeometryByID(parsedBox.id)) {
  42390. return null; // null since geometry could be something else than a box...
  42391. }
  42392. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42393. if (BABYLON.Tags) {
  42394. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42395. }
  42396. scene.pushGeometry(box, true);
  42397. return box;
  42398. };
  42399. return BoxGeometry;
  42400. }(_PrimitiveGeometry));
  42401. BABYLON.BoxGeometry = BoxGeometry;
  42402. /**
  42403. * Creates a sphere geometry
  42404. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42405. */
  42406. var SphereGeometry = /** @class */ (function (_super) {
  42407. __extends(SphereGeometry, _super);
  42408. /**
  42409. * Create a new sphere geometry
  42410. * @param id defines the unique ID of the geometry
  42411. * @param scene defines the hosting scene
  42412. * @param segments defines the number of segments to use to create the sphere
  42413. * @param diameter defines the diameter of the sphere
  42414. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42415. * @param mesh defines the hosting mesh (can be null)
  42416. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42417. */
  42418. function SphereGeometry(id, scene,
  42419. /**
  42420. * Defines the number of segments to use to create the sphere
  42421. */
  42422. segments,
  42423. /**
  42424. * Defines the diameter of the sphere
  42425. */
  42426. diameter, canBeRegenerated, mesh,
  42427. /**
  42428. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42429. */
  42430. side) {
  42431. if (mesh === void 0) { mesh = null; }
  42432. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42433. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42434. _this.segments = segments;
  42435. _this.diameter = diameter;
  42436. _this.side = side;
  42437. return _this;
  42438. }
  42439. /** @hidden */
  42440. SphereGeometry.prototype._regenerateVertexData = function () {
  42441. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42442. };
  42443. SphereGeometry.prototype.copy = function (id) {
  42444. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42445. };
  42446. SphereGeometry.prototype.serialize = function () {
  42447. var serializationObject = _super.prototype.serialize.call(this);
  42448. serializationObject.segments = this.segments;
  42449. serializationObject.diameter = this.diameter;
  42450. return serializationObject;
  42451. };
  42452. SphereGeometry.Parse = function (parsedSphere, scene) {
  42453. if (scene.getGeometryByID(parsedSphere.id)) {
  42454. return null; // null since geometry could be something else than a sphere...
  42455. }
  42456. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42457. if (BABYLON.Tags) {
  42458. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42459. }
  42460. scene.pushGeometry(sphere, true);
  42461. return sphere;
  42462. };
  42463. return SphereGeometry;
  42464. }(_PrimitiveGeometry));
  42465. BABYLON.SphereGeometry = SphereGeometry;
  42466. /**
  42467. * Creates a disc geometry
  42468. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42469. */
  42470. var DiscGeometry = /** @class */ (function (_super) {
  42471. __extends(DiscGeometry, _super);
  42472. /**
  42473. * Creates a new disc geometry
  42474. * @param id defines the unique ID of the geometry
  42475. * @param scene defines the hosting scene
  42476. * @param radius defines the radius of the disc
  42477. * @param tessellation defines the tesselation factor to apply to the disc
  42478. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42479. * @param mesh defines the hosting mesh (can be null)
  42480. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42481. */
  42482. function DiscGeometry(id, scene,
  42483. /**
  42484. * Defines the radius of the disc
  42485. */
  42486. radius,
  42487. /**
  42488. * Defines the tesselation factor to apply to the disc
  42489. */
  42490. tessellation, canBeRegenerated, mesh,
  42491. /**
  42492. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42493. */
  42494. side) {
  42495. if (mesh === void 0) { mesh = null; }
  42496. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42497. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42498. _this.radius = radius;
  42499. _this.tessellation = tessellation;
  42500. _this.side = side;
  42501. return _this;
  42502. }
  42503. /** @hidden */
  42504. DiscGeometry.prototype._regenerateVertexData = function () {
  42505. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42506. };
  42507. DiscGeometry.prototype.copy = function (id) {
  42508. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42509. };
  42510. return DiscGeometry;
  42511. }(_PrimitiveGeometry));
  42512. BABYLON.DiscGeometry = DiscGeometry;
  42513. /**
  42514. * Creates a new cylinder geometry
  42515. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42516. */
  42517. var CylinderGeometry = /** @class */ (function (_super) {
  42518. __extends(CylinderGeometry, _super);
  42519. /**
  42520. * Creates a new cylinder geometry
  42521. * @param id defines the unique ID of the geometry
  42522. * @param scene defines the hosting scene
  42523. * @param height defines the height of the cylinder
  42524. * @param diameterTop defines the diameter of the cylinder's top cap
  42525. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42526. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42527. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42528. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42529. * @param mesh defines the hosting mesh (can be null)
  42530. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42531. */
  42532. function CylinderGeometry(id, scene,
  42533. /**
  42534. * Defines the height of the cylinder
  42535. */
  42536. height,
  42537. /**
  42538. * Defines the diameter of the cylinder's top cap
  42539. */
  42540. diameterTop,
  42541. /**
  42542. * Defines the diameter of the cylinder's bottom cap
  42543. */
  42544. diameterBottom,
  42545. /**
  42546. * Defines the tessellation factor to apply to the cylinder
  42547. */
  42548. tessellation,
  42549. /**
  42550. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42551. */
  42552. subdivisions, canBeRegenerated, mesh,
  42553. /**
  42554. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42555. */
  42556. side) {
  42557. if (subdivisions === void 0) { subdivisions = 1; }
  42558. if (mesh === void 0) { mesh = null; }
  42559. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42560. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42561. _this.height = height;
  42562. _this.diameterTop = diameterTop;
  42563. _this.diameterBottom = diameterBottom;
  42564. _this.tessellation = tessellation;
  42565. _this.subdivisions = subdivisions;
  42566. _this.side = side;
  42567. return _this;
  42568. }
  42569. /** @hidden */
  42570. CylinderGeometry.prototype._regenerateVertexData = function () {
  42571. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42572. };
  42573. CylinderGeometry.prototype.copy = function (id) {
  42574. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42575. };
  42576. CylinderGeometry.prototype.serialize = function () {
  42577. var serializationObject = _super.prototype.serialize.call(this);
  42578. serializationObject.height = this.height;
  42579. serializationObject.diameterTop = this.diameterTop;
  42580. serializationObject.diameterBottom = this.diameterBottom;
  42581. serializationObject.tessellation = this.tessellation;
  42582. return serializationObject;
  42583. };
  42584. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42585. if (scene.getGeometryByID(parsedCylinder.id)) {
  42586. return null; // null since geometry could be something else than a cylinder...
  42587. }
  42588. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42589. if (BABYLON.Tags) {
  42590. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42591. }
  42592. scene.pushGeometry(cylinder, true);
  42593. return cylinder;
  42594. };
  42595. return CylinderGeometry;
  42596. }(_PrimitiveGeometry));
  42597. BABYLON.CylinderGeometry = CylinderGeometry;
  42598. /**
  42599. * Creates a new torus geometry
  42600. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42601. */
  42602. var TorusGeometry = /** @class */ (function (_super) {
  42603. __extends(TorusGeometry, _super);
  42604. /**
  42605. * Creates a new torus geometry
  42606. * @param id defines the unique ID of the geometry
  42607. * @param scene defines the hosting scene
  42608. * @param diameter defines the diameter of the torus
  42609. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42610. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42611. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42612. * @param mesh defines the hosting mesh (can be null)
  42613. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42614. */
  42615. function TorusGeometry(id, scene,
  42616. /**
  42617. * Defines the diameter of the torus
  42618. */
  42619. diameter,
  42620. /**
  42621. * Defines the thickness of the torus (ie. internal diameter)
  42622. */
  42623. thickness,
  42624. /**
  42625. * Defines the tesselation factor to apply to the torus
  42626. */
  42627. tessellation, canBeRegenerated, mesh,
  42628. /**
  42629. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42630. */
  42631. side) {
  42632. if (mesh === void 0) { mesh = null; }
  42633. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42634. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42635. _this.diameter = diameter;
  42636. _this.thickness = thickness;
  42637. _this.tessellation = tessellation;
  42638. _this.side = side;
  42639. return _this;
  42640. }
  42641. /** @hidden */
  42642. TorusGeometry.prototype._regenerateVertexData = function () {
  42643. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42644. };
  42645. TorusGeometry.prototype.copy = function (id) {
  42646. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42647. };
  42648. TorusGeometry.prototype.serialize = function () {
  42649. var serializationObject = _super.prototype.serialize.call(this);
  42650. serializationObject.diameter = this.diameter;
  42651. serializationObject.thickness = this.thickness;
  42652. serializationObject.tessellation = this.tessellation;
  42653. return serializationObject;
  42654. };
  42655. TorusGeometry.Parse = function (parsedTorus, scene) {
  42656. if (scene.getGeometryByID(parsedTorus.id)) {
  42657. return null; // null since geometry could be something else than a torus...
  42658. }
  42659. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42660. if (BABYLON.Tags) {
  42661. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42662. }
  42663. scene.pushGeometry(torus, true);
  42664. return torus;
  42665. };
  42666. return TorusGeometry;
  42667. }(_PrimitiveGeometry));
  42668. BABYLON.TorusGeometry = TorusGeometry;
  42669. /**
  42670. * Creates a new ground geometry
  42671. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42672. */
  42673. var GroundGeometry = /** @class */ (function (_super) {
  42674. __extends(GroundGeometry, _super);
  42675. /**
  42676. * Creates a new ground geometry
  42677. * @param id defines the unique ID of the geometry
  42678. * @param scene defines the hosting scene
  42679. * @param width defines the width of the ground
  42680. * @param height defines the height of the ground
  42681. * @param subdivisions defines the subdivisions to apply to the ground
  42682. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42683. * @param mesh defines the hosting mesh (can be null)
  42684. */
  42685. function GroundGeometry(id, scene,
  42686. /**
  42687. * Defines the width of the ground
  42688. */
  42689. width,
  42690. /**
  42691. * Defines the height of the ground
  42692. */
  42693. height,
  42694. /**
  42695. * Defines the subdivisions to apply to the ground
  42696. */
  42697. subdivisions, canBeRegenerated, mesh) {
  42698. if (mesh === void 0) { mesh = null; }
  42699. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42700. _this.width = width;
  42701. _this.height = height;
  42702. _this.subdivisions = subdivisions;
  42703. return _this;
  42704. }
  42705. /** @hidden */
  42706. GroundGeometry.prototype._regenerateVertexData = function () {
  42707. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42708. };
  42709. GroundGeometry.prototype.copy = function (id) {
  42710. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42711. };
  42712. GroundGeometry.prototype.serialize = function () {
  42713. var serializationObject = _super.prototype.serialize.call(this);
  42714. serializationObject.width = this.width;
  42715. serializationObject.height = this.height;
  42716. serializationObject.subdivisions = this.subdivisions;
  42717. return serializationObject;
  42718. };
  42719. GroundGeometry.Parse = function (parsedGround, scene) {
  42720. if (scene.getGeometryByID(parsedGround.id)) {
  42721. return null; // null since geometry could be something else than a ground...
  42722. }
  42723. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42724. if (BABYLON.Tags) {
  42725. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42726. }
  42727. scene.pushGeometry(ground, true);
  42728. return ground;
  42729. };
  42730. return GroundGeometry;
  42731. }(_PrimitiveGeometry));
  42732. BABYLON.GroundGeometry = GroundGeometry;
  42733. /**
  42734. * Creates a tiled ground geometry
  42735. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42736. */
  42737. var TiledGroundGeometry = /** @class */ (function (_super) {
  42738. __extends(TiledGroundGeometry, _super);
  42739. /**
  42740. * Creates a tiled ground geometry
  42741. * @param id defines the unique ID of the geometry
  42742. * @param scene defines the hosting scene
  42743. * @param xmin defines the minimum value on X axis
  42744. * @param zmin defines the minimum value on Z axis
  42745. * @param xmax defines the maximum value on X axis
  42746. * @param zmax defines the maximum value on Z axis
  42747. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42748. * @param precision defines the precision to use when computing the tiles
  42749. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42750. * @param mesh defines the hosting mesh (can be null)
  42751. */
  42752. function TiledGroundGeometry(id, scene,
  42753. /**
  42754. * Defines the minimum value on X axis
  42755. */
  42756. xmin,
  42757. /**
  42758. * Defines the minimum value on Z axis
  42759. */
  42760. zmin,
  42761. /**
  42762. * Defines the maximum value on X axis
  42763. */
  42764. xmax,
  42765. /**
  42766. * Defines the maximum value on Z axis
  42767. */
  42768. zmax,
  42769. /**
  42770. * Defines the subdivisions to apply to the ground
  42771. */
  42772. subdivisions,
  42773. /**
  42774. * Defines the precision to use when computing the tiles
  42775. */
  42776. precision, canBeRegenerated, mesh) {
  42777. if (mesh === void 0) { mesh = null; }
  42778. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42779. _this.xmin = xmin;
  42780. _this.zmin = zmin;
  42781. _this.xmax = xmax;
  42782. _this.zmax = zmax;
  42783. _this.subdivisions = subdivisions;
  42784. _this.precision = precision;
  42785. return _this;
  42786. }
  42787. /** @hidden */
  42788. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42789. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42790. };
  42791. TiledGroundGeometry.prototype.copy = function (id) {
  42792. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42793. };
  42794. return TiledGroundGeometry;
  42795. }(_PrimitiveGeometry));
  42796. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42797. /**
  42798. * Creates a plane geometry
  42799. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42800. */
  42801. var PlaneGeometry = /** @class */ (function (_super) {
  42802. __extends(PlaneGeometry, _super);
  42803. /**
  42804. * Creates a plane geometry
  42805. * @param id defines the unique ID of the geometry
  42806. * @param scene defines the hosting scene
  42807. * @param size defines the size of the plane (width === height)
  42808. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42809. * @param mesh defines the hosting mesh (can be null)
  42810. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42811. */
  42812. function PlaneGeometry(id, scene,
  42813. /**
  42814. * Defines the size of the plane (width === height)
  42815. */
  42816. size, canBeRegenerated, mesh,
  42817. /**
  42818. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42819. */
  42820. side) {
  42821. if (mesh === void 0) { mesh = null; }
  42822. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42823. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42824. _this.size = size;
  42825. _this.side = side;
  42826. return _this;
  42827. }
  42828. /** @hidden */
  42829. PlaneGeometry.prototype._regenerateVertexData = function () {
  42830. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42831. };
  42832. PlaneGeometry.prototype.copy = function (id) {
  42833. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42834. };
  42835. PlaneGeometry.prototype.serialize = function () {
  42836. var serializationObject = _super.prototype.serialize.call(this);
  42837. serializationObject.size = this.size;
  42838. return serializationObject;
  42839. };
  42840. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42841. if (scene.getGeometryByID(parsedPlane.id)) {
  42842. return null; // null since geometry could be something else than a ground...
  42843. }
  42844. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42845. if (BABYLON.Tags) {
  42846. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42847. }
  42848. scene.pushGeometry(plane, true);
  42849. return plane;
  42850. };
  42851. return PlaneGeometry;
  42852. }(_PrimitiveGeometry));
  42853. BABYLON.PlaneGeometry = PlaneGeometry;
  42854. /**
  42855. * Creates a torus knot geometry
  42856. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42857. */
  42858. var TorusKnotGeometry = /** @class */ (function (_super) {
  42859. __extends(TorusKnotGeometry, _super);
  42860. /**
  42861. * Creates a torus knot geometry
  42862. * @param id defines the unique ID of the geometry
  42863. * @param scene defines the hosting scene
  42864. * @param radius defines the radius of the torus knot
  42865. * @param tube defines the thickness of the torus knot tube
  42866. * @param radialSegments defines the number of radial segments
  42867. * @param tubularSegments defines the number of tubular segments
  42868. * @param p defines the first number of windings
  42869. * @param q defines the second number of windings
  42870. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42871. * @param mesh defines the hosting mesh (can be null)
  42872. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42873. */
  42874. function TorusKnotGeometry(id, scene,
  42875. /**
  42876. * Defines the radius of the torus knot
  42877. */
  42878. radius,
  42879. /**
  42880. * Defines the thickness of the torus knot tube
  42881. */
  42882. tube,
  42883. /**
  42884. * Defines the number of radial segments
  42885. */
  42886. radialSegments,
  42887. /**
  42888. * Defines the number of tubular segments
  42889. */
  42890. tubularSegments,
  42891. /**
  42892. * Defines the first number of windings
  42893. */
  42894. p,
  42895. /**
  42896. * Defines the second number of windings
  42897. */
  42898. q, canBeRegenerated, mesh,
  42899. /**
  42900. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42901. */
  42902. side) {
  42903. if (mesh === void 0) { mesh = null; }
  42904. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42905. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42906. _this.radius = radius;
  42907. _this.tube = tube;
  42908. _this.radialSegments = radialSegments;
  42909. _this.tubularSegments = tubularSegments;
  42910. _this.p = p;
  42911. _this.q = q;
  42912. _this.side = side;
  42913. return _this;
  42914. }
  42915. /** @hidden */
  42916. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42917. 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 });
  42918. };
  42919. TorusKnotGeometry.prototype.copy = function (id) {
  42920. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42921. };
  42922. TorusKnotGeometry.prototype.serialize = function () {
  42923. var serializationObject = _super.prototype.serialize.call(this);
  42924. serializationObject.radius = this.radius;
  42925. serializationObject.tube = this.tube;
  42926. serializationObject.radialSegments = this.radialSegments;
  42927. serializationObject.tubularSegments = this.tubularSegments;
  42928. serializationObject.p = this.p;
  42929. serializationObject.q = this.q;
  42930. return serializationObject;
  42931. };
  42932. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42933. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42934. return null; // null since geometry could be something else than a ground...
  42935. }
  42936. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42937. if (BABYLON.Tags) {
  42938. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42939. }
  42940. scene.pushGeometry(torusKnot, true);
  42941. return torusKnot;
  42942. };
  42943. return TorusKnotGeometry;
  42944. }(_PrimitiveGeometry));
  42945. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42946. //}
  42947. })(BABYLON || (BABYLON = {}));
  42948. //# sourceMappingURL=babylon.geometry.js.map
  42949. var BABYLON;
  42950. (function (BABYLON) {
  42951. /**
  42952. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42953. */
  42954. var PerformanceMonitor = /** @class */ (function () {
  42955. /**
  42956. * constructor
  42957. * @param frameSampleSize The number of samples required to saturate the sliding window
  42958. */
  42959. function PerformanceMonitor(frameSampleSize) {
  42960. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42961. this._enabled = true;
  42962. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42963. }
  42964. /**
  42965. * Samples current frame
  42966. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42967. */
  42968. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42969. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42970. if (!this._enabled) {
  42971. return;
  42972. }
  42973. if (this._lastFrameTimeMs != null) {
  42974. var dt = timeMs - this._lastFrameTimeMs;
  42975. this._rollingFrameTime.add(dt);
  42976. }
  42977. this._lastFrameTimeMs = timeMs;
  42978. };
  42979. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42980. /**
  42981. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42982. */
  42983. get: function () {
  42984. return this._rollingFrameTime.average;
  42985. },
  42986. enumerable: true,
  42987. configurable: true
  42988. });
  42989. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  42990. /**
  42991. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42992. */
  42993. get: function () {
  42994. return this._rollingFrameTime.variance;
  42995. },
  42996. enumerable: true,
  42997. configurable: true
  42998. });
  42999. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  43000. /**
  43001. * Returns the frame time of the most recent frame
  43002. */
  43003. get: function () {
  43004. return this._rollingFrameTime.history(0);
  43005. },
  43006. enumerable: true,
  43007. configurable: true
  43008. });
  43009. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  43010. /**
  43011. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  43012. */
  43013. get: function () {
  43014. return 1000.0 / this._rollingFrameTime.average;
  43015. },
  43016. enumerable: true,
  43017. configurable: true
  43018. });
  43019. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  43020. /**
  43021. * Returns the average framerate in frames per second using the most recent frame time
  43022. */
  43023. get: function () {
  43024. var history = this._rollingFrameTime.history(0);
  43025. if (history === 0) {
  43026. return 0;
  43027. }
  43028. return 1000.0 / history;
  43029. },
  43030. enumerable: true,
  43031. configurable: true
  43032. });
  43033. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  43034. /**
  43035. * Returns true if enough samples have been taken to completely fill the sliding window
  43036. */
  43037. get: function () {
  43038. return this._rollingFrameTime.isSaturated();
  43039. },
  43040. enumerable: true,
  43041. configurable: true
  43042. });
  43043. /**
  43044. * Enables contributions to the sliding window sample set
  43045. */
  43046. PerformanceMonitor.prototype.enable = function () {
  43047. this._enabled = true;
  43048. };
  43049. /**
  43050. * Disables contributions to the sliding window sample set
  43051. * Samples will not be interpolated over the disabled period
  43052. */
  43053. PerformanceMonitor.prototype.disable = function () {
  43054. this._enabled = false;
  43055. //clear last sample to avoid interpolating over the disabled period when next enabled
  43056. this._lastFrameTimeMs = null;
  43057. };
  43058. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43059. /**
  43060. * Returns true if sampling is enabled
  43061. */
  43062. get: function () {
  43063. return this._enabled;
  43064. },
  43065. enumerable: true,
  43066. configurable: true
  43067. });
  43068. /**
  43069. * Resets performance monitor
  43070. */
  43071. PerformanceMonitor.prototype.reset = function () {
  43072. //clear last sample to avoid interpolating over the disabled period when next enabled
  43073. this._lastFrameTimeMs = null;
  43074. //wipe record
  43075. this._rollingFrameTime.reset();
  43076. };
  43077. return PerformanceMonitor;
  43078. }());
  43079. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43080. /**
  43081. * RollingAverage
  43082. *
  43083. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43084. */
  43085. var RollingAverage = /** @class */ (function () {
  43086. /**
  43087. * constructor
  43088. * @param length The number of samples required to saturate the sliding window
  43089. */
  43090. function RollingAverage(length) {
  43091. this._samples = new Array(length);
  43092. this.reset();
  43093. }
  43094. /**
  43095. * Adds a sample to the sample set
  43096. * @param v The sample value
  43097. */
  43098. RollingAverage.prototype.add = function (v) {
  43099. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43100. var delta;
  43101. //we need to check if we've already wrapped round
  43102. if (this.isSaturated()) {
  43103. //remove bottom of stack from mean
  43104. var bottomValue = this._samples[this._pos];
  43105. delta = bottomValue - this.average;
  43106. this.average -= delta / (this._sampleCount - 1);
  43107. this._m2 -= delta * (bottomValue - this.average);
  43108. }
  43109. else {
  43110. this._sampleCount++;
  43111. }
  43112. //add new value to mean
  43113. delta = v - this.average;
  43114. this.average += delta / (this._sampleCount);
  43115. this._m2 += delta * (v - this.average);
  43116. //set the new variance
  43117. this.variance = this._m2 / (this._sampleCount - 1);
  43118. this._samples[this._pos] = v;
  43119. this._pos++;
  43120. this._pos %= this._samples.length; //positive wrap around
  43121. };
  43122. /**
  43123. * Returns previously added values or null if outside of history or outside the sliding window domain
  43124. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43125. * @return Value previously recorded with add() or null if outside of range
  43126. */
  43127. RollingAverage.prototype.history = function (i) {
  43128. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43129. return 0;
  43130. }
  43131. var i0 = this._wrapPosition(this._pos - 1.0);
  43132. return this._samples[this._wrapPosition(i0 - i)];
  43133. };
  43134. /**
  43135. * Returns true if enough samples have been taken to completely fill the sliding window
  43136. * @return true if sample-set saturated
  43137. */
  43138. RollingAverage.prototype.isSaturated = function () {
  43139. return this._sampleCount >= this._samples.length;
  43140. };
  43141. /**
  43142. * Resets the rolling average (equivalent to 0 samples taken so far)
  43143. */
  43144. RollingAverage.prototype.reset = function () {
  43145. this.average = 0;
  43146. this.variance = 0;
  43147. this._sampleCount = 0;
  43148. this._pos = 0;
  43149. this._m2 = 0;
  43150. };
  43151. /**
  43152. * Wraps a value around the sample range boundaries
  43153. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43154. * @return Wrapped position in sample range
  43155. */
  43156. RollingAverage.prototype._wrapPosition = function (i) {
  43157. var max = this._samples.length;
  43158. return ((i % max) + max) % max;
  43159. };
  43160. return RollingAverage;
  43161. }());
  43162. BABYLON.RollingAverage = RollingAverage;
  43163. })(BABYLON || (BABYLON = {}));
  43164. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43165. var BABYLON;
  43166. (function (BABYLON) {
  43167. /**
  43168. * "Static Class" containing the most commonly used helper while dealing with material for
  43169. * rendering purpose.
  43170. *
  43171. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43172. *
  43173. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43174. */
  43175. var MaterialHelper = /** @class */ (function () {
  43176. function MaterialHelper() {
  43177. }
  43178. /**
  43179. * Bind the current view position to an effect.
  43180. * @param effect The effect to be bound
  43181. * @param scene The scene the eyes position is used from
  43182. */
  43183. MaterialHelper.BindEyePosition = function (effect, scene) {
  43184. if (scene._forcedViewPosition) {
  43185. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43186. return;
  43187. }
  43188. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43189. };
  43190. /**
  43191. * Helps preparing the defines values about the UVs in used in the effect.
  43192. * UVs are shared as much as we can accross channels in the shaders.
  43193. * @param texture The texture we are preparing the UVs for
  43194. * @param defines The defines to update
  43195. * @param key The channel key "diffuse", "specular"... used in the shader
  43196. */
  43197. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43198. defines._needUVs = true;
  43199. defines[key] = true;
  43200. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43201. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43202. if (texture.coordinatesIndex === 0) {
  43203. defines["MAINUV1"] = true;
  43204. }
  43205. else {
  43206. defines["MAINUV2"] = true;
  43207. }
  43208. }
  43209. else {
  43210. defines[key + "DIRECTUV"] = 0;
  43211. }
  43212. };
  43213. /**
  43214. * Binds a texture matrix value to its corrsponding uniform
  43215. * @param texture The texture to bind the matrix for
  43216. * @param uniformBuffer The uniform buffer receivin the data
  43217. * @param key The channel key "diffuse", "specular"... used in the shader
  43218. */
  43219. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43220. var matrix = texture.getTextureMatrix();
  43221. if (!matrix.isIdentityAs3x2()) {
  43222. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43223. }
  43224. };
  43225. /**
  43226. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43227. * @param mesh defines the current mesh
  43228. * @param scene defines the current scene
  43229. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43230. * @param pointsCloud defines if point cloud rendering has to be turned on
  43231. * @param fogEnabled defines if fog has to be turned on
  43232. * @param alphaTest defines if alpha testing has to be turned on
  43233. * @param defines defines the current list of defines
  43234. */
  43235. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43236. if (defines._areMiscDirty) {
  43237. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43238. defines["POINTSIZE"] = pointsCloud;
  43239. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43240. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43241. defines["ALPHATEST"] = alphaTest;
  43242. }
  43243. };
  43244. /**
  43245. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43246. * @param scene defines the current scene
  43247. * @param engine defines the current engine
  43248. * @param defines specifies the list of active defines
  43249. * @param useInstances defines if instances have to be turned on
  43250. * @param useClipPlane defines if clip plane have to be turned on
  43251. */
  43252. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43253. if (useClipPlane === void 0) { useClipPlane = null; }
  43254. var changed = false;
  43255. var useClipPlane1 = false;
  43256. var useClipPlane2 = false;
  43257. var useClipPlane3 = false;
  43258. var useClipPlane4 = false;
  43259. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43260. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43261. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43262. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43263. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43264. defines["CLIPPLANE"] = useClipPlane1;
  43265. changed = true;
  43266. }
  43267. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43268. defines["CLIPPLANE2"] = useClipPlane2;
  43269. changed = true;
  43270. }
  43271. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43272. defines["CLIPPLANE3"] = useClipPlane3;
  43273. changed = true;
  43274. }
  43275. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43276. defines["CLIPPLANE4"] = useClipPlane4;
  43277. changed = true;
  43278. }
  43279. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43280. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43281. changed = true;
  43282. }
  43283. if (defines["INSTANCES"] !== useInstances) {
  43284. defines["INSTANCES"] = useInstances;
  43285. changed = true;
  43286. }
  43287. if (changed) {
  43288. defines.markAsUnprocessed();
  43289. }
  43290. };
  43291. /**
  43292. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43293. * @param mesh The mesh containing the geometry data we will draw
  43294. * @param defines The defines to update
  43295. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43296. * @param useBones Precise whether bones should be used or not (override mesh info)
  43297. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43298. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43299. * @returns false if defines are considered not dirty and have not been checked
  43300. */
  43301. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43302. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43303. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43304. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43305. return false;
  43306. }
  43307. defines._normals = defines._needNormals;
  43308. defines._uvs = defines._needUVs;
  43309. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43310. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43311. defines["TANGENT"] = true;
  43312. }
  43313. if (defines._needUVs) {
  43314. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43315. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43316. }
  43317. else {
  43318. defines["UV1"] = false;
  43319. defines["UV2"] = false;
  43320. }
  43321. if (useVertexColor) {
  43322. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43323. defines["VERTEXCOLOR"] = hasVertexColors;
  43324. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43325. }
  43326. if (useBones) {
  43327. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43328. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43329. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43330. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43331. defines["BONETEXTURE"] = true;
  43332. }
  43333. else {
  43334. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43335. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43336. }
  43337. }
  43338. else {
  43339. defines["NUM_BONE_INFLUENCERS"] = 0;
  43340. defines["BonesPerMesh"] = 0;
  43341. }
  43342. }
  43343. if (useMorphTargets) {
  43344. var manager = mesh.morphTargetManager;
  43345. if (manager) {
  43346. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43347. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43348. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43349. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43350. }
  43351. else {
  43352. defines["MORPHTARGETS_TANGENT"] = false;
  43353. defines["MORPHTARGETS_NORMAL"] = false;
  43354. defines["MORPHTARGETS"] = false;
  43355. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43356. }
  43357. }
  43358. return true;
  43359. };
  43360. /**
  43361. * Prepares the defines related to the light information passed in parameter
  43362. * @param scene The scene we are intending to draw
  43363. * @param mesh The mesh the effect is compiling for
  43364. * @param defines The defines to update
  43365. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43366. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43367. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43368. * @returns true if normals will be required for the rest of the effect
  43369. */
  43370. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43371. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43372. if (disableLighting === void 0) { disableLighting = false; }
  43373. if (!defines._areLightsDirty) {
  43374. return defines._needNormals;
  43375. }
  43376. var lightIndex = 0;
  43377. var needNormals = false;
  43378. var needRebuild = false;
  43379. var lightmapMode = false;
  43380. var shadowEnabled = false;
  43381. var specularEnabled = false;
  43382. if (scene.lightsEnabled && !disableLighting) {
  43383. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43384. var light = _a[_i];
  43385. needNormals = true;
  43386. if (defines["LIGHT" + lightIndex] === undefined) {
  43387. needRebuild = true;
  43388. }
  43389. defines["LIGHT" + lightIndex] = true;
  43390. defines["SPOTLIGHT" + lightIndex] = false;
  43391. defines["HEMILIGHT" + lightIndex] = false;
  43392. defines["POINTLIGHT" + lightIndex] = false;
  43393. defines["DIRLIGHT" + lightIndex] = false;
  43394. light.prepareLightSpecificDefines(defines, lightIndex);
  43395. // FallOff.
  43396. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43397. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43398. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43399. switch (light.falloffType) {
  43400. case BABYLON.Light.FALLOFF_GLTF:
  43401. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43402. break;
  43403. case BABYLON.Light.FALLOFF_PHYSICAL:
  43404. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43405. break;
  43406. case BABYLON.Light.FALLOFF_STANDARD:
  43407. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43408. break;
  43409. }
  43410. // Specular
  43411. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43412. specularEnabled = true;
  43413. }
  43414. // Shadows
  43415. defines["SHADOW" + lightIndex] = false;
  43416. defines["SHADOWPCF" + lightIndex] = false;
  43417. defines["SHADOWPCSS" + lightIndex] = false;
  43418. defines["SHADOWPOISSON" + lightIndex] = false;
  43419. defines["SHADOWESM" + lightIndex] = false;
  43420. defines["SHADOWCUBE" + lightIndex] = false;
  43421. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43422. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43423. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43424. var shadowGenerator = light.getShadowGenerator();
  43425. if (shadowGenerator) {
  43426. var shadowMap = shadowGenerator.getShadowMap();
  43427. if (shadowMap) {
  43428. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43429. shadowEnabled = true;
  43430. shadowGenerator.prepareDefines(defines, lightIndex);
  43431. }
  43432. }
  43433. }
  43434. }
  43435. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43436. lightmapMode = true;
  43437. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43438. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43439. }
  43440. else {
  43441. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43442. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43443. }
  43444. lightIndex++;
  43445. if (lightIndex === maxSimultaneousLights) {
  43446. break;
  43447. }
  43448. }
  43449. }
  43450. defines["SPECULARTERM"] = specularEnabled;
  43451. defines["SHADOWS"] = shadowEnabled;
  43452. // Resetting all other lights if any
  43453. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43454. if (defines["LIGHT" + index] !== undefined) {
  43455. defines["LIGHT" + index] = false;
  43456. defines["HEMILIGHT" + lightIndex] = false;
  43457. defines["POINTLIGHT" + lightIndex] = false;
  43458. defines["DIRLIGHT" + lightIndex] = false;
  43459. defines["SPOTLIGHT" + lightIndex] = false;
  43460. defines["SHADOW" + lightIndex] = false;
  43461. }
  43462. }
  43463. var caps = scene.getEngine().getCaps();
  43464. if (defines["SHADOWFLOAT"] === undefined) {
  43465. needRebuild = true;
  43466. }
  43467. defines["SHADOWFLOAT"] = shadowEnabled &&
  43468. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43469. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43470. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43471. if (needRebuild) {
  43472. defines.rebuild();
  43473. }
  43474. return needNormals;
  43475. };
  43476. /**
  43477. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43478. * that won t be acctive due to defines being turned off.
  43479. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43480. * @param samplersList The samplers list
  43481. * @param defines The defines helping in the list generation
  43482. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43483. */
  43484. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43485. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43486. var uniformsList;
  43487. var uniformBuffersList = null;
  43488. if (uniformsListOrOptions.uniformsNames) {
  43489. var options = uniformsListOrOptions;
  43490. uniformsList = options.uniformsNames;
  43491. uniformBuffersList = options.uniformBuffersNames;
  43492. samplersList = options.samplers;
  43493. defines = options.defines;
  43494. maxSimultaneousLights = options.maxSimultaneousLights;
  43495. }
  43496. else {
  43497. uniformsList = uniformsListOrOptions;
  43498. if (!samplersList) {
  43499. samplersList = [];
  43500. }
  43501. }
  43502. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43503. if (!defines["LIGHT" + lightIndex]) {
  43504. break;
  43505. }
  43506. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43507. if (uniformBuffersList) {
  43508. uniformBuffersList.push("Light" + lightIndex);
  43509. }
  43510. samplersList.push("shadowSampler" + lightIndex);
  43511. samplersList.push("depthSampler" + lightIndex);
  43512. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43513. samplersList.push("projectionLightSampler" + lightIndex);
  43514. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43515. }
  43516. }
  43517. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43518. uniformsList.push("morphTargetInfluences");
  43519. }
  43520. };
  43521. /**
  43522. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43523. * @param defines The defines to update while falling back
  43524. * @param fallbacks The authorized effect fallbacks
  43525. * @param maxSimultaneousLights The maximum number of lights allowed
  43526. * @param rank the current rank of the Effect
  43527. * @returns The newly affected rank
  43528. */
  43529. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43530. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43531. if (rank === void 0) { rank = 0; }
  43532. var lightFallbackRank = 0;
  43533. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43534. if (!defines["LIGHT" + lightIndex]) {
  43535. break;
  43536. }
  43537. if (lightIndex > 0) {
  43538. lightFallbackRank = rank + lightIndex;
  43539. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43540. }
  43541. if (!defines["SHADOWS"]) {
  43542. if (defines["SHADOW" + lightIndex]) {
  43543. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43544. }
  43545. if (defines["SHADOWPCF" + lightIndex]) {
  43546. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43547. }
  43548. if (defines["SHADOWPCSS" + lightIndex]) {
  43549. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43550. }
  43551. if (defines["SHADOWPOISSON" + lightIndex]) {
  43552. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43553. }
  43554. if (defines["SHADOWESM" + lightIndex]) {
  43555. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43556. }
  43557. }
  43558. }
  43559. return lightFallbackRank++;
  43560. };
  43561. /**
  43562. * Prepares the list of attributes required for morph targets according to the effect defines.
  43563. * @param attribs The current list of supported attribs
  43564. * @param mesh The mesh to prepare the morph targets attributes for
  43565. * @param defines The current Defines of the effect
  43566. */
  43567. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43568. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43569. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43570. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43571. var manager = mesh.morphTargetManager;
  43572. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43573. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43574. for (var index = 0; index < influencers; index++) {
  43575. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43576. if (normal) {
  43577. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43578. }
  43579. if (tangent) {
  43580. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43581. }
  43582. if (attribs.length > maxAttributesCount) {
  43583. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43584. }
  43585. }
  43586. }
  43587. };
  43588. /**
  43589. * Prepares the list of attributes required for bones according to the effect defines.
  43590. * @param attribs The current list of supported attribs
  43591. * @param mesh The mesh to prepare the bones attributes for
  43592. * @param defines The current Defines of the effect
  43593. * @param fallbacks The current efffect fallback strategy
  43594. */
  43595. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43596. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43597. fallbacks.addCPUSkinningFallback(0, mesh);
  43598. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43599. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43600. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43601. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43602. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43603. }
  43604. }
  43605. };
  43606. /**
  43607. * Prepares the list of attributes required for instances according to the effect defines.
  43608. * @param attribs The current list of supported attribs
  43609. * @param defines The current Defines of the effect
  43610. */
  43611. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43612. if (defines["INSTANCES"]) {
  43613. attribs.push("world0");
  43614. attribs.push("world1");
  43615. attribs.push("world2");
  43616. attribs.push("world3");
  43617. }
  43618. };
  43619. /**
  43620. * Binds the light shadow information to the effect for the given mesh.
  43621. * @param light The light containing the generator
  43622. * @param scene The scene the lights belongs to
  43623. * @param mesh The mesh we are binding the information to render
  43624. * @param lightIndex The light index in the effect used to render the mesh
  43625. * @param effect The effect we are binding the data to
  43626. */
  43627. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43628. if (light.shadowEnabled && mesh.receiveShadows) {
  43629. var shadowGenerator = light.getShadowGenerator();
  43630. if (shadowGenerator) {
  43631. shadowGenerator.bindShadowLight(lightIndex, effect);
  43632. }
  43633. }
  43634. };
  43635. /**
  43636. * Binds the light information to the effect.
  43637. * @param light The light containing the generator
  43638. * @param effect The effect we are binding the data to
  43639. * @param lightIndex The light index in the effect used to render
  43640. */
  43641. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43642. light.transferToEffect(effect, lightIndex + "");
  43643. };
  43644. /**
  43645. * Binds the lights information from the scene to the effect for the given mesh.
  43646. * @param scene The scene the lights belongs to
  43647. * @param mesh The mesh we are binding the information to render
  43648. * @param effect The effect we are binding the data to
  43649. * @param defines The generated defines for the effect
  43650. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43651. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43652. */
  43653. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43654. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43655. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43656. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43657. for (var i = 0; i < len; i++) {
  43658. var light = mesh._lightSources[i];
  43659. var iAsString = i.toString();
  43660. var scaledIntensity = light.getScaledIntensity();
  43661. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43662. MaterialHelper.BindLightProperties(light, effect, i);
  43663. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43664. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43665. if (defines["SPECULARTERM"]) {
  43666. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43667. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43668. }
  43669. // Shadows
  43670. if (scene.shadowsEnabled) {
  43671. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43672. }
  43673. light._uniformBuffer.update();
  43674. }
  43675. };
  43676. /**
  43677. * Binds the fog information from the scene to the effect for the given mesh.
  43678. * @param scene The scene the lights belongs to
  43679. * @param mesh The mesh we are binding the information to render
  43680. * @param effect The effect we are binding the data to
  43681. * @param linearSpace Defines if the fog effect is applied in linear space
  43682. */
  43683. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43684. if (linearSpace === void 0) { linearSpace = false; }
  43685. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43686. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43687. // Convert fog color to linear space if used in a linear space computed shader.
  43688. if (linearSpace) {
  43689. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43690. effect.setColor3("vFogColor", this._tempFogColor);
  43691. }
  43692. else {
  43693. effect.setColor3("vFogColor", scene.fogColor);
  43694. }
  43695. }
  43696. };
  43697. /**
  43698. * Binds the bones information from the mesh to the effect.
  43699. * @param mesh The mesh we are binding the information to render
  43700. * @param effect The effect we are binding the data to
  43701. */
  43702. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43703. if (!effect || !mesh) {
  43704. return;
  43705. }
  43706. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43707. mesh.computeBonesUsingShaders = false;
  43708. }
  43709. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43710. var skeleton = mesh.skeleton;
  43711. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43712. var boneTexture = skeleton.getTransformMatrixTexture();
  43713. effect.setTexture("boneSampler", boneTexture);
  43714. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43715. }
  43716. else {
  43717. var matrices = skeleton.getTransformMatrices(mesh);
  43718. if (matrices) {
  43719. effect.setMatrices("mBones", matrices);
  43720. }
  43721. }
  43722. }
  43723. };
  43724. /**
  43725. * Binds the morph targets information from the mesh to the effect.
  43726. * @param abstractMesh The mesh we are binding the information to render
  43727. * @param effect The effect we are binding the data to
  43728. */
  43729. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43730. var manager = abstractMesh.morphTargetManager;
  43731. if (!abstractMesh || !manager) {
  43732. return;
  43733. }
  43734. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43735. };
  43736. /**
  43737. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43738. * @param defines The generated defines used in the effect
  43739. * @param effect The effect we are binding the data to
  43740. * @param scene The scene we are willing to render with logarithmic scale for
  43741. */
  43742. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43743. if (defines["LOGARITHMICDEPTH"]) {
  43744. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43745. }
  43746. };
  43747. /**
  43748. * Binds the clip plane information from the scene to the effect.
  43749. * @param scene The scene the clip plane information are extracted from
  43750. * @param effect The effect we are binding the data to
  43751. */
  43752. MaterialHelper.BindClipPlane = function (effect, scene) {
  43753. if (scene.clipPlane) {
  43754. var clipPlane = scene.clipPlane;
  43755. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43756. }
  43757. if (scene.clipPlane2) {
  43758. var clipPlane = scene.clipPlane2;
  43759. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43760. }
  43761. if (scene.clipPlane3) {
  43762. var clipPlane = scene.clipPlane3;
  43763. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43764. }
  43765. if (scene.clipPlane4) {
  43766. var clipPlane = scene.clipPlane4;
  43767. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43768. }
  43769. };
  43770. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43771. return MaterialHelper;
  43772. }());
  43773. BABYLON.MaterialHelper = MaterialHelper;
  43774. })(BABYLON || (BABYLON = {}));
  43775. //# sourceMappingURL=babylon.materialHelper.js.map
  43776. var BABYLON;
  43777. (function (BABYLON) {
  43778. /**
  43779. * Base class of materials working in push mode in babylon JS
  43780. * @hidden
  43781. */
  43782. var PushMaterial = /** @class */ (function (_super) {
  43783. __extends(PushMaterial, _super);
  43784. function PushMaterial(name, scene) {
  43785. var _this = _super.call(this, name, scene) || this;
  43786. _this._normalMatrix = new BABYLON.Matrix();
  43787. /**
  43788. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43789. * This means that the material can keep using a previous shader while a new one is being compiled.
  43790. * This is mostly used when shader parallel compilation is supported (true by default)
  43791. */
  43792. _this.allowShaderHotSwapping = true;
  43793. _this._storeEffectOnSubMeshes = true;
  43794. return _this;
  43795. }
  43796. PushMaterial.prototype.getEffect = function () {
  43797. return this._activeEffect;
  43798. };
  43799. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43800. if (!mesh) {
  43801. return false;
  43802. }
  43803. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43804. return true;
  43805. }
  43806. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43807. };
  43808. /**
  43809. * Binds the given world matrix to the active effect
  43810. *
  43811. * @param world the matrix to bind
  43812. */
  43813. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43814. this._activeEffect.setMatrix("world", world);
  43815. };
  43816. /**
  43817. * Binds the given normal matrix to the active effect
  43818. *
  43819. * @param normalMatrix the matrix to bind
  43820. */
  43821. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43822. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43823. };
  43824. PushMaterial.prototype.bind = function (world, mesh) {
  43825. if (!mesh) {
  43826. return;
  43827. }
  43828. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43829. };
  43830. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43831. if (effect === void 0) { effect = null; }
  43832. _super.prototype._afterBind.call(this, mesh);
  43833. this.getScene()._cachedEffect = effect;
  43834. };
  43835. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43836. if (visibility === void 0) { visibility = 1; }
  43837. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43838. };
  43839. return PushMaterial;
  43840. }(BABYLON.Material));
  43841. BABYLON.PushMaterial = PushMaterial;
  43842. })(BABYLON || (BABYLON = {}));
  43843. //# sourceMappingURL=babylon.pushMaterial.js.map
  43844. var BABYLON;
  43845. (function (BABYLON) {
  43846. /** @hidden */
  43847. var StandardMaterialDefines = /** @class */ (function (_super) {
  43848. __extends(StandardMaterialDefines, _super);
  43849. function StandardMaterialDefines() {
  43850. var _this = _super.call(this) || this;
  43851. _this.MAINUV1 = false;
  43852. _this.MAINUV2 = false;
  43853. _this.DIFFUSE = false;
  43854. _this.DIFFUSEDIRECTUV = 0;
  43855. _this.AMBIENT = false;
  43856. _this.AMBIENTDIRECTUV = 0;
  43857. _this.OPACITY = false;
  43858. _this.OPACITYDIRECTUV = 0;
  43859. _this.OPACITYRGB = false;
  43860. _this.REFLECTION = false;
  43861. _this.EMISSIVE = false;
  43862. _this.EMISSIVEDIRECTUV = 0;
  43863. _this.SPECULAR = false;
  43864. _this.SPECULARDIRECTUV = 0;
  43865. _this.BUMP = false;
  43866. _this.BUMPDIRECTUV = 0;
  43867. _this.PARALLAX = false;
  43868. _this.PARALLAXOCCLUSION = false;
  43869. _this.SPECULAROVERALPHA = false;
  43870. _this.CLIPPLANE = false;
  43871. _this.CLIPPLANE2 = false;
  43872. _this.CLIPPLANE3 = false;
  43873. _this.CLIPPLANE4 = false;
  43874. _this.ALPHATEST = false;
  43875. _this.DEPTHPREPASS = false;
  43876. _this.ALPHAFROMDIFFUSE = false;
  43877. _this.POINTSIZE = false;
  43878. _this.FOG = false;
  43879. _this.SPECULARTERM = false;
  43880. _this.DIFFUSEFRESNEL = false;
  43881. _this.OPACITYFRESNEL = false;
  43882. _this.REFLECTIONFRESNEL = false;
  43883. _this.REFRACTIONFRESNEL = false;
  43884. _this.EMISSIVEFRESNEL = false;
  43885. _this.FRESNEL = false;
  43886. _this.NORMAL = false;
  43887. _this.UV1 = false;
  43888. _this.UV2 = false;
  43889. _this.VERTEXCOLOR = false;
  43890. _this.VERTEXALPHA = false;
  43891. _this.NUM_BONE_INFLUENCERS = 0;
  43892. _this.BonesPerMesh = 0;
  43893. _this.BONETEXTURE = false;
  43894. _this.INSTANCES = false;
  43895. _this.GLOSSINESS = false;
  43896. _this.ROUGHNESS = false;
  43897. _this.EMISSIVEASILLUMINATION = false;
  43898. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43899. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43900. _this.LIGHTMAP = false;
  43901. _this.LIGHTMAPDIRECTUV = 0;
  43902. _this.OBJECTSPACE_NORMALMAP = false;
  43903. _this.USELIGHTMAPASSHADOWMAP = false;
  43904. _this.REFLECTIONMAP_3D = false;
  43905. _this.REFLECTIONMAP_SPHERICAL = false;
  43906. _this.REFLECTIONMAP_PLANAR = false;
  43907. _this.REFLECTIONMAP_CUBIC = false;
  43908. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43909. _this.REFLECTIONMAP_PROJECTION = false;
  43910. _this.REFLECTIONMAP_SKYBOX = false;
  43911. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43912. _this.REFLECTIONMAP_EXPLICIT = false;
  43913. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43914. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43915. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43916. _this.INVERTCUBICMAP = false;
  43917. _this.LOGARITHMICDEPTH = false;
  43918. _this.REFRACTION = false;
  43919. _this.REFRACTIONMAP_3D = false;
  43920. _this.REFLECTIONOVERALPHA = false;
  43921. _this.TWOSIDEDLIGHTING = false;
  43922. _this.SHADOWFLOAT = false;
  43923. _this.MORPHTARGETS = false;
  43924. _this.MORPHTARGETS_NORMAL = false;
  43925. _this.MORPHTARGETS_TANGENT = false;
  43926. _this.NUM_MORPH_INFLUENCERS = 0;
  43927. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43928. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43929. _this.IMAGEPROCESSING = false;
  43930. _this.VIGNETTE = false;
  43931. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43932. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43933. _this.TONEMAPPING = false;
  43934. _this.TONEMAPPING_ACES = false;
  43935. _this.CONTRAST = false;
  43936. _this.COLORCURVES = false;
  43937. _this.COLORGRADING = false;
  43938. _this.COLORGRADING3D = false;
  43939. _this.SAMPLER3DGREENDEPTH = false;
  43940. _this.SAMPLER3DBGRMAP = false;
  43941. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43942. /**
  43943. * If the reflection texture on this material is in linear color space
  43944. * @hidden
  43945. */
  43946. _this.IS_REFLECTION_LINEAR = false;
  43947. /**
  43948. * If the refraction texture on this material is in linear color space
  43949. * @hidden
  43950. */
  43951. _this.IS_REFRACTION_LINEAR = false;
  43952. _this.EXPOSURE = false;
  43953. _this.rebuild();
  43954. return _this;
  43955. }
  43956. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43957. var modes = [
  43958. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43959. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43960. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43961. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43962. ];
  43963. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43964. var mode = modes_1[_i];
  43965. this[mode] = (mode === modeToEnable);
  43966. }
  43967. };
  43968. return StandardMaterialDefines;
  43969. }(BABYLON.MaterialDefines));
  43970. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43971. /**
  43972. * This is the default material used in Babylon. It is the best trade off between quality
  43973. * and performances.
  43974. * @see http://doc.babylonjs.com/babylon101/materials
  43975. */
  43976. var StandardMaterial = /** @class */ (function (_super) {
  43977. __extends(StandardMaterial, _super);
  43978. /**
  43979. * Instantiates a new standard material.
  43980. * This is the default material used in Babylon. It is the best trade off between quality
  43981. * and performances.
  43982. * @see http://doc.babylonjs.com/babylon101/materials
  43983. * @param name Define the name of the material in the scene
  43984. * @param scene Define the scene the material belong to
  43985. */
  43986. function StandardMaterial(name, scene) {
  43987. var _this = _super.call(this, name, scene) || this;
  43988. /**
  43989. * The color of the material lit by the environmental background lighting.
  43990. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  43991. */
  43992. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  43993. /**
  43994. * The basic color of the material as viewed under a light.
  43995. */
  43996. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  43997. /**
  43998. * Define how the color and intensity of the highlight given by the light in the material.
  43999. */
  44000. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  44001. /**
  44002. * Define the color of the material as if self lit.
  44003. * This will be mixed in the final result even in the absence of light.
  44004. */
  44005. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  44006. /**
  44007. * Defines how sharp are the highlights in the material.
  44008. * The bigger the value the sharper giving a more glossy feeling to the result.
  44009. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  44010. */
  44011. _this.specularPower = 64;
  44012. _this._useAlphaFromDiffuseTexture = false;
  44013. _this._useEmissiveAsIllumination = false;
  44014. _this._linkEmissiveWithDiffuse = false;
  44015. _this._useSpecularOverAlpha = false;
  44016. _this._useReflectionOverAlpha = false;
  44017. _this._disableLighting = false;
  44018. _this._useObjectSpaceNormalMap = false;
  44019. _this._useParallax = false;
  44020. _this._useParallaxOcclusion = false;
  44021. /**
  44022. * Apply a scaling factor that determine which "depth" the height map should reprensent. A value between 0.05 and 0.1 is reasonnable in Parallax, you can reach 0.2 using Parallax Occlusion.
  44023. */
  44024. _this.parallaxScaleBias = 0.05;
  44025. _this._roughness = 0;
  44026. /**
  44027. * In case of refraction, define the value of the indice of refraction.
  44028. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44029. */
  44030. _this.indexOfRefraction = 0.98;
  44031. /**
  44032. * Invert the refraction texture alongside the y axis.
  44033. * It can be useful with procedural textures or probe for instance.
  44034. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44035. */
  44036. _this.invertRefractionY = true;
  44037. /**
  44038. * Defines the alpha limits in alpha test mode.
  44039. */
  44040. _this.alphaCutOff = 0.4;
  44041. _this._useLightmapAsShadowmap = false;
  44042. _this._useReflectionFresnelFromSpecular = false;
  44043. _this._useGlossinessFromSpecularMapAlpha = false;
  44044. _this._maxSimultaneousLights = 4;
  44045. _this._invertNormalMapX = false;
  44046. _this._invertNormalMapY = false;
  44047. _this._twoSidedLighting = false;
  44048. _this._renderTargets = new BABYLON.SmartArray(16);
  44049. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44050. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44051. // Setup the default processing configuration to the scene.
  44052. _this._attachImageProcessingConfiguration(null);
  44053. _this.getRenderTargetTextures = function () {
  44054. _this._renderTargets.reset();
  44055. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44056. _this._renderTargets.push(_this._reflectionTexture);
  44057. }
  44058. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44059. _this._renderTargets.push(_this._refractionTexture);
  44060. }
  44061. return _this._renderTargets;
  44062. };
  44063. return _this;
  44064. }
  44065. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44066. /**
  44067. * Gets the image processing configuration used either in this material.
  44068. */
  44069. get: function () {
  44070. return this._imageProcessingConfiguration;
  44071. },
  44072. /**
  44073. * Sets the Default image processing configuration used either in the this material.
  44074. *
  44075. * If sets to null, the scene one is in use.
  44076. */
  44077. set: function (value) {
  44078. this._attachImageProcessingConfiguration(value);
  44079. // Ensure the effect will be rebuilt.
  44080. this._markAllSubMeshesAsTexturesDirty();
  44081. },
  44082. enumerable: true,
  44083. configurable: true
  44084. });
  44085. /**
  44086. * Attaches a new image processing configuration to the Standard Material.
  44087. * @param configuration
  44088. */
  44089. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44090. var _this = this;
  44091. if (configuration === this._imageProcessingConfiguration) {
  44092. return;
  44093. }
  44094. // Detaches observer.
  44095. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44096. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44097. }
  44098. // Pick the scene configuration if needed.
  44099. if (!configuration) {
  44100. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44101. }
  44102. else {
  44103. this._imageProcessingConfiguration = configuration;
  44104. }
  44105. // Attaches observer.
  44106. if (this._imageProcessingConfiguration) {
  44107. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44108. _this._markAllSubMeshesAsImageProcessingDirty();
  44109. });
  44110. }
  44111. };
  44112. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44113. /**
  44114. * Gets wether the color curves effect is enabled.
  44115. */
  44116. get: function () {
  44117. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44118. },
  44119. /**
  44120. * Sets wether the color curves effect is enabled.
  44121. */
  44122. set: function (value) {
  44123. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44124. },
  44125. enumerable: true,
  44126. configurable: true
  44127. });
  44128. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44129. /**
  44130. * Gets wether the color grading effect is enabled.
  44131. */
  44132. get: function () {
  44133. return this.imageProcessingConfiguration.colorGradingEnabled;
  44134. },
  44135. /**
  44136. * Gets wether the color grading effect is enabled.
  44137. */
  44138. set: function (value) {
  44139. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44140. },
  44141. enumerable: true,
  44142. configurable: true
  44143. });
  44144. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44145. /**
  44146. * Gets wether tonemapping is enabled or not.
  44147. */
  44148. get: function () {
  44149. return this._imageProcessingConfiguration.toneMappingEnabled;
  44150. },
  44151. /**
  44152. * Sets wether tonemapping is enabled or not
  44153. */
  44154. set: function (value) {
  44155. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44156. },
  44157. enumerable: true,
  44158. configurable: true
  44159. });
  44160. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44161. /**
  44162. * The camera exposure used on this material.
  44163. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44164. * This corresponds to a photographic exposure.
  44165. */
  44166. get: function () {
  44167. return this._imageProcessingConfiguration.exposure;
  44168. },
  44169. /**
  44170. * The camera exposure used on this material.
  44171. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44172. * This corresponds to a photographic exposure.
  44173. */
  44174. set: function (value) {
  44175. this._imageProcessingConfiguration.exposure = value;
  44176. },
  44177. enumerable: true,
  44178. configurable: true
  44179. });
  44180. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44181. /**
  44182. * Gets The camera contrast used on this material.
  44183. */
  44184. get: function () {
  44185. return this._imageProcessingConfiguration.contrast;
  44186. },
  44187. /**
  44188. * Sets The camera contrast used on this material.
  44189. */
  44190. set: function (value) {
  44191. this._imageProcessingConfiguration.contrast = value;
  44192. },
  44193. enumerable: true,
  44194. configurable: true
  44195. });
  44196. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44197. /**
  44198. * Gets the Color Grading 2D Lookup Texture.
  44199. */
  44200. get: function () {
  44201. return this._imageProcessingConfiguration.colorGradingTexture;
  44202. },
  44203. /**
  44204. * Sets the Color Grading 2D Lookup Texture.
  44205. */
  44206. set: function (value) {
  44207. this._imageProcessingConfiguration.colorGradingTexture = value;
  44208. },
  44209. enumerable: true,
  44210. configurable: true
  44211. });
  44212. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44213. /**
  44214. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44215. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44216. * 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;
  44217. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44218. */
  44219. get: function () {
  44220. return this._imageProcessingConfiguration.colorCurves;
  44221. },
  44222. /**
  44223. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44224. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44225. * 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;
  44226. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44227. */
  44228. set: function (value) {
  44229. this._imageProcessingConfiguration.colorCurves = value;
  44230. },
  44231. enumerable: true,
  44232. configurable: true
  44233. });
  44234. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44235. /**
  44236. * Gets a boolean indicating that current material needs to register RTT
  44237. */
  44238. get: function () {
  44239. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44240. return true;
  44241. }
  44242. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44243. return true;
  44244. }
  44245. return false;
  44246. },
  44247. enumerable: true,
  44248. configurable: true
  44249. });
  44250. /**
  44251. * Gets the current class name of the material e.g. "StandardMaterial"
  44252. * Mainly use in serialization.
  44253. * @returns the class name
  44254. */
  44255. StandardMaterial.prototype.getClassName = function () {
  44256. return "StandardMaterial";
  44257. };
  44258. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44259. /**
  44260. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44261. * You can try switching to logarithmic depth.
  44262. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44263. */
  44264. get: function () {
  44265. return this._useLogarithmicDepth;
  44266. },
  44267. set: function (value) {
  44268. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44269. this._markAllSubMeshesAsMiscDirty();
  44270. },
  44271. enumerable: true,
  44272. configurable: true
  44273. });
  44274. /**
  44275. * Specifies if the material will require alpha blending
  44276. * @returns a boolean specifying if alpha blending is needed
  44277. */
  44278. StandardMaterial.prototype.needAlphaBlending = function () {
  44279. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44280. };
  44281. /**
  44282. * Specifies if this material should be rendered in alpha test mode
  44283. * @returns a boolean specifying if an alpha test is needed.
  44284. */
  44285. StandardMaterial.prototype.needAlphaTesting = function () {
  44286. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44287. };
  44288. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44289. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44290. };
  44291. /**
  44292. * Get the texture used for alpha test purpose.
  44293. * @returns the diffuse texture in case of the standard material.
  44294. */
  44295. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44296. return this._diffuseTexture;
  44297. };
  44298. /**
  44299. * Get if the submesh is ready to be used and all its information available.
  44300. * Child classes can use it to update shaders
  44301. * @param mesh defines the mesh to check
  44302. * @param subMesh defines which submesh to check
  44303. * @param useInstances specifies that instances should be used
  44304. * @returns a boolean indicating that the submesh is ready or not
  44305. */
  44306. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44307. if (useInstances === void 0) { useInstances = false; }
  44308. if (subMesh.effect && this.isFrozen) {
  44309. if (this._wasPreviouslyReady) {
  44310. return true;
  44311. }
  44312. }
  44313. if (!subMesh._materialDefines) {
  44314. subMesh._materialDefines = new StandardMaterialDefines();
  44315. }
  44316. var scene = this.getScene();
  44317. var defines = subMesh._materialDefines;
  44318. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44319. if (defines._renderId === scene.getRenderId()) {
  44320. return true;
  44321. }
  44322. }
  44323. var engine = scene.getEngine();
  44324. // Lights
  44325. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44326. // Textures
  44327. if (defines._areTexturesDirty) {
  44328. defines._needUVs = false;
  44329. defines.MAINUV1 = false;
  44330. defines.MAINUV2 = false;
  44331. if (scene.texturesEnabled) {
  44332. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44333. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44334. return false;
  44335. }
  44336. else {
  44337. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44338. }
  44339. }
  44340. else {
  44341. defines.DIFFUSE = false;
  44342. }
  44343. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44344. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44345. return false;
  44346. }
  44347. else {
  44348. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44349. }
  44350. }
  44351. else {
  44352. defines.AMBIENT = false;
  44353. }
  44354. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44355. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44356. return false;
  44357. }
  44358. else {
  44359. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44360. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44361. }
  44362. }
  44363. else {
  44364. defines.OPACITY = false;
  44365. }
  44366. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44367. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44368. return false;
  44369. }
  44370. else {
  44371. defines._needNormals = true;
  44372. defines.REFLECTION = true;
  44373. defines.ROUGHNESS = (this._roughness > 0);
  44374. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44375. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44376. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44377. switch (this._reflectionTexture.coordinatesMode) {
  44378. case BABYLON.Texture.EXPLICIT_MODE:
  44379. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44380. break;
  44381. case BABYLON.Texture.PLANAR_MODE:
  44382. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44383. break;
  44384. case BABYLON.Texture.PROJECTION_MODE:
  44385. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44386. break;
  44387. case BABYLON.Texture.SKYBOX_MODE:
  44388. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44389. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44390. break;
  44391. case BABYLON.Texture.SPHERICAL_MODE:
  44392. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44393. break;
  44394. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44395. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44396. break;
  44397. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44398. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44399. break;
  44400. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44401. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44402. break;
  44403. case BABYLON.Texture.CUBIC_MODE:
  44404. case BABYLON.Texture.INVCUBIC_MODE:
  44405. default:
  44406. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44407. break;
  44408. }
  44409. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44410. }
  44411. }
  44412. else {
  44413. defines.REFLECTION = false;
  44414. }
  44415. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44416. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44417. return false;
  44418. }
  44419. else {
  44420. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44421. }
  44422. }
  44423. else {
  44424. defines.EMISSIVE = false;
  44425. }
  44426. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44427. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44428. return false;
  44429. }
  44430. else {
  44431. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44432. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44433. }
  44434. }
  44435. else {
  44436. defines.LIGHTMAP = false;
  44437. }
  44438. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44439. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44440. return false;
  44441. }
  44442. else {
  44443. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44444. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44445. }
  44446. }
  44447. else {
  44448. defines.SPECULAR = false;
  44449. }
  44450. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44451. // Bump texure can not be not blocking.
  44452. if (!this._bumpTexture.isReady()) {
  44453. return false;
  44454. }
  44455. else {
  44456. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44457. defines.PARALLAX = this._useParallax;
  44458. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44459. }
  44460. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44461. }
  44462. else {
  44463. defines.BUMP = false;
  44464. }
  44465. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44466. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44467. return false;
  44468. }
  44469. else {
  44470. defines._needUVs = true;
  44471. defines.REFRACTION = true;
  44472. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44473. }
  44474. }
  44475. else {
  44476. defines.REFRACTION = false;
  44477. }
  44478. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44479. }
  44480. else {
  44481. defines.DIFFUSE = false;
  44482. defines.AMBIENT = false;
  44483. defines.OPACITY = false;
  44484. defines.REFLECTION = false;
  44485. defines.EMISSIVE = false;
  44486. defines.LIGHTMAP = false;
  44487. defines.BUMP = false;
  44488. defines.REFRACTION = false;
  44489. }
  44490. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44491. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44492. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44493. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44494. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44495. }
  44496. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44497. if (!this._imageProcessingConfiguration.isReady()) {
  44498. return false;
  44499. }
  44500. this._imageProcessingConfiguration.prepareDefines(defines);
  44501. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44502. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44503. }
  44504. if (defines._areFresnelDirty) {
  44505. if (StandardMaterial.FresnelEnabled) {
  44506. // Fresnel
  44507. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44508. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44509. this._reflectionFresnelParameters) {
  44510. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44511. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44512. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44513. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44514. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44515. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44516. defines._needNormals = true;
  44517. defines.FRESNEL = true;
  44518. }
  44519. }
  44520. else {
  44521. defines.FRESNEL = false;
  44522. }
  44523. }
  44524. // Misc.
  44525. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44526. // Attribs
  44527. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44528. // Values that need to be evaluated on every frame
  44529. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44530. // Get correct effect
  44531. if (defines.isDirty) {
  44532. defines.markAsProcessed();
  44533. // Fallbacks
  44534. var fallbacks = new BABYLON.EffectFallbacks();
  44535. if (defines.REFLECTION) {
  44536. fallbacks.addFallback(0, "REFLECTION");
  44537. }
  44538. if (defines.SPECULAR) {
  44539. fallbacks.addFallback(0, "SPECULAR");
  44540. }
  44541. if (defines.BUMP) {
  44542. fallbacks.addFallback(0, "BUMP");
  44543. }
  44544. if (defines.PARALLAX) {
  44545. fallbacks.addFallback(1, "PARALLAX");
  44546. }
  44547. if (defines.PARALLAXOCCLUSION) {
  44548. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44549. }
  44550. if (defines.SPECULAROVERALPHA) {
  44551. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44552. }
  44553. if (defines.FOG) {
  44554. fallbacks.addFallback(1, "FOG");
  44555. }
  44556. if (defines.POINTSIZE) {
  44557. fallbacks.addFallback(0, "POINTSIZE");
  44558. }
  44559. if (defines.LOGARITHMICDEPTH) {
  44560. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44561. }
  44562. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44563. if (defines.SPECULARTERM) {
  44564. fallbacks.addFallback(0, "SPECULARTERM");
  44565. }
  44566. if (defines.DIFFUSEFRESNEL) {
  44567. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44568. }
  44569. if (defines.OPACITYFRESNEL) {
  44570. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44571. }
  44572. if (defines.REFLECTIONFRESNEL) {
  44573. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44574. }
  44575. if (defines.EMISSIVEFRESNEL) {
  44576. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44577. }
  44578. if (defines.FRESNEL) {
  44579. fallbacks.addFallback(4, "FRESNEL");
  44580. }
  44581. //Attributes
  44582. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44583. if (defines.NORMAL) {
  44584. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44585. }
  44586. if (defines.UV1) {
  44587. attribs.push(BABYLON.VertexBuffer.UVKind);
  44588. }
  44589. if (defines.UV2) {
  44590. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44591. }
  44592. if (defines.VERTEXCOLOR) {
  44593. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44594. }
  44595. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44596. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44597. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44598. var shaderName = "default";
  44599. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44600. "vFogInfos", "vFogColor", "pointSize",
  44601. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44602. "mBones",
  44603. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44604. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44605. "vReflectionPosition", "vReflectionSize",
  44606. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44607. ];
  44608. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44609. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44610. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44611. var uniformBuffers = ["Material", "Scene"];
  44612. if (BABYLON.ImageProcessingConfiguration) {
  44613. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44614. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44615. }
  44616. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44617. uniformsNames: uniforms,
  44618. uniformBuffersNames: uniformBuffers,
  44619. samplers: samplers,
  44620. defines: defines,
  44621. maxSimultaneousLights: this._maxSimultaneousLights
  44622. });
  44623. if (this.customShaderNameResolve) {
  44624. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44625. }
  44626. var join = defines.toString();
  44627. var previousEffect = subMesh.effect;
  44628. var effect = scene.getEngine().createEffect(shaderName, {
  44629. attributes: attribs,
  44630. uniformsNames: uniforms,
  44631. uniformBuffersNames: uniformBuffers,
  44632. samplers: samplers,
  44633. defines: join,
  44634. fallbacks: fallbacks,
  44635. onCompiled: this.onCompiled,
  44636. onError: this.onError,
  44637. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44638. }, engine);
  44639. if (effect) {
  44640. // Use previous effect while new one is compiling
  44641. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44642. effect = previousEffect;
  44643. defines.markAsUnprocessed();
  44644. }
  44645. else {
  44646. scene.resetCachedMaterial();
  44647. subMesh.setEffect(effect, defines);
  44648. this.buildUniformLayout();
  44649. }
  44650. }
  44651. }
  44652. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44653. return false;
  44654. }
  44655. defines._renderId = scene.getRenderId();
  44656. this._wasPreviouslyReady = true;
  44657. return true;
  44658. };
  44659. /**
  44660. * Builds the material UBO layouts.
  44661. * Used internally during the effect preparation.
  44662. */
  44663. StandardMaterial.prototype.buildUniformLayout = function () {
  44664. // Order is important !
  44665. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44666. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44667. this._uniformBuffer.addUniform("opacityParts", 4);
  44668. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44669. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44670. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44671. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44672. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44673. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44674. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44675. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44676. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44677. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44678. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44679. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44680. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44681. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44682. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44683. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44684. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44685. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44686. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44687. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44688. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44689. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44690. this._uniformBuffer.addUniform("specularMatrix", 16);
  44691. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44692. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44693. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44694. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44695. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44696. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44697. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44698. this._uniformBuffer.addUniform("pointSize", 1);
  44699. this._uniformBuffer.create();
  44700. };
  44701. /**
  44702. * Unbinds the material from the mesh
  44703. */
  44704. StandardMaterial.prototype.unbind = function () {
  44705. if (this._activeEffect) {
  44706. var needFlag = false;
  44707. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44708. this._activeEffect.setTexture("reflection2DSampler", null);
  44709. needFlag = true;
  44710. }
  44711. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44712. this._activeEffect.setTexture("refraction2DSampler", null);
  44713. needFlag = true;
  44714. }
  44715. if (needFlag) {
  44716. this._markAllSubMeshesAsTexturesDirty();
  44717. }
  44718. }
  44719. _super.prototype.unbind.call(this);
  44720. };
  44721. /**
  44722. * Binds the submesh to this material by preparing the effect and shader to draw
  44723. * @param world defines the world transformation matrix
  44724. * @param mesh defines the mesh containing the submesh
  44725. * @param subMesh defines the submesh to bind the material to
  44726. */
  44727. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44728. var scene = this.getScene();
  44729. var defines = subMesh._materialDefines;
  44730. if (!defines) {
  44731. return;
  44732. }
  44733. var effect = subMesh.effect;
  44734. if (!effect) {
  44735. return;
  44736. }
  44737. this._activeEffect = effect;
  44738. // Matrices
  44739. this.bindOnlyWorldMatrix(world);
  44740. // Normal Matrix
  44741. if (defines.OBJECTSPACE_NORMALMAP) {
  44742. world.toNormalMatrix(this._normalMatrix);
  44743. this.bindOnlyNormalMatrix(this._normalMatrix);
  44744. }
  44745. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44746. // Bones
  44747. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44748. if (mustRebind) {
  44749. this._uniformBuffer.bindToEffect(effect, "Material");
  44750. this.bindViewProjection(effect);
  44751. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44752. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44753. // Fresnel
  44754. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44755. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44756. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44757. }
  44758. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44759. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44760. }
  44761. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44762. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44763. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44764. }
  44765. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44766. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44767. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44768. }
  44769. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44770. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44771. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44772. }
  44773. }
  44774. // Textures
  44775. if (scene.texturesEnabled) {
  44776. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44777. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44778. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44779. if (this._diffuseTexture.hasAlpha) {
  44780. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44781. }
  44782. }
  44783. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44784. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44785. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44786. }
  44787. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44788. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44789. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44790. }
  44791. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44792. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44793. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44794. if (this._reflectionTexture.boundingBoxSize) {
  44795. var cubeTexture = this._reflectionTexture;
  44796. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44797. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44798. }
  44799. }
  44800. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44801. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44802. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44803. }
  44804. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44805. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44806. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44807. }
  44808. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44809. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44810. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44811. }
  44812. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44813. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44814. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44815. if (scene._mirroredCameraPosition) {
  44816. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44817. }
  44818. else {
  44819. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44820. }
  44821. }
  44822. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44823. var depth = 1.0;
  44824. if (!this._refractionTexture.isCube) {
  44825. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44826. if (this._refractionTexture.depth) {
  44827. depth = this._refractionTexture.depth;
  44828. }
  44829. }
  44830. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44831. }
  44832. }
  44833. // Point size
  44834. if (this.pointsCloud) {
  44835. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44836. }
  44837. if (defines.SPECULARTERM) {
  44838. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44839. }
  44840. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44841. // Diffuse
  44842. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44843. }
  44844. // Textures
  44845. if (scene.texturesEnabled) {
  44846. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44847. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44848. }
  44849. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44850. effect.setTexture("ambientSampler", this._ambientTexture);
  44851. }
  44852. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44853. effect.setTexture("opacitySampler", this._opacityTexture);
  44854. }
  44855. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44856. if (this._reflectionTexture.isCube) {
  44857. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44858. }
  44859. else {
  44860. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44861. }
  44862. }
  44863. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44864. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44865. }
  44866. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44867. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44868. }
  44869. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44870. effect.setTexture("specularSampler", this._specularTexture);
  44871. }
  44872. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44873. effect.setTexture("bumpSampler", this._bumpTexture);
  44874. }
  44875. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44876. var depth = 1.0;
  44877. if (this._refractionTexture.isCube) {
  44878. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44879. }
  44880. else {
  44881. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44882. }
  44883. }
  44884. }
  44885. // Clip plane
  44886. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44887. // Colors
  44888. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44889. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44890. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44891. }
  44892. if (mustRebind || !this.isFrozen) {
  44893. // Lights
  44894. if (scene.lightsEnabled && !this._disableLighting) {
  44895. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44896. }
  44897. // View
  44898. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44899. this.bindView(effect);
  44900. }
  44901. // Fog
  44902. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44903. // Morph targets
  44904. if (defines.NUM_MORPH_INFLUENCERS) {
  44905. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44906. }
  44907. // Log. depth
  44908. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44909. // image processing
  44910. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44911. this._imageProcessingConfiguration.bind(this._activeEffect);
  44912. }
  44913. }
  44914. this._uniformBuffer.update();
  44915. this._afterBind(mesh, this._activeEffect);
  44916. };
  44917. /**
  44918. * Get the list of animatables in the material.
  44919. * @returns the list of animatables object used in the material
  44920. */
  44921. StandardMaterial.prototype.getAnimatables = function () {
  44922. var results = [];
  44923. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44924. results.push(this._diffuseTexture);
  44925. }
  44926. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44927. results.push(this._ambientTexture);
  44928. }
  44929. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44930. results.push(this._opacityTexture);
  44931. }
  44932. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44933. results.push(this._reflectionTexture);
  44934. }
  44935. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44936. results.push(this._emissiveTexture);
  44937. }
  44938. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44939. results.push(this._specularTexture);
  44940. }
  44941. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44942. results.push(this._bumpTexture);
  44943. }
  44944. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44945. results.push(this._lightmapTexture);
  44946. }
  44947. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44948. results.push(this._refractionTexture);
  44949. }
  44950. return results;
  44951. };
  44952. /**
  44953. * Gets the active textures from the material
  44954. * @returns an array of textures
  44955. */
  44956. StandardMaterial.prototype.getActiveTextures = function () {
  44957. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44958. if (this._diffuseTexture) {
  44959. activeTextures.push(this._diffuseTexture);
  44960. }
  44961. if (this._ambientTexture) {
  44962. activeTextures.push(this._ambientTexture);
  44963. }
  44964. if (this._opacityTexture) {
  44965. activeTextures.push(this._opacityTexture);
  44966. }
  44967. if (this._reflectionTexture) {
  44968. activeTextures.push(this._reflectionTexture);
  44969. }
  44970. if (this._emissiveTexture) {
  44971. activeTextures.push(this._emissiveTexture);
  44972. }
  44973. if (this._specularTexture) {
  44974. activeTextures.push(this._specularTexture);
  44975. }
  44976. if (this._bumpTexture) {
  44977. activeTextures.push(this._bumpTexture);
  44978. }
  44979. if (this._lightmapTexture) {
  44980. activeTextures.push(this._lightmapTexture);
  44981. }
  44982. if (this._refractionTexture) {
  44983. activeTextures.push(this._refractionTexture);
  44984. }
  44985. return activeTextures;
  44986. };
  44987. /**
  44988. * Specifies if the material uses a texture
  44989. * @param texture defines the texture to check against the material
  44990. * @returns a boolean specifying if the material uses the texture
  44991. */
  44992. StandardMaterial.prototype.hasTexture = function (texture) {
  44993. if (_super.prototype.hasTexture.call(this, texture)) {
  44994. return true;
  44995. }
  44996. if (this._diffuseTexture === texture) {
  44997. return true;
  44998. }
  44999. if (this._ambientTexture === texture) {
  45000. return true;
  45001. }
  45002. if (this._opacityTexture === texture) {
  45003. return true;
  45004. }
  45005. if (this._reflectionTexture === texture) {
  45006. return true;
  45007. }
  45008. if (this._emissiveTexture === texture) {
  45009. return true;
  45010. }
  45011. if (this._specularTexture === texture) {
  45012. return true;
  45013. }
  45014. if (this._bumpTexture === texture) {
  45015. return true;
  45016. }
  45017. if (this._lightmapTexture === texture) {
  45018. return true;
  45019. }
  45020. if (this._refractionTexture === texture) {
  45021. return true;
  45022. }
  45023. return false;
  45024. };
  45025. /**
  45026. * Disposes the material
  45027. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  45028. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  45029. */
  45030. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  45031. if (forceDisposeTextures) {
  45032. if (this._diffuseTexture) {
  45033. this._diffuseTexture.dispose();
  45034. }
  45035. if (this._ambientTexture) {
  45036. this._ambientTexture.dispose();
  45037. }
  45038. if (this._opacityTexture) {
  45039. this._opacityTexture.dispose();
  45040. }
  45041. if (this._reflectionTexture) {
  45042. this._reflectionTexture.dispose();
  45043. }
  45044. if (this._emissiveTexture) {
  45045. this._emissiveTexture.dispose();
  45046. }
  45047. if (this._specularTexture) {
  45048. this._specularTexture.dispose();
  45049. }
  45050. if (this._bumpTexture) {
  45051. this._bumpTexture.dispose();
  45052. }
  45053. if (this._lightmapTexture) {
  45054. this._lightmapTexture.dispose();
  45055. }
  45056. if (this._refractionTexture) {
  45057. this._refractionTexture.dispose();
  45058. }
  45059. }
  45060. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45061. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45062. }
  45063. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45064. };
  45065. /**
  45066. * Makes a duplicate of the material, and gives it a new name
  45067. * @param name defines the new name for the duplicated material
  45068. * @returns the cloned material
  45069. */
  45070. StandardMaterial.prototype.clone = function (name) {
  45071. var _this = this;
  45072. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45073. result.name = name;
  45074. result.id = name;
  45075. return result;
  45076. };
  45077. /**
  45078. * Serializes this material in a JSON representation
  45079. * @returns the serialized material object
  45080. */
  45081. StandardMaterial.prototype.serialize = function () {
  45082. return BABYLON.SerializationHelper.Serialize(this);
  45083. };
  45084. /**
  45085. * Creates a standard material from parsed material data
  45086. * @param source defines the JSON represnetation of the material
  45087. * @param scene defines the hosting scene
  45088. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45089. * @returns a new material
  45090. */
  45091. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45092. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45093. };
  45094. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45095. /**
  45096. * Are diffuse textures enabled in the application.
  45097. */
  45098. get: function () {
  45099. return StandardMaterial._DiffuseTextureEnabled;
  45100. },
  45101. set: function (value) {
  45102. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45103. return;
  45104. }
  45105. StandardMaterial._DiffuseTextureEnabled = value;
  45106. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45107. },
  45108. enumerable: true,
  45109. configurable: true
  45110. });
  45111. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45112. /**
  45113. * Are ambient textures enabled in the application.
  45114. */
  45115. get: function () {
  45116. return StandardMaterial._AmbientTextureEnabled;
  45117. },
  45118. set: function (value) {
  45119. if (StandardMaterial._AmbientTextureEnabled === value) {
  45120. return;
  45121. }
  45122. StandardMaterial._AmbientTextureEnabled = value;
  45123. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45124. },
  45125. enumerable: true,
  45126. configurable: true
  45127. });
  45128. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45129. /**
  45130. * Are opacity textures enabled in the application.
  45131. */
  45132. get: function () {
  45133. return StandardMaterial._OpacityTextureEnabled;
  45134. },
  45135. set: function (value) {
  45136. if (StandardMaterial._OpacityTextureEnabled === value) {
  45137. return;
  45138. }
  45139. StandardMaterial._OpacityTextureEnabled = value;
  45140. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45141. },
  45142. enumerable: true,
  45143. configurable: true
  45144. });
  45145. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45146. /**
  45147. * Are reflection textures enabled in the application.
  45148. */
  45149. get: function () {
  45150. return StandardMaterial._ReflectionTextureEnabled;
  45151. },
  45152. set: function (value) {
  45153. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45154. return;
  45155. }
  45156. StandardMaterial._ReflectionTextureEnabled = value;
  45157. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45158. },
  45159. enumerable: true,
  45160. configurable: true
  45161. });
  45162. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45163. /**
  45164. * Are emissive textures enabled in the application.
  45165. */
  45166. get: function () {
  45167. return StandardMaterial._EmissiveTextureEnabled;
  45168. },
  45169. set: function (value) {
  45170. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45171. return;
  45172. }
  45173. StandardMaterial._EmissiveTextureEnabled = value;
  45174. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45175. },
  45176. enumerable: true,
  45177. configurable: true
  45178. });
  45179. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45180. /**
  45181. * Are specular textures enabled in the application.
  45182. */
  45183. get: function () {
  45184. return StandardMaterial._SpecularTextureEnabled;
  45185. },
  45186. set: function (value) {
  45187. if (StandardMaterial._SpecularTextureEnabled === value) {
  45188. return;
  45189. }
  45190. StandardMaterial._SpecularTextureEnabled = value;
  45191. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45192. },
  45193. enumerable: true,
  45194. configurable: true
  45195. });
  45196. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45197. /**
  45198. * Are bump textures enabled in the application.
  45199. */
  45200. get: function () {
  45201. return StandardMaterial._BumpTextureEnabled;
  45202. },
  45203. set: function (value) {
  45204. if (StandardMaterial._BumpTextureEnabled === value) {
  45205. return;
  45206. }
  45207. StandardMaterial._BumpTextureEnabled = value;
  45208. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45209. },
  45210. enumerable: true,
  45211. configurable: true
  45212. });
  45213. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45214. /**
  45215. * Are lightmap textures enabled in the application.
  45216. */
  45217. get: function () {
  45218. return StandardMaterial._LightmapTextureEnabled;
  45219. },
  45220. set: function (value) {
  45221. if (StandardMaterial._LightmapTextureEnabled === value) {
  45222. return;
  45223. }
  45224. StandardMaterial._LightmapTextureEnabled = value;
  45225. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45226. },
  45227. enumerable: true,
  45228. configurable: true
  45229. });
  45230. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45231. /**
  45232. * Are refraction textures enabled in the application.
  45233. */
  45234. get: function () {
  45235. return StandardMaterial._RefractionTextureEnabled;
  45236. },
  45237. set: function (value) {
  45238. if (StandardMaterial._RefractionTextureEnabled === value) {
  45239. return;
  45240. }
  45241. StandardMaterial._RefractionTextureEnabled = value;
  45242. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45243. },
  45244. enumerable: true,
  45245. configurable: true
  45246. });
  45247. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45248. /**
  45249. * Are color grading textures enabled in the application.
  45250. */
  45251. get: function () {
  45252. return StandardMaterial._ColorGradingTextureEnabled;
  45253. },
  45254. set: function (value) {
  45255. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45256. return;
  45257. }
  45258. StandardMaterial._ColorGradingTextureEnabled = value;
  45259. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45260. },
  45261. enumerable: true,
  45262. configurable: true
  45263. });
  45264. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45265. /**
  45266. * Are fresnels enabled in the application.
  45267. */
  45268. get: function () {
  45269. return StandardMaterial._FresnelEnabled;
  45270. },
  45271. set: function (value) {
  45272. if (StandardMaterial._FresnelEnabled === value) {
  45273. return;
  45274. }
  45275. StandardMaterial._FresnelEnabled = value;
  45276. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45277. },
  45278. enumerable: true,
  45279. configurable: true
  45280. });
  45281. // Flags used to enable or disable a type of texture for all Standard Materials
  45282. StandardMaterial._DiffuseTextureEnabled = true;
  45283. StandardMaterial._AmbientTextureEnabled = true;
  45284. StandardMaterial._OpacityTextureEnabled = true;
  45285. StandardMaterial._ReflectionTextureEnabled = true;
  45286. StandardMaterial._EmissiveTextureEnabled = true;
  45287. StandardMaterial._SpecularTextureEnabled = true;
  45288. StandardMaterial._BumpTextureEnabled = true;
  45289. StandardMaterial._LightmapTextureEnabled = true;
  45290. StandardMaterial._RefractionTextureEnabled = true;
  45291. StandardMaterial._ColorGradingTextureEnabled = true;
  45292. StandardMaterial._FresnelEnabled = true;
  45293. __decorate([
  45294. BABYLON.serializeAsTexture("diffuseTexture")
  45295. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45296. __decorate([
  45297. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45298. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45299. __decorate([
  45300. BABYLON.serializeAsTexture("ambientTexture")
  45301. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45302. __decorate([
  45303. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45304. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45305. __decorate([
  45306. BABYLON.serializeAsTexture("opacityTexture")
  45307. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45308. __decorate([
  45309. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45310. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45311. __decorate([
  45312. BABYLON.serializeAsTexture("reflectionTexture")
  45313. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45314. __decorate([
  45315. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45316. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45317. __decorate([
  45318. BABYLON.serializeAsTexture("emissiveTexture")
  45319. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45320. __decorate([
  45321. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45322. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45323. __decorate([
  45324. BABYLON.serializeAsTexture("specularTexture")
  45325. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45326. __decorate([
  45327. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45328. ], StandardMaterial.prototype, "specularTexture", void 0);
  45329. __decorate([
  45330. BABYLON.serializeAsTexture("bumpTexture")
  45331. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45332. __decorate([
  45333. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45334. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45335. __decorate([
  45336. BABYLON.serializeAsTexture("lightmapTexture")
  45337. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45338. __decorate([
  45339. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45340. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45341. __decorate([
  45342. BABYLON.serializeAsTexture("refractionTexture")
  45343. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45344. __decorate([
  45345. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45346. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45347. __decorate([
  45348. BABYLON.serializeAsColor3("ambient")
  45349. ], StandardMaterial.prototype, "ambientColor", void 0);
  45350. __decorate([
  45351. BABYLON.serializeAsColor3("diffuse")
  45352. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45353. __decorate([
  45354. BABYLON.serializeAsColor3("specular")
  45355. ], StandardMaterial.prototype, "specularColor", void 0);
  45356. __decorate([
  45357. BABYLON.serializeAsColor3("emissive")
  45358. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45359. __decorate([
  45360. BABYLON.serialize()
  45361. ], StandardMaterial.prototype, "specularPower", void 0);
  45362. __decorate([
  45363. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45364. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45365. __decorate([
  45366. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45367. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45368. __decorate([
  45369. BABYLON.serialize("useEmissiveAsIllumination")
  45370. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45371. __decorate([
  45372. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45373. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45374. __decorate([
  45375. BABYLON.serialize("linkEmissiveWithDiffuse")
  45376. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45377. __decorate([
  45378. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45379. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45380. __decorate([
  45381. BABYLON.serialize("useSpecularOverAlpha")
  45382. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45383. __decorate([
  45384. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45385. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45386. __decorate([
  45387. BABYLON.serialize("useReflectionOverAlpha")
  45388. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45389. __decorate([
  45390. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45391. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45392. __decorate([
  45393. BABYLON.serialize("disableLighting")
  45394. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45395. __decorate([
  45396. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45397. ], StandardMaterial.prototype, "disableLighting", void 0);
  45398. __decorate([
  45399. BABYLON.serialize("useObjectSpaceNormalMap")
  45400. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45401. __decorate([
  45402. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45403. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45404. __decorate([
  45405. BABYLON.serialize("useParallax")
  45406. ], StandardMaterial.prototype, "_useParallax", void 0);
  45407. __decorate([
  45408. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45409. ], StandardMaterial.prototype, "useParallax", void 0);
  45410. __decorate([
  45411. BABYLON.serialize("useParallaxOcclusion")
  45412. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45413. __decorate([
  45414. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45415. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45416. __decorate([
  45417. BABYLON.serialize()
  45418. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45419. __decorate([
  45420. BABYLON.serialize("roughness")
  45421. ], StandardMaterial.prototype, "_roughness", void 0);
  45422. __decorate([
  45423. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45424. ], StandardMaterial.prototype, "roughness", void 0);
  45425. __decorate([
  45426. BABYLON.serialize()
  45427. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45428. __decorate([
  45429. BABYLON.serialize()
  45430. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45431. __decorate([
  45432. BABYLON.serialize()
  45433. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45434. __decorate([
  45435. BABYLON.serialize("useLightmapAsShadowmap")
  45436. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45437. __decorate([
  45438. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45439. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45440. __decorate([
  45441. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45442. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45443. __decorate([
  45444. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45445. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45446. __decorate([
  45447. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45448. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45449. __decorate([
  45450. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45451. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45452. __decorate([
  45453. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45454. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45455. __decorate([
  45456. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45457. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45458. __decorate([
  45459. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45460. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45461. __decorate([
  45462. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45463. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45464. __decorate([
  45465. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45466. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45467. __decorate([
  45468. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45469. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45470. __decorate([
  45471. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45472. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45473. __decorate([
  45474. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45475. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45476. __decorate([
  45477. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45478. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45479. __decorate([
  45480. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45481. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45482. __decorate([
  45483. BABYLON.serialize("maxSimultaneousLights")
  45484. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45485. __decorate([
  45486. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45487. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45488. __decorate([
  45489. BABYLON.serialize("invertNormalMapX")
  45490. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45491. __decorate([
  45492. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45493. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45494. __decorate([
  45495. BABYLON.serialize("invertNormalMapY")
  45496. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45497. __decorate([
  45498. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45499. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45500. __decorate([
  45501. BABYLON.serialize("twoSidedLighting")
  45502. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45503. __decorate([
  45504. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45505. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45506. __decorate([
  45507. BABYLON.serialize()
  45508. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45509. return StandardMaterial;
  45510. }(BABYLON.PushMaterial));
  45511. BABYLON.StandardMaterial = StandardMaterial;
  45512. })(BABYLON || (BABYLON = {}));
  45513. //# sourceMappingURL=babylon.standardMaterial.js.map
  45514. var BABYLON;
  45515. (function (BABYLON) {
  45516. /**
  45517. * Class representing spherical polynomial coefficients to the 3rd degree
  45518. */
  45519. var SphericalPolynomial = /** @class */ (function () {
  45520. function SphericalPolynomial() {
  45521. /**
  45522. * The x coefficients of the spherical polynomial
  45523. */
  45524. this.x = BABYLON.Vector3.Zero();
  45525. /**
  45526. * The y coefficients of the spherical polynomial
  45527. */
  45528. this.y = BABYLON.Vector3.Zero();
  45529. /**
  45530. * The z coefficients of the spherical polynomial
  45531. */
  45532. this.z = BABYLON.Vector3.Zero();
  45533. /**
  45534. * The xx coefficients of the spherical polynomial
  45535. */
  45536. this.xx = BABYLON.Vector3.Zero();
  45537. /**
  45538. * The yy coefficients of the spherical polynomial
  45539. */
  45540. this.yy = BABYLON.Vector3.Zero();
  45541. /**
  45542. * The zz coefficients of the spherical polynomial
  45543. */
  45544. this.zz = BABYLON.Vector3.Zero();
  45545. /**
  45546. * The xy coefficients of the spherical polynomial
  45547. */
  45548. this.xy = BABYLON.Vector3.Zero();
  45549. /**
  45550. * The yz coefficients of the spherical polynomial
  45551. */
  45552. this.yz = BABYLON.Vector3.Zero();
  45553. /**
  45554. * The zx coefficients of the spherical polynomial
  45555. */
  45556. this.zx = BABYLON.Vector3.Zero();
  45557. }
  45558. /**
  45559. * Adds an ambient color to the spherical polynomial
  45560. * @param color the color to add
  45561. */
  45562. SphericalPolynomial.prototype.addAmbient = function (color) {
  45563. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45564. this.xx = this.xx.add(colorVector);
  45565. this.yy = this.yy.add(colorVector);
  45566. this.zz = this.zz.add(colorVector);
  45567. };
  45568. /**
  45569. * Scales the spherical polynomial by the given amount
  45570. * @param scale the amount to scale
  45571. */
  45572. SphericalPolynomial.prototype.scale = function (scale) {
  45573. this.x = this.x.scale(scale);
  45574. this.y = this.y.scale(scale);
  45575. this.z = this.z.scale(scale);
  45576. this.xx = this.xx.scale(scale);
  45577. this.yy = this.yy.scale(scale);
  45578. this.zz = this.zz.scale(scale);
  45579. this.yz = this.yz.scale(scale);
  45580. this.zx = this.zx.scale(scale);
  45581. this.xy = this.xy.scale(scale);
  45582. };
  45583. /**
  45584. * Gets the spherical polynomial from harmonics
  45585. * @param harmonics the spherical harmonics
  45586. * @returns the spherical polynomial
  45587. */
  45588. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45589. var result = new SphericalPolynomial();
  45590. result.x = harmonics.l11.scale(1.02333);
  45591. result.y = harmonics.l1_1.scale(1.02333);
  45592. result.z = harmonics.l10.scale(1.02333);
  45593. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45594. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45595. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45596. result.yz = harmonics.l2_1.scale(0.858086);
  45597. result.zx = harmonics.l21.scale(0.858086);
  45598. result.xy = harmonics.l2_2.scale(0.858086);
  45599. result.scale(1.0 / Math.PI);
  45600. return result;
  45601. };
  45602. /**
  45603. * Constructs a spherical polynomial from an array.
  45604. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45605. * @returns the spherical polynomial
  45606. */
  45607. SphericalPolynomial.FromArray = function (data) {
  45608. var sp = new SphericalPolynomial();
  45609. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45610. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45611. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45612. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45613. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45614. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45615. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45616. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45617. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45618. return sp;
  45619. };
  45620. return SphericalPolynomial;
  45621. }());
  45622. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45623. /**
  45624. * Class representing spherical harmonics coefficients to the 3rd degree
  45625. */
  45626. var SphericalHarmonics = /** @class */ (function () {
  45627. function SphericalHarmonics() {
  45628. /**
  45629. * The l0,0 coefficients of the spherical harmonics
  45630. */
  45631. this.l00 = BABYLON.Vector3.Zero();
  45632. /**
  45633. * The l1,-1 coefficients of the spherical harmonics
  45634. */
  45635. this.l1_1 = BABYLON.Vector3.Zero();
  45636. /**
  45637. * The l1,0 coefficients of the spherical harmonics
  45638. */
  45639. this.l10 = BABYLON.Vector3.Zero();
  45640. /**
  45641. * The l1,1 coefficients of the spherical harmonics
  45642. */
  45643. this.l11 = BABYLON.Vector3.Zero();
  45644. /**
  45645. * The l2,-2 coefficients of the spherical harmonics
  45646. */
  45647. this.l2_2 = BABYLON.Vector3.Zero();
  45648. /**
  45649. * The l2,-1 coefficients of the spherical harmonics
  45650. */
  45651. this.l2_1 = BABYLON.Vector3.Zero();
  45652. /**
  45653. * The l2,0 coefficients of the spherical harmonics
  45654. */
  45655. this.l20 = BABYLON.Vector3.Zero();
  45656. /**
  45657. * The l2,1 coefficients of the spherical harmonics
  45658. */
  45659. this.l21 = BABYLON.Vector3.Zero();
  45660. /**
  45661. * The l2,2 coefficients of the spherical harmonics
  45662. */
  45663. this.lL22 = BABYLON.Vector3.Zero();
  45664. }
  45665. /**
  45666. * Adds a light to the spherical harmonics
  45667. * @param direction the direction of the light
  45668. * @param color the color of the light
  45669. * @param deltaSolidAngle the delta solid angle of the light
  45670. */
  45671. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45672. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45673. var c = colorVector.scale(deltaSolidAngle);
  45674. this.l00 = this.l00.add(c.scale(0.282095));
  45675. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45676. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45677. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45678. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45679. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45680. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45681. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45682. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45683. };
  45684. /**
  45685. * Scales the spherical harmonics by the given amount
  45686. * @param scale the amount to scale
  45687. */
  45688. SphericalHarmonics.prototype.scale = function (scale) {
  45689. this.l00 = this.l00.scale(scale);
  45690. this.l1_1 = this.l1_1.scale(scale);
  45691. this.l10 = this.l10.scale(scale);
  45692. this.l11 = this.l11.scale(scale);
  45693. this.l2_2 = this.l2_2.scale(scale);
  45694. this.l2_1 = this.l2_1.scale(scale);
  45695. this.l20 = this.l20.scale(scale);
  45696. this.l21 = this.l21.scale(scale);
  45697. this.lL22 = this.lL22.scale(scale);
  45698. };
  45699. /**
  45700. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45701. *
  45702. * ```
  45703. * E_lm = A_l * L_lm
  45704. * ```
  45705. *
  45706. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45707. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45708. * the scaling factors are given in equation 9.
  45709. */
  45710. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45711. // Constant (Band 0)
  45712. this.l00 = this.l00.scale(3.141593);
  45713. // Linear (Band 1)
  45714. this.l1_1 = this.l1_1.scale(2.094395);
  45715. this.l10 = this.l10.scale(2.094395);
  45716. this.l11 = this.l11.scale(2.094395);
  45717. // Quadratic (Band 2)
  45718. this.l2_2 = this.l2_2.scale(0.785398);
  45719. this.l2_1 = this.l2_1.scale(0.785398);
  45720. this.l20 = this.l20.scale(0.785398);
  45721. this.l21 = this.l21.scale(0.785398);
  45722. this.lL22 = this.lL22.scale(0.785398);
  45723. };
  45724. /**
  45725. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45726. *
  45727. * ```
  45728. * L = (1/pi) * E * rho
  45729. * ```
  45730. *
  45731. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45732. */
  45733. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45734. this.scale(1.0 / Math.PI);
  45735. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45736. // (The pixel shader must apply albedo after texture fetches, etc).
  45737. };
  45738. /**
  45739. * Gets the spherical harmonics from polynomial
  45740. * @param polynomial the spherical polynomial
  45741. * @returns the spherical harmonics
  45742. */
  45743. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45744. var result = new SphericalHarmonics();
  45745. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45746. result.l1_1 = polynomial.y.scale(0.977204);
  45747. result.l10 = polynomial.z.scale(0.977204);
  45748. result.l11 = polynomial.x.scale(0.977204);
  45749. result.l2_2 = polynomial.xy.scale(1.16538);
  45750. result.l2_1 = polynomial.yz.scale(1.16538);
  45751. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45752. result.l21 = polynomial.zx.scale(1.16538);
  45753. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45754. result.scale(Math.PI);
  45755. return result;
  45756. };
  45757. /**
  45758. * Constructs a spherical harmonics from an array.
  45759. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45760. * @returns the spherical harmonics
  45761. */
  45762. SphericalHarmonics.FromArray = function (data) {
  45763. var sh = new SphericalHarmonics();
  45764. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45765. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45766. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45767. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45768. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45769. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45770. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45771. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45772. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45773. return sh;
  45774. };
  45775. return SphericalHarmonics;
  45776. }());
  45777. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45778. })(BABYLON || (BABYLON = {}));
  45779. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45780. var BABYLON;
  45781. (function (BABYLON) {
  45782. var FileFaceOrientation = /** @class */ (function () {
  45783. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45784. this.name = name;
  45785. this.worldAxisForNormal = worldAxisForNormal;
  45786. this.worldAxisForFileX = worldAxisForFileX;
  45787. this.worldAxisForFileY = worldAxisForFileY;
  45788. }
  45789. return FileFaceOrientation;
  45790. }());
  45791. /**
  45792. * Helper class dealing with the extraction of spherical polynomial dataArray
  45793. * from a cube map.
  45794. */
  45795. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45796. function CubeMapToSphericalPolynomialTools() {
  45797. }
  45798. /**
  45799. * Converts a texture to the according Spherical Polynomial data.
  45800. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45801. *
  45802. * @param texture The texture to extract the information from.
  45803. * @return The Spherical Polynomial data.
  45804. */
  45805. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45806. if (!texture.isCube) {
  45807. // Only supports cube Textures currently.
  45808. return null;
  45809. }
  45810. var size = texture.getSize().width;
  45811. var right = texture.readPixels(0);
  45812. var left = texture.readPixels(1);
  45813. var up;
  45814. var down;
  45815. if (texture.isRenderTarget) {
  45816. up = texture.readPixels(3);
  45817. down = texture.readPixels(2);
  45818. }
  45819. else {
  45820. up = texture.readPixels(2);
  45821. down = texture.readPixels(3);
  45822. }
  45823. var front = texture.readPixels(4);
  45824. var back = texture.readPixels(5);
  45825. var gammaSpace = texture.gammaSpace;
  45826. // Always read as RGBA.
  45827. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45828. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45829. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45830. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45831. }
  45832. var cubeInfo = {
  45833. size: size,
  45834. right: right,
  45835. left: left,
  45836. up: up,
  45837. down: down,
  45838. front: front,
  45839. back: back,
  45840. format: format,
  45841. type: type,
  45842. gammaSpace: gammaSpace,
  45843. };
  45844. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45845. };
  45846. /**
  45847. * Converts a cubemap to the according Spherical Polynomial data.
  45848. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45849. *
  45850. * @param cubeInfo The Cube map to extract the information from.
  45851. * @return The Spherical Polynomial data.
  45852. */
  45853. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45854. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45855. var totalSolidAngle = 0.0;
  45856. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45857. var du = 2.0 / cubeInfo.size;
  45858. var dv = du;
  45859. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45860. var minUV = du * 0.5 - 1.0;
  45861. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45862. var fileFace = this.FileFaces[faceIndex];
  45863. var dataArray = cubeInfo[fileFace.name];
  45864. var v = minUV;
  45865. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45866. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45867. // Because SP is still linear, so summation is fine in that basis.
  45868. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45869. for (var y = 0; y < cubeInfo.size; y++) {
  45870. var u = minUV;
  45871. for (var x = 0; x < cubeInfo.size; x++) {
  45872. // World direction (not normalised)
  45873. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45874. worldDirection.normalize();
  45875. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45876. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45877. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45878. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45879. // Handle Integer types.
  45880. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45881. r /= 255;
  45882. g /= 255;
  45883. b /= 255;
  45884. }
  45885. // Handle Gamma space textures.
  45886. if (cubeInfo.gammaSpace) {
  45887. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45888. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45889. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45890. }
  45891. var color = new BABYLON.Color3(r, g, b);
  45892. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45893. totalSolidAngle += deltaSolidAngle;
  45894. u += du;
  45895. }
  45896. v += dv;
  45897. }
  45898. }
  45899. // Solid angle for entire sphere is 4*pi
  45900. var sphereSolidAngle = 4.0 * Math.PI;
  45901. // Adjust the solid angle to allow for how many faces we processed.
  45902. var facesProcessed = 6.0;
  45903. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45904. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45905. // This is needed because the numerical integration over the cube uses a
  45906. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45907. // and also to compensate for accumulative error due to float precision in the summation.
  45908. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45909. sphericalHarmonics.scale(correctionFactor);
  45910. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45911. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45912. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45913. };
  45914. CubeMapToSphericalPolynomialTools.FileFaces = [
  45915. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45916. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45917. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45918. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45919. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45920. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45921. ];
  45922. return CubeMapToSphericalPolynomialTools;
  45923. }());
  45924. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45925. })(BABYLON || (BABYLON = {}));
  45926. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45927. var BABYLON;
  45928. (function (BABYLON) {
  45929. /**
  45930. * Manages the defines for the PBR Material.
  45931. * @hiddenChildren
  45932. */
  45933. var PBRMaterialDefines = /** @class */ (function (_super) {
  45934. __extends(PBRMaterialDefines, _super);
  45935. /**
  45936. * Initializes the PBR Material defines.
  45937. */
  45938. function PBRMaterialDefines() {
  45939. var _this = _super.call(this) || this;
  45940. _this.PBR = true;
  45941. _this.MAINUV1 = false;
  45942. _this.MAINUV2 = false;
  45943. _this.UV1 = false;
  45944. _this.UV2 = false;
  45945. _this.ALBEDO = false;
  45946. _this.ALBEDODIRECTUV = 0;
  45947. _this.VERTEXCOLOR = false;
  45948. _this.AMBIENT = false;
  45949. _this.AMBIENTDIRECTUV = 0;
  45950. _this.AMBIENTINGRAYSCALE = false;
  45951. _this.OPACITY = false;
  45952. _this.VERTEXALPHA = false;
  45953. _this.OPACITYDIRECTUV = 0;
  45954. _this.OPACITYRGB = false;
  45955. _this.ALPHATEST = false;
  45956. _this.DEPTHPREPASS = false;
  45957. _this.ALPHABLEND = false;
  45958. _this.ALPHAFROMALBEDO = false;
  45959. _this.ALPHATESTVALUE = "0.5";
  45960. _this.SPECULAROVERALPHA = false;
  45961. _this.RADIANCEOVERALPHA = false;
  45962. _this.ALPHAFRESNEL = false;
  45963. _this.LINEARALPHAFRESNEL = false;
  45964. _this.PREMULTIPLYALPHA = false;
  45965. _this.EMISSIVE = false;
  45966. _this.EMISSIVEDIRECTUV = 0;
  45967. _this.REFLECTIVITY = false;
  45968. _this.REFLECTIVITYDIRECTUV = 0;
  45969. _this.SPECULARTERM = false;
  45970. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45971. _this.MICROSURFACEAUTOMATIC = false;
  45972. _this.LODBASEDMICROSFURACE = false;
  45973. _this.MICROSURFACEMAP = false;
  45974. _this.MICROSURFACEMAPDIRECTUV = 0;
  45975. _this.METALLICWORKFLOW = false;
  45976. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45977. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45978. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45979. _this.AOSTOREINMETALMAPRED = false;
  45980. _this.ENVIRONMENTBRDF = false;
  45981. _this.NORMAL = false;
  45982. _this.TANGENT = false;
  45983. _this.BUMP = false;
  45984. _this.BUMPDIRECTUV = 0;
  45985. _this.OBJECTSPACE_NORMALMAP = false;
  45986. _this.PARALLAX = false;
  45987. _this.PARALLAXOCCLUSION = false;
  45988. _this.NORMALXYSCALE = true;
  45989. _this.LIGHTMAP = false;
  45990. _this.LIGHTMAPDIRECTUV = 0;
  45991. _this.USELIGHTMAPASSHADOWMAP = false;
  45992. _this.GAMMALIGHTMAP = false;
  45993. _this.REFLECTION = false;
  45994. _this.REFLECTIONMAP_3D = false;
  45995. _this.REFLECTIONMAP_SPHERICAL = false;
  45996. _this.REFLECTIONMAP_PLANAR = false;
  45997. _this.REFLECTIONMAP_CUBIC = false;
  45998. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  45999. _this.REFLECTIONMAP_PROJECTION = false;
  46000. _this.REFLECTIONMAP_SKYBOX = false;
  46001. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46002. _this.REFLECTIONMAP_EXPLICIT = false;
  46003. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46004. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46005. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46006. _this.INVERTCUBICMAP = false;
  46007. _this.USESPHERICALFROMREFLECTIONMAP = false;
  46008. _this.USESPHERICALINVERTEX = false;
  46009. _this.REFLECTIONMAP_OPPOSITEZ = false;
  46010. _this.LODINREFLECTIONALPHA = false;
  46011. _this.GAMMAREFLECTION = false;
  46012. _this.RGBDREFLECTION = false;
  46013. _this.RADIANCEOCCLUSION = false;
  46014. _this.HORIZONOCCLUSION = false;
  46015. _this.REFRACTION = false;
  46016. _this.REFRACTIONMAP_3D = false;
  46017. _this.REFRACTIONMAP_OPPOSITEZ = false;
  46018. _this.LODINREFRACTIONALPHA = false;
  46019. _this.GAMMAREFRACTION = false;
  46020. _this.RGBDREFRACTION = false;
  46021. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  46022. _this.INSTANCES = false;
  46023. _this.NUM_BONE_INFLUENCERS = 0;
  46024. _this.BonesPerMesh = 0;
  46025. _this.BONETEXTURE = false;
  46026. _this.NONUNIFORMSCALING = false;
  46027. _this.MORPHTARGETS = false;
  46028. _this.MORPHTARGETS_NORMAL = false;
  46029. _this.MORPHTARGETS_TANGENT = false;
  46030. _this.NUM_MORPH_INFLUENCERS = 0;
  46031. _this.IMAGEPROCESSING = false;
  46032. _this.VIGNETTE = false;
  46033. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  46034. _this.VIGNETTEBLENDMODEOPAQUE = false;
  46035. _this.TONEMAPPING = false;
  46036. _this.TONEMAPPING_ACES = false;
  46037. _this.CONTRAST = false;
  46038. _this.COLORCURVES = false;
  46039. _this.COLORGRADING = false;
  46040. _this.COLORGRADING3D = false;
  46041. _this.SAMPLER3DGREENDEPTH = false;
  46042. _this.SAMPLER3DBGRMAP = false;
  46043. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  46044. _this.EXPOSURE = false;
  46045. _this.USEPHYSICALLIGHTFALLOFF = false;
  46046. _this.USEGLTFLIGHTFALLOFF = false;
  46047. _this.TWOSIDEDLIGHTING = false;
  46048. _this.SHADOWFLOAT = false;
  46049. _this.CLIPPLANE = false;
  46050. _this.CLIPPLANE2 = false;
  46051. _this.CLIPPLANE3 = false;
  46052. _this.CLIPPLANE4 = false;
  46053. _this.POINTSIZE = false;
  46054. _this.FOG = false;
  46055. _this.LOGARITHMICDEPTH = false;
  46056. _this.FORCENORMALFORWARD = false;
  46057. _this.SPECULARAA = false;
  46058. _this.UNLIT = false;
  46059. _this.rebuild();
  46060. return _this;
  46061. }
  46062. /**
  46063. * Resets the PBR Material defines.
  46064. */
  46065. PBRMaterialDefines.prototype.reset = function () {
  46066. _super.prototype.reset.call(this);
  46067. this.ALPHATESTVALUE = "0.5";
  46068. this.PBR = true;
  46069. };
  46070. return PBRMaterialDefines;
  46071. }(BABYLON.MaterialDefines));
  46072. /**
  46073. * The Physically based material base class of BJS.
  46074. *
  46075. * This offers the main features of a standard PBR material.
  46076. * For more information, please refer to the documentation :
  46077. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46078. */
  46079. var PBRBaseMaterial = /** @class */ (function (_super) {
  46080. __extends(PBRBaseMaterial, _super);
  46081. /**
  46082. * Instantiates a new PBRMaterial instance.
  46083. *
  46084. * @param name The material name
  46085. * @param scene The scene the material will be use in.
  46086. */
  46087. function PBRBaseMaterial(name, scene) {
  46088. var _this = _super.call(this, name, scene) || this;
  46089. /**
  46090. * Intensity of the direct lights e.g. the four lights available in your scene.
  46091. * This impacts both the direct diffuse and specular highlights.
  46092. */
  46093. _this._directIntensity = 1.0;
  46094. /**
  46095. * Intensity of the emissive part of the material.
  46096. * This helps controlling the emissive effect without modifying the emissive color.
  46097. */
  46098. _this._emissiveIntensity = 1.0;
  46099. /**
  46100. * Intensity of the environment e.g. how much the environment will light the object
  46101. * either through harmonics for rough material or through the refelction for shiny ones.
  46102. */
  46103. _this._environmentIntensity = 1.0;
  46104. /**
  46105. * This is a special control allowing the reduction of the specular highlights coming from the
  46106. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46107. */
  46108. _this._specularIntensity = 1.0;
  46109. /**
  46110. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46111. */
  46112. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46113. /**
  46114. * Debug Control allowing disabling the bump map on this material.
  46115. */
  46116. _this._disableBumpMap = false;
  46117. /**
  46118. * AKA Occlusion Texture Intensity in other nomenclature.
  46119. */
  46120. _this._ambientTextureStrength = 1.0;
  46121. /**
  46122. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46123. * 1 means it completely occludes it
  46124. * 0 mean it has no impact
  46125. */
  46126. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46127. /**
  46128. * The color of a material in ambient lighting.
  46129. */
  46130. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46131. /**
  46132. * AKA Diffuse Color in other nomenclature.
  46133. */
  46134. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46135. /**
  46136. * AKA Specular Color in other nomenclature.
  46137. */
  46138. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46139. /**
  46140. * The color applied when light is reflected from a material.
  46141. */
  46142. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46143. /**
  46144. * The color applied when light is emitted from a material.
  46145. */
  46146. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46147. /**
  46148. * AKA Glossiness in other nomenclature.
  46149. */
  46150. _this._microSurface = 0.9;
  46151. /**
  46152. * source material index of refraction (IOR)' / 'destination material IOR.
  46153. */
  46154. _this._indexOfRefraction = 0.66;
  46155. /**
  46156. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46157. */
  46158. _this._invertRefractionY = false;
  46159. /**
  46160. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46161. * Materials half opaque for instance using refraction could benefit from this control.
  46162. */
  46163. _this._linkRefractionWithTransparency = false;
  46164. /**
  46165. * Specifies that the material will use the light map as a show map.
  46166. */
  46167. _this._useLightmapAsShadowmap = false;
  46168. /**
  46169. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46170. * makes the reflect vector face the model (under horizon).
  46171. */
  46172. _this._useHorizonOcclusion = true;
  46173. /**
  46174. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46175. * too much the area relying on ambient texture to define their ambient occlusion.
  46176. */
  46177. _this._useRadianceOcclusion = true;
  46178. /**
  46179. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46180. */
  46181. _this._useAlphaFromAlbedoTexture = false;
  46182. /**
  46183. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46184. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46185. */
  46186. _this._useSpecularOverAlpha = true;
  46187. /**
  46188. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46189. */
  46190. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46191. /**
  46192. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46193. */
  46194. _this._useRoughnessFromMetallicTextureAlpha = true;
  46195. /**
  46196. * Specifies if the metallic texture contains the roughness information in its green channel.
  46197. */
  46198. _this._useRoughnessFromMetallicTextureGreen = false;
  46199. /**
  46200. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46201. */
  46202. _this._useMetallnessFromMetallicTextureBlue = false;
  46203. /**
  46204. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46205. */
  46206. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46207. /**
  46208. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46209. */
  46210. _this._useAmbientInGrayScale = false;
  46211. /**
  46212. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46213. * The material will try to infer what glossiness each pixel should be.
  46214. */
  46215. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46216. /**
  46217. * Defines the falloff type used in this material.
  46218. * It by default is Physical.
  46219. */
  46220. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46221. /**
  46222. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46223. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46224. */
  46225. _this._useRadianceOverAlpha = true;
  46226. /**
  46227. * Allows using an object space normal map (instead of tangent space).
  46228. */
  46229. _this._useObjectSpaceNormalMap = false;
  46230. /**
  46231. * Allows using the bump map in parallax mode.
  46232. */
  46233. _this._useParallax = false;
  46234. /**
  46235. * Allows using the bump map in parallax occlusion mode.
  46236. */
  46237. _this._useParallaxOcclusion = false;
  46238. /**
  46239. * Controls the scale bias of the parallax mode.
  46240. */
  46241. _this._parallaxScaleBias = 0.05;
  46242. /**
  46243. * If sets to true, disables all the lights affecting the material.
  46244. */
  46245. _this._disableLighting = false;
  46246. /**
  46247. * Number of Simultaneous lights allowed on the material.
  46248. */
  46249. _this._maxSimultaneousLights = 4;
  46250. /**
  46251. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46252. */
  46253. _this._invertNormalMapX = false;
  46254. /**
  46255. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46256. */
  46257. _this._invertNormalMapY = false;
  46258. /**
  46259. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46260. */
  46261. _this._twoSidedLighting = false;
  46262. /**
  46263. * Defines the alpha limits in alpha test mode.
  46264. */
  46265. _this._alphaCutOff = 0.4;
  46266. /**
  46267. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46268. */
  46269. _this._forceAlphaTest = false;
  46270. /**
  46271. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46272. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46273. */
  46274. _this._useAlphaFresnel = false;
  46275. /**
  46276. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46277. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46278. */
  46279. _this._useLinearAlphaFresnel = false;
  46280. /**
  46281. * The transparency mode of the material.
  46282. */
  46283. _this._transparencyMode = null;
  46284. /**
  46285. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46286. * from cos thetav and roughness:
  46287. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46288. */
  46289. _this._environmentBRDFTexture = null;
  46290. /**
  46291. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46292. */
  46293. _this._forceIrradianceInFragment = false;
  46294. /**
  46295. * Force normal to face away from face.
  46296. */
  46297. _this._forceNormalForward = false;
  46298. /**
  46299. * Enables specular anti aliasing in the PBR shader.
  46300. * It will both interacts on the Geometry for analytical and IBL lighting.
  46301. * It also prefilter the roughness map based on the bump values.
  46302. */
  46303. _this._enableSpecularAntiAliasing = false;
  46304. /**
  46305. * Stores the available render targets.
  46306. */
  46307. _this._renderTargets = new BABYLON.SmartArray(16);
  46308. /**
  46309. * Sets the global ambient color for the material used in lighting calculations.
  46310. */
  46311. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46312. /**
  46313. * If set to true, no lighting calculations will be applied.
  46314. */
  46315. _this._unlit = false;
  46316. // Setup the default processing configuration to the scene.
  46317. _this._attachImageProcessingConfiguration(null);
  46318. _this.getRenderTargetTextures = function () {
  46319. _this._renderTargets.reset();
  46320. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46321. _this._renderTargets.push(_this._reflectionTexture);
  46322. }
  46323. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46324. _this._renderTargets.push(_this._refractionTexture);
  46325. }
  46326. return _this._renderTargets;
  46327. };
  46328. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46329. return _this;
  46330. }
  46331. /**
  46332. * Attaches a new image processing configuration to the PBR Material.
  46333. * @param configuration
  46334. */
  46335. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46336. var _this = this;
  46337. if (configuration === this._imageProcessingConfiguration) {
  46338. return;
  46339. }
  46340. // Detaches observer.
  46341. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46342. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46343. }
  46344. // Pick the scene configuration if needed.
  46345. if (!configuration) {
  46346. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46347. }
  46348. else {
  46349. this._imageProcessingConfiguration = configuration;
  46350. }
  46351. // Attaches observer.
  46352. if (this._imageProcessingConfiguration) {
  46353. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46354. _this._markAllSubMeshesAsImageProcessingDirty();
  46355. });
  46356. }
  46357. };
  46358. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46359. /**
  46360. * Gets a boolean indicating that current material needs to register RTT
  46361. */
  46362. get: function () {
  46363. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46364. return true;
  46365. }
  46366. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46367. return true;
  46368. }
  46369. return false;
  46370. },
  46371. enumerable: true,
  46372. configurable: true
  46373. });
  46374. /**
  46375. * Gets the name of the material class.
  46376. */
  46377. PBRBaseMaterial.prototype.getClassName = function () {
  46378. return "PBRBaseMaterial";
  46379. };
  46380. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46381. /**
  46382. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46383. */
  46384. get: function () {
  46385. return this._useLogarithmicDepth;
  46386. },
  46387. /**
  46388. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46389. */
  46390. set: function (value) {
  46391. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46392. },
  46393. enumerable: true,
  46394. configurable: true
  46395. });
  46396. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46397. /**
  46398. * Gets the current transparency mode.
  46399. */
  46400. get: function () {
  46401. return this._transparencyMode;
  46402. },
  46403. /**
  46404. * Sets the transparency mode of the material.
  46405. *
  46406. * | Value | Type | Description |
  46407. * | ----- | ----------------------------------- | ----------- |
  46408. * | 0 | OPAQUE | |
  46409. * | 1 | ALPHATEST | |
  46410. * | 2 | ALPHABLEND | |
  46411. * | 3 | ALPHATESTANDBLEND | |
  46412. *
  46413. */
  46414. set: function (value) {
  46415. if (this._transparencyMode === value) {
  46416. return;
  46417. }
  46418. this._transparencyMode = value;
  46419. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46420. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46421. },
  46422. enumerable: true,
  46423. configurable: true
  46424. });
  46425. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46426. /**
  46427. * Returns true if alpha blending should be disabled.
  46428. */
  46429. get: function () {
  46430. return (this._linkRefractionWithTransparency ||
  46431. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46432. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46433. },
  46434. enumerable: true,
  46435. configurable: true
  46436. });
  46437. /**
  46438. * Specifies whether or not this material should be rendered in alpha blend mode.
  46439. */
  46440. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46441. if (this._disableAlphaBlending) {
  46442. return false;
  46443. }
  46444. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46445. };
  46446. /**
  46447. * Specifies if the mesh will require alpha blending.
  46448. * @param mesh - BJS mesh.
  46449. */
  46450. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46451. if (this._disableAlphaBlending) {
  46452. return false;
  46453. }
  46454. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46455. };
  46456. /**
  46457. * Specifies whether or not this material should be rendered in alpha test mode.
  46458. */
  46459. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46460. if (this._forceAlphaTest) {
  46461. return true;
  46462. }
  46463. if (this._linkRefractionWithTransparency) {
  46464. return false;
  46465. }
  46466. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46467. };
  46468. /**
  46469. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46470. */
  46471. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46472. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46473. };
  46474. /**
  46475. * Gets the texture used for the alpha test.
  46476. */
  46477. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46478. return this._albedoTexture;
  46479. };
  46480. /**
  46481. * Specifies that the submesh is ready to be used.
  46482. * @param mesh - BJS mesh.
  46483. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46484. * @param useInstances - Specifies that instances should be used.
  46485. * @returns - boolean indicating that the submesh is ready or not.
  46486. */
  46487. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46488. if (subMesh.effect && this.isFrozen) {
  46489. if (this._wasPreviouslyReady) {
  46490. return true;
  46491. }
  46492. }
  46493. if (!subMesh._materialDefines) {
  46494. subMesh._materialDefines = new PBRMaterialDefines();
  46495. }
  46496. var defines = subMesh._materialDefines;
  46497. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46498. if (defines._renderId === this.getScene().getRenderId()) {
  46499. return true;
  46500. }
  46501. }
  46502. var scene = this.getScene();
  46503. var engine = scene.getEngine();
  46504. if (defines._areTexturesDirty) {
  46505. if (scene.texturesEnabled) {
  46506. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46507. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46508. return false;
  46509. }
  46510. }
  46511. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46512. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46513. return false;
  46514. }
  46515. }
  46516. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46517. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46518. return false;
  46519. }
  46520. }
  46521. var reflectionTexture = this._getReflectionTexture();
  46522. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46523. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46524. return false;
  46525. }
  46526. }
  46527. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46528. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46529. return false;
  46530. }
  46531. }
  46532. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46533. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46534. return false;
  46535. }
  46536. }
  46537. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46538. if (this._metallicTexture) {
  46539. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46540. return false;
  46541. }
  46542. }
  46543. else if (this._reflectivityTexture) {
  46544. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46545. return false;
  46546. }
  46547. }
  46548. if (this._microSurfaceTexture) {
  46549. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46550. return false;
  46551. }
  46552. }
  46553. }
  46554. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46555. // Bump texture cannot be not blocking.
  46556. if (!this._bumpTexture.isReady()) {
  46557. return false;
  46558. }
  46559. }
  46560. var refractionTexture = this._getRefractionTexture();
  46561. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46562. if (!refractionTexture.isReadyOrNotBlocking()) {
  46563. return false;
  46564. }
  46565. }
  46566. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46567. // This is blocking.
  46568. if (!this._environmentBRDFTexture.isReady()) {
  46569. return false;
  46570. }
  46571. }
  46572. }
  46573. }
  46574. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46575. if (!this._imageProcessingConfiguration.isReady()) {
  46576. return false;
  46577. }
  46578. }
  46579. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46580. mesh.createNormals(true);
  46581. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46582. }
  46583. var previousEffect = subMesh.effect;
  46584. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46585. if (effect) {
  46586. // Use previous effect while new one is compiling
  46587. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46588. effect = previousEffect;
  46589. defines.markAsUnprocessed();
  46590. }
  46591. else {
  46592. scene.resetCachedMaterial();
  46593. subMesh.setEffect(effect, defines);
  46594. this.buildUniformLayout();
  46595. }
  46596. }
  46597. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46598. return false;
  46599. }
  46600. defines._renderId = scene.getRenderId();
  46601. this._wasPreviouslyReady = true;
  46602. return true;
  46603. };
  46604. /**
  46605. * Specifies if the material uses metallic roughness workflow.
  46606. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46607. */
  46608. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46609. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46610. return true;
  46611. }
  46612. return false;
  46613. };
  46614. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46615. if (onCompiled === void 0) { onCompiled = null; }
  46616. if (onError === void 0) { onError = null; }
  46617. if (useInstances === void 0) { useInstances = null; }
  46618. if (useClipPlane === void 0) { useClipPlane = null; }
  46619. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46620. if (!defines.isDirty) {
  46621. return null;
  46622. }
  46623. defines.markAsProcessed();
  46624. var scene = this.getScene();
  46625. var engine = scene.getEngine();
  46626. // Fallbacks
  46627. var fallbacks = new BABYLON.EffectFallbacks();
  46628. var fallbackRank = 0;
  46629. if (defines.USESPHERICALINVERTEX) {
  46630. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46631. }
  46632. if (defines.FOG) {
  46633. fallbacks.addFallback(fallbackRank, "FOG");
  46634. }
  46635. if (defines.SPECULARAA) {
  46636. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46637. }
  46638. if (defines.POINTSIZE) {
  46639. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46640. }
  46641. if (defines.LOGARITHMICDEPTH) {
  46642. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46643. }
  46644. if (defines.PARALLAX) {
  46645. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46646. }
  46647. if (defines.PARALLAXOCCLUSION) {
  46648. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46649. }
  46650. if (defines.ENVIRONMENTBRDF) {
  46651. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46652. }
  46653. if (defines.TANGENT) {
  46654. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46655. }
  46656. if (defines.BUMP) {
  46657. fallbacks.addFallback(fallbackRank++, "BUMP");
  46658. }
  46659. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46660. if (defines.SPECULARTERM) {
  46661. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46662. }
  46663. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46664. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46665. }
  46666. if (defines.LIGHTMAP) {
  46667. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46668. }
  46669. if (defines.NORMAL) {
  46670. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46671. }
  46672. if (defines.AMBIENT) {
  46673. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46674. }
  46675. if (defines.EMISSIVE) {
  46676. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46677. }
  46678. if (defines.VERTEXCOLOR) {
  46679. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46680. }
  46681. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46682. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46683. }
  46684. if (defines.MORPHTARGETS) {
  46685. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46686. }
  46687. //Attributes
  46688. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46689. if (defines.NORMAL) {
  46690. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46691. }
  46692. if (defines.TANGENT) {
  46693. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46694. }
  46695. if (defines.UV1) {
  46696. attribs.push(BABYLON.VertexBuffer.UVKind);
  46697. }
  46698. if (defines.UV2) {
  46699. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46700. }
  46701. if (defines.VERTEXCOLOR) {
  46702. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46703. }
  46704. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46705. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46706. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46707. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46708. "vFogInfos", "vFogColor", "pointSize",
  46709. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46710. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46711. "mBones",
  46712. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46713. "vLightingIntensity",
  46714. "logarithmicDepthConstant",
  46715. "vSphericalX", "vSphericalY", "vSphericalZ",
  46716. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46717. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46718. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46719. "vTangentSpaceParams", "boneTextureWidth"
  46720. ];
  46721. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46722. "bumpSampler", "lightmapSampler", "opacitySampler",
  46723. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46724. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46725. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46726. var uniformBuffers = ["Material", "Scene"];
  46727. if (BABYLON.ImageProcessingConfiguration) {
  46728. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46729. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46730. }
  46731. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46732. uniformsNames: uniforms,
  46733. uniformBuffersNames: uniformBuffers,
  46734. samplers: samplers,
  46735. defines: defines,
  46736. maxSimultaneousLights: this._maxSimultaneousLights
  46737. });
  46738. var join = defines.toString();
  46739. return engine.createEffect("pbr", {
  46740. attributes: attribs,
  46741. uniformsNames: uniforms,
  46742. uniformBuffersNames: uniformBuffers,
  46743. samplers: samplers,
  46744. defines: join,
  46745. fallbacks: fallbacks,
  46746. onCompiled: onCompiled,
  46747. onError: onError,
  46748. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46749. }, engine);
  46750. };
  46751. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46752. if (useInstances === void 0) { useInstances = null; }
  46753. if (useClipPlane === void 0) { useClipPlane = null; }
  46754. var scene = this.getScene();
  46755. var engine = scene.getEngine();
  46756. // Lights
  46757. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46758. defines._needNormals = true;
  46759. // Textures
  46760. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46761. if (defines._areTexturesDirty) {
  46762. defines._needUVs = false;
  46763. if (scene.texturesEnabled) {
  46764. if (scene.getEngine().getCaps().textureLOD) {
  46765. defines.LODBASEDMICROSFURACE = true;
  46766. }
  46767. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46768. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46769. }
  46770. else {
  46771. defines.ALBEDO = false;
  46772. }
  46773. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46774. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46775. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46776. }
  46777. else {
  46778. defines.AMBIENT = false;
  46779. }
  46780. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46781. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46782. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46783. }
  46784. else {
  46785. defines.OPACITY = false;
  46786. }
  46787. var reflectionTexture = this._getReflectionTexture();
  46788. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46789. defines.REFLECTION = true;
  46790. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46791. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46792. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46793. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46794. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46795. defines.INVERTCUBICMAP = true;
  46796. }
  46797. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46798. switch (reflectionTexture.coordinatesMode) {
  46799. case BABYLON.Texture.EXPLICIT_MODE:
  46800. defines.REFLECTIONMAP_EXPLICIT = true;
  46801. break;
  46802. case BABYLON.Texture.PLANAR_MODE:
  46803. defines.REFLECTIONMAP_PLANAR = true;
  46804. break;
  46805. case BABYLON.Texture.PROJECTION_MODE:
  46806. defines.REFLECTIONMAP_PROJECTION = true;
  46807. break;
  46808. case BABYLON.Texture.SKYBOX_MODE:
  46809. defines.REFLECTIONMAP_SKYBOX = true;
  46810. break;
  46811. case BABYLON.Texture.SPHERICAL_MODE:
  46812. defines.REFLECTIONMAP_SPHERICAL = true;
  46813. break;
  46814. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46815. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46816. break;
  46817. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46818. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46819. break;
  46820. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46821. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46822. break;
  46823. case BABYLON.Texture.CUBIC_MODE:
  46824. case BABYLON.Texture.INVCUBIC_MODE:
  46825. default:
  46826. defines.REFLECTIONMAP_CUBIC = true;
  46827. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46828. break;
  46829. }
  46830. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46831. if (reflectionTexture.sphericalPolynomial) {
  46832. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46833. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46834. defines.USESPHERICALINVERTEX = false;
  46835. }
  46836. else {
  46837. defines.USESPHERICALINVERTEX = true;
  46838. }
  46839. }
  46840. }
  46841. else {
  46842. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46843. }
  46844. }
  46845. else {
  46846. defines.REFLECTION = false;
  46847. defines.REFLECTIONMAP_3D = false;
  46848. defines.REFLECTIONMAP_SPHERICAL = false;
  46849. defines.REFLECTIONMAP_PLANAR = false;
  46850. defines.REFLECTIONMAP_CUBIC = false;
  46851. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46852. defines.REFLECTIONMAP_PROJECTION = false;
  46853. defines.REFLECTIONMAP_SKYBOX = false;
  46854. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46855. defines.REFLECTIONMAP_EXPLICIT = false;
  46856. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46857. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46858. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46859. defines.INVERTCUBICMAP = false;
  46860. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46861. defines.USESPHERICALINVERTEX = false;
  46862. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46863. defines.LODINREFLECTIONALPHA = false;
  46864. defines.GAMMAREFLECTION = false;
  46865. defines.RGBDREFLECTION = false;
  46866. }
  46867. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46868. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46869. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46870. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46871. }
  46872. else {
  46873. defines.LIGHTMAP = false;
  46874. }
  46875. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46876. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46877. }
  46878. else {
  46879. defines.EMISSIVE = false;
  46880. }
  46881. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46882. if (this._metallicTexture) {
  46883. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46884. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46885. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46886. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46887. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46888. }
  46889. else if (this._reflectivityTexture) {
  46890. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46891. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46892. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46893. }
  46894. else {
  46895. defines.REFLECTIVITY = false;
  46896. }
  46897. if (this._microSurfaceTexture) {
  46898. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46899. }
  46900. else {
  46901. defines.MICROSURFACEMAP = false;
  46902. }
  46903. }
  46904. else {
  46905. defines.REFLECTIVITY = false;
  46906. defines.MICROSURFACEMAP = false;
  46907. }
  46908. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46909. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46910. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46911. defines.PARALLAX = true;
  46912. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46913. }
  46914. else {
  46915. defines.PARALLAX = false;
  46916. }
  46917. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46918. }
  46919. else {
  46920. defines.BUMP = false;
  46921. }
  46922. var refractionTexture = this._getRefractionTexture();
  46923. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46924. defines.REFRACTION = true;
  46925. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46926. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46927. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46928. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46929. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46930. if (this._linkRefractionWithTransparency) {
  46931. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46932. }
  46933. }
  46934. else {
  46935. defines.REFRACTION = false;
  46936. }
  46937. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46938. defines.ENVIRONMENTBRDF = true;
  46939. }
  46940. else {
  46941. defines.ENVIRONMENTBRDF = false;
  46942. }
  46943. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46944. defines.ALPHAFROMALBEDO = true;
  46945. }
  46946. else {
  46947. defines.ALPHAFROMALBEDO = false;
  46948. }
  46949. }
  46950. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46951. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46952. defines.USEPHYSICALLIGHTFALLOFF = false;
  46953. defines.USEGLTFLIGHTFALLOFF = false;
  46954. }
  46955. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46956. defines.USEPHYSICALLIGHTFALLOFF = false;
  46957. defines.USEGLTFLIGHTFALLOFF = true;
  46958. }
  46959. else {
  46960. defines.USEPHYSICALLIGHTFALLOFF = true;
  46961. defines.USEGLTFLIGHTFALLOFF = false;
  46962. }
  46963. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46964. if (!this.backFaceCulling && this._twoSidedLighting) {
  46965. defines.TWOSIDEDLIGHTING = true;
  46966. }
  46967. else {
  46968. defines.TWOSIDEDLIGHTING = false;
  46969. }
  46970. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46971. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46972. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46973. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46974. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46975. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46976. }
  46977. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46978. this._imageProcessingConfiguration.prepareDefines(defines);
  46979. }
  46980. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46981. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46982. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46983. // Misc.
  46984. if (defines._areMiscDirty) {
  46985. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46986. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46987. }
  46988. // Values that need to be evaluated on every frame
  46989. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  46990. // Attribs
  46991. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  46992. };
  46993. /**
  46994. * Force shader compilation
  46995. */
  46996. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  46997. var _this = this;
  46998. var localOptions = __assign({ clipPlane: false }, options);
  46999. var defines = new PBRMaterialDefines();
  47000. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  47001. if (effect.isReady()) {
  47002. if (onCompiled) {
  47003. onCompiled(this);
  47004. }
  47005. }
  47006. else {
  47007. effect.onCompileObservable.add(function () {
  47008. if (onCompiled) {
  47009. onCompiled(_this);
  47010. }
  47011. });
  47012. }
  47013. };
  47014. /**
  47015. * Initializes the uniform buffer layout for the shader.
  47016. */
  47017. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  47018. // Order is important !
  47019. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  47020. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  47021. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  47022. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  47023. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  47024. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  47025. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  47026. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  47027. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  47028. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  47029. this._uniformBuffer.addUniform("vReflectionSize", 3);
  47030. this._uniformBuffer.addUniform("vBumpInfos", 3);
  47031. this._uniformBuffer.addUniform("albedoMatrix", 16);
  47032. this._uniformBuffer.addUniform("ambientMatrix", 16);
  47033. this._uniformBuffer.addUniform("opacityMatrix", 16);
  47034. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  47035. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  47036. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  47037. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  47038. this._uniformBuffer.addUniform("bumpMatrix", 16);
  47039. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  47040. this._uniformBuffer.addUniform("refractionMatrix", 16);
  47041. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  47042. this._uniformBuffer.addUniform("vReflectionColor", 3);
  47043. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  47044. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  47045. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  47046. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  47047. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  47048. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  47049. this._uniformBuffer.addUniform("pointSize", 1);
  47050. this._uniformBuffer.create();
  47051. };
  47052. /**
  47053. * Unbinds the textures.
  47054. */
  47055. PBRBaseMaterial.prototype.unbind = function () {
  47056. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  47057. this._uniformBuffer.setTexture("reflectionSampler", null);
  47058. }
  47059. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47060. this._uniformBuffer.setTexture("refractionSampler", null);
  47061. }
  47062. _super.prototype.unbind.call(this);
  47063. };
  47064. /**
  47065. * Binds the submesh data.
  47066. * @param world - The world matrix.
  47067. * @param mesh - The BJS mesh.
  47068. * @param subMesh - A submesh of the BJS mesh.
  47069. */
  47070. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47071. var scene = this.getScene();
  47072. var defines = subMesh._materialDefines;
  47073. if (!defines) {
  47074. return;
  47075. }
  47076. var effect = subMesh.effect;
  47077. if (!effect) {
  47078. return;
  47079. }
  47080. this._activeEffect = effect;
  47081. // Matrices
  47082. this.bindOnlyWorldMatrix(world);
  47083. // Normal Matrix
  47084. if (defines.OBJECTSPACE_NORMALMAP) {
  47085. world.toNormalMatrix(this._normalMatrix);
  47086. this.bindOnlyNormalMatrix(this._normalMatrix);
  47087. }
  47088. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47089. // Bones
  47090. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47091. var reflectionTexture = null;
  47092. if (mustRebind) {
  47093. this._uniformBuffer.bindToEffect(effect, "Material");
  47094. this.bindViewProjection(effect);
  47095. reflectionTexture = this._getReflectionTexture();
  47096. var refractionTexture = this._getRefractionTexture();
  47097. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47098. // Texture uniforms
  47099. if (scene.texturesEnabled) {
  47100. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47101. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47102. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47103. }
  47104. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47105. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47106. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47107. }
  47108. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47109. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47110. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47111. }
  47112. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47113. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47114. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47115. if (reflectionTexture.boundingBoxSize) {
  47116. var cubeTexture = reflectionTexture;
  47117. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47118. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47119. }
  47120. var polynomials = reflectionTexture.sphericalPolynomial;
  47121. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47122. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47123. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47124. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47125. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47126. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47127. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47128. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47129. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47130. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47131. }
  47132. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47133. }
  47134. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47135. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47136. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47137. }
  47138. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47139. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47140. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47141. }
  47142. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47143. if (this._metallicTexture) {
  47144. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47145. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47146. }
  47147. else if (this._reflectivityTexture) {
  47148. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47149. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47150. }
  47151. if (this._microSurfaceTexture) {
  47152. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47153. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47154. }
  47155. }
  47156. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47157. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47158. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47159. if (scene._mirroredCameraPosition) {
  47160. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47161. }
  47162. else {
  47163. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47164. }
  47165. }
  47166. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47167. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47168. var depth = 1.0;
  47169. if (!refractionTexture.isCube) {
  47170. if (refractionTexture.depth) {
  47171. depth = refractionTexture.depth;
  47172. }
  47173. }
  47174. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47175. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47176. }
  47177. }
  47178. // Point size
  47179. if (this.pointsCloud) {
  47180. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47181. }
  47182. // Colors
  47183. if (defines.METALLICWORKFLOW) {
  47184. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47185. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47186. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47187. }
  47188. else {
  47189. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47190. }
  47191. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47192. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47193. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47194. // Misc
  47195. this._lightingInfos.x = this._directIntensity;
  47196. this._lightingInfos.y = this._emissiveIntensity;
  47197. this._lightingInfos.z = this._environmentIntensity;
  47198. this._lightingInfos.w = this._specularIntensity;
  47199. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47200. }
  47201. // Textures
  47202. if (scene.texturesEnabled) {
  47203. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47204. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47205. }
  47206. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47207. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47208. }
  47209. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47210. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47211. }
  47212. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47213. if (defines.LODBASEDMICROSFURACE) {
  47214. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47215. }
  47216. else {
  47217. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47218. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47219. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47220. }
  47221. }
  47222. if (defines.ENVIRONMENTBRDF) {
  47223. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47224. }
  47225. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47226. if (defines.LODBASEDMICROSFURACE) {
  47227. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47228. }
  47229. else {
  47230. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47231. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47232. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47233. }
  47234. }
  47235. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47236. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47237. }
  47238. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47239. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47240. }
  47241. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47242. if (this._metallicTexture) {
  47243. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47244. }
  47245. else if (this._reflectivityTexture) {
  47246. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47247. }
  47248. if (this._microSurfaceTexture) {
  47249. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47250. }
  47251. }
  47252. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47253. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47254. }
  47255. }
  47256. // Clip plane
  47257. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47258. // Colors
  47259. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47260. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47261. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47262. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47263. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47264. }
  47265. if (mustRebind || !this.isFrozen) {
  47266. // Lights
  47267. if (scene.lightsEnabled && !this._disableLighting) {
  47268. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47269. }
  47270. // View
  47271. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47272. this.bindView(effect);
  47273. }
  47274. // Fog
  47275. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47276. // Morph targets
  47277. if (defines.NUM_MORPH_INFLUENCERS) {
  47278. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47279. }
  47280. // image processing
  47281. this._imageProcessingConfiguration.bind(this._activeEffect);
  47282. // Log. depth
  47283. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47284. }
  47285. this._uniformBuffer.update();
  47286. this._afterBind(mesh, this._activeEffect);
  47287. };
  47288. /**
  47289. * Returns the animatable textures.
  47290. * @returns - Array of animatable textures.
  47291. */
  47292. PBRBaseMaterial.prototype.getAnimatables = function () {
  47293. var results = [];
  47294. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47295. results.push(this._albedoTexture);
  47296. }
  47297. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47298. results.push(this._ambientTexture);
  47299. }
  47300. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47301. results.push(this._opacityTexture);
  47302. }
  47303. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47304. results.push(this._reflectionTexture);
  47305. }
  47306. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47307. results.push(this._emissiveTexture);
  47308. }
  47309. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47310. results.push(this._metallicTexture);
  47311. }
  47312. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47313. results.push(this._reflectivityTexture);
  47314. }
  47315. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47316. results.push(this._bumpTexture);
  47317. }
  47318. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47319. results.push(this._lightmapTexture);
  47320. }
  47321. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47322. results.push(this._refractionTexture);
  47323. }
  47324. return results;
  47325. };
  47326. /**
  47327. * Returns the texture used for reflections.
  47328. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47329. */
  47330. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47331. if (this._reflectionTexture) {
  47332. return this._reflectionTexture;
  47333. }
  47334. return this.getScene().environmentTexture;
  47335. };
  47336. /**
  47337. * Returns the texture used for refraction or null if none is used.
  47338. * @returns - Refection texture if present. If no refraction texture and refraction
  47339. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47340. */
  47341. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47342. if (this._refractionTexture) {
  47343. return this._refractionTexture;
  47344. }
  47345. if (this._linkRefractionWithTransparency) {
  47346. return this.getScene().environmentTexture;
  47347. }
  47348. return null;
  47349. };
  47350. /**
  47351. * Disposes the resources of the material.
  47352. * @param forceDisposeEffect - Forces the disposal of effects.
  47353. * @param forceDisposeTextures - Forces the disposal of all textures.
  47354. */
  47355. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47356. if (forceDisposeTextures) {
  47357. if (this._albedoTexture) {
  47358. this._albedoTexture.dispose();
  47359. }
  47360. if (this._ambientTexture) {
  47361. this._ambientTexture.dispose();
  47362. }
  47363. if (this._opacityTexture) {
  47364. this._opacityTexture.dispose();
  47365. }
  47366. if (this._reflectionTexture) {
  47367. this._reflectionTexture.dispose();
  47368. }
  47369. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47370. this._environmentBRDFTexture.dispose();
  47371. }
  47372. if (this._emissiveTexture) {
  47373. this._emissiveTexture.dispose();
  47374. }
  47375. if (this._metallicTexture) {
  47376. this._metallicTexture.dispose();
  47377. }
  47378. if (this._reflectivityTexture) {
  47379. this._reflectivityTexture.dispose();
  47380. }
  47381. if (this._bumpTexture) {
  47382. this._bumpTexture.dispose();
  47383. }
  47384. if (this._lightmapTexture) {
  47385. this._lightmapTexture.dispose();
  47386. }
  47387. if (this._refractionTexture) {
  47388. this._refractionTexture.dispose();
  47389. }
  47390. }
  47391. this._renderTargets.dispose();
  47392. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47393. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47394. }
  47395. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47396. };
  47397. /**
  47398. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47399. */
  47400. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47401. /**
  47402. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47403. * to enhance interoperability with other engines.
  47404. */
  47405. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47406. /**
  47407. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47408. * to enhance interoperability with other materials.
  47409. */
  47410. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47411. /**
  47412. * Stores the reflectivity values based on metallic roughness workflow.
  47413. */
  47414. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47415. __decorate([
  47416. BABYLON.serializeAsImageProcessingConfiguration()
  47417. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47418. __decorate([
  47419. BABYLON.serialize()
  47420. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47421. __decorate([
  47422. BABYLON.serialize()
  47423. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47424. return PBRBaseMaterial;
  47425. }(BABYLON.PushMaterial));
  47426. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47427. })(BABYLON || (BABYLON = {}));
  47428. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47429. var BABYLON;
  47430. (function (BABYLON) {
  47431. /**
  47432. * The Physically based simple base material of BJS.
  47433. *
  47434. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47435. * It is used as the base class for both the specGloss and metalRough conventions.
  47436. */
  47437. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47438. __extends(PBRBaseSimpleMaterial, _super);
  47439. /**
  47440. * Instantiates a new PBRMaterial instance.
  47441. *
  47442. * @param name The material name
  47443. * @param scene The scene the material will be use in.
  47444. */
  47445. function PBRBaseSimpleMaterial(name, scene) {
  47446. var _this = _super.call(this, name, scene) || this;
  47447. /**
  47448. * Number of Simultaneous lights allowed on the material.
  47449. */
  47450. _this.maxSimultaneousLights = 4;
  47451. /**
  47452. * If sets to true, disables all the lights affecting the material.
  47453. */
  47454. _this.disableLighting = false;
  47455. /**
  47456. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47457. */
  47458. _this.invertNormalMapX = false;
  47459. /**
  47460. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47461. */
  47462. _this.invertNormalMapY = false;
  47463. /**
  47464. * Emissivie color used to self-illuminate the model.
  47465. */
  47466. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47467. /**
  47468. * Occlusion Channel Strenght.
  47469. */
  47470. _this.occlusionStrength = 1.0;
  47471. /**
  47472. * If true, the light map contains occlusion information instead of lighting info.
  47473. */
  47474. _this.useLightmapAsShadowmap = false;
  47475. _this._useAlphaFromAlbedoTexture = true;
  47476. _this._useAmbientInGrayScale = true;
  47477. return _this;
  47478. }
  47479. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47480. /**
  47481. * Gets the current double sided mode.
  47482. */
  47483. get: function () {
  47484. return this._twoSidedLighting;
  47485. },
  47486. /**
  47487. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47488. */
  47489. set: function (value) {
  47490. if (this._twoSidedLighting === value) {
  47491. return;
  47492. }
  47493. this._twoSidedLighting = value;
  47494. this.backFaceCulling = !value;
  47495. this._markAllSubMeshesAsTexturesDirty();
  47496. },
  47497. enumerable: true,
  47498. configurable: true
  47499. });
  47500. /**
  47501. * Return the active textures of the material.
  47502. */
  47503. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47504. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47505. if (this.environmentTexture) {
  47506. activeTextures.push(this.environmentTexture);
  47507. }
  47508. if (this.normalTexture) {
  47509. activeTextures.push(this.normalTexture);
  47510. }
  47511. if (this.emissiveTexture) {
  47512. activeTextures.push(this.emissiveTexture);
  47513. }
  47514. if (this.occlusionTexture) {
  47515. activeTextures.push(this.occlusionTexture);
  47516. }
  47517. if (this.lightmapTexture) {
  47518. activeTextures.push(this.lightmapTexture);
  47519. }
  47520. return activeTextures;
  47521. };
  47522. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47523. if (_super.prototype.hasTexture.call(this, texture)) {
  47524. return true;
  47525. }
  47526. if (this.lightmapTexture === texture) {
  47527. return true;
  47528. }
  47529. return false;
  47530. };
  47531. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47532. return "PBRBaseSimpleMaterial";
  47533. };
  47534. __decorate([
  47535. BABYLON.serialize(),
  47536. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47537. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47538. __decorate([
  47539. BABYLON.serialize(),
  47540. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47541. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47542. __decorate([
  47543. BABYLON.serializeAsTexture(),
  47544. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47545. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47546. __decorate([
  47547. BABYLON.serialize(),
  47548. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47549. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47550. __decorate([
  47551. BABYLON.serialize(),
  47552. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47553. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47554. __decorate([
  47555. BABYLON.serializeAsTexture(),
  47556. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47557. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47558. __decorate([
  47559. BABYLON.serializeAsColor3("emissive"),
  47560. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47561. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47562. __decorate([
  47563. BABYLON.serializeAsTexture(),
  47564. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47565. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47566. __decorate([
  47567. BABYLON.serialize(),
  47568. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47569. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47570. __decorate([
  47571. BABYLON.serializeAsTexture(),
  47572. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47573. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47574. __decorate([
  47575. BABYLON.serialize(),
  47576. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47577. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47578. __decorate([
  47579. BABYLON.serialize()
  47580. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47581. __decorate([
  47582. BABYLON.serializeAsTexture(),
  47583. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47584. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47585. __decorate([
  47586. BABYLON.serialize(),
  47587. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47588. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47589. return PBRBaseSimpleMaterial;
  47590. }(BABYLON.PBRBaseMaterial));
  47591. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47592. })(BABYLON || (BABYLON = {}));
  47593. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47594. var BABYLON;
  47595. (function (BABYLON) {
  47596. /**
  47597. * The Physically based material of BJS.
  47598. *
  47599. * This offers the main features of a standard PBR material.
  47600. * For more information, please refer to the documentation :
  47601. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47602. */
  47603. var PBRMaterial = /** @class */ (function (_super) {
  47604. __extends(PBRMaterial, _super);
  47605. /**
  47606. * Instantiates a new PBRMaterial instance.
  47607. *
  47608. * @param name The material name
  47609. * @param scene The scene the material will be use in.
  47610. */
  47611. function PBRMaterial(name, scene) {
  47612. var _this = _super.call(this, name, scene) || this;
  47613. /**
  47614. * Intensity of the direct lights e.g. the four lights available in your scene.
  47615. * This impacts both the direct diffuse and specular highlights.
  47616. */
  47617. _this.directIntensity = 1.0;
  47618. /**
  47619. * Intensity of the emissive part of the material.
  47620. * This helps controlling the emissive effect without modifying the emissive color.
  47621. */
  47622. _this.emissiveIntensity = 1.0;
  47623. /**
  47624. * Intensity of the environment e.g. how much the environment will light the object
  47625. * either through harmonics for rough material or through the refelction for shiny ones.
  47626. */
  47627. _this.environmentIntensity = 1.0;
  47628. /**
  47629. * This is a special control allowing the reduction of the specular highlights coming from the
  47630. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47631. */
  47632. _this.specularIntensity = 1.0;
  47633. /**
  47634. * Debug Control allowing disabling the bump map on this material.
  47635. */
  47636. _this.disableBumpMap = false;
  47637. /**
  47638. * AKA Occlusion Texture Intensity in other nomenclature.
  47639. */
  47640. _this.ambientTextureStrength = 1.0;
  47641. /**
  47642. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47643. * 1 means it completely occludes it
  47644. * 0 mean it has no impact
  47645. */
  47646. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47647. /**
  47648. * The color of a material in ambient lighting.
  47649. */
  47650. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47651. /**
  47652. * AKA Diffuse Color in other nomenclature.
  47653. */
  47654. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47655. /**
  47656. * AKA Specular Color in other nomenclature.
  47657. */
  47658. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47659. /**
  47660. * The color reflected from the material.
  47661. */
  47662. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47663. /**
  47664. * The color emitted from the material.
  47665. */
  47666. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47667. /**
  47668. * AKA Glossiness in other nomenclature.
  47669. */
  47670. _this.microSurface = 1.0;
  47671. /**
  47672. * source material index of refraction (IOR)' / 'destination material IOR.
  47673. */
  47674. _this.indexOfRefraction = 0.66;
  47675. /**
  47676. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47677. */
  47678. _this.invertRefractionY = false;
  47679. /**
  47680. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47681. * Materials half opaque for instance using refraction could benefit from this control.
  47682. */
  47683. _this.linkRefractionWithTransparency = false;
  47684. /**
  47685. * If true, the light map contains occlusion information instead of lighting info.
  47686. */
  47687. _this.useLightmapAsShadowmap = false;
  47688. /**
  47689. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47690. */
  47691. _this.useAlphaFromAlbedoTexture = false;
  47692. /**
  47693. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47694. */
  47695. _this.forceAlphaTest = false;
  47696. /**
  47697. * Defines the alpha limits in alpha test mode.
  47698. */
  47699. _this.alphaCutOff = 0.4;
  47700. /**
  47701. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47702. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47703. */
  47704. _this.useSpecularOverAlpha = true;
  47705. /**
  47706. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47707. */
  47708. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47709. /**
  47710. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47711. */
  47712. _this.useRoughnessFromMetallicTextureAlpha = true;
  47713. /**
  47714. * Specifies if the metallic texture contains the roughness information in its green channel.
  47715. */
  47716. _this.useRoughnessFromMetallicTextureGreen = false;
  47717. /**
  47718. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47719. */
  47720. _this.useMetallnessFromMetallicTextureBlue = false;
  47721. /**
  47722. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47723. */
  47724. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47725. /**
  47726. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47727. */
  47728. _this.useAmbientInGrayScale = false;
  47729. /**
  47730. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47731. * The material will try to infer what glossiness each pixel should be.
  47732. */
  47733. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47734. /**
  47735. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47736. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47737. */
  47738. _this.useRadianceOverAlpha = true;
  47739. /**
  47740. * Allows using an object space normal map (instead of tangent space).
  47741. */
  47742. _this.useObjectSpaceNormalMap = false;
  47743. /**
  47744. * Allows using the bump map in parallax mode.
  47745. */
  47746. _this.useParallax = false;
  47747. /**
  47748. * Allows using the bump map in parallax occlusion mode.
  47749. */
  47750. _this.useParallaxOcclusion = false;
  47751. /**
  47752. * Controls the scale bias of the parallax mode.
  47753. */
  47754. _this.parallaxScaleBias = 0.05;
  47755. /**
  47756. * If sets to true, disables all the lights affecting the material.
  47757. */
  47758. _this.disableLighting = false;
  47759. /**
  47760. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47761. */
  47762. _this.forceIrradianceInFragment = false;
  47763. /**
  47764. * Number of Simultaneous lights allowed on the material.
  47765. */
  47766. _this.maxSimultaneousLights = 4;
  47767. /**
  47768. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47769. */
  47770. _this.invertNormalMapX = false;
  47771. /**
  47772. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47773. */
  47774. _this.invertNormalMapY = false;
  47775. /**
  47776. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47777. */
  47778. _this.twoSidedLighting = false;
  47779. /**
  47780. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47781. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47782. */
  47783. _this.useAlphaFresnel = false;
  47784. /**
  47785. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47786. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47787. */
  47788. _this.useLinearAlphaFresnel = false;
  47789. /**
  47790. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47791. * And/Or occlude the blended part.
  47792. */
  47793. _this.environmentBRDFTexture = null;
  47794. /**
  47795. * Force normal to face away from face.
  47796. */
  47797. _this.forceNormalForward = false;
  47798. /**
  47799. * Enables specular anti aliasing in the PBR shader.
  47800. * It will both interacts on the Geometry for analytical and IBL lighting.
  47801. * It also prefilter the roughness map based on the bump values.
  47802. */
  47803. _this.enableSpecularAntiAliasing = false;
  47804. /**
  47805. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47806. * makes the reflect vector face the model (under horizon).
  47807. */
  47808. _this.useHorizonOcclusion = true;
  47809. /**
  47810. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47811. * too much the area relying on ambient texture to define their ambient occlusion.
  47812. */
  47813. _this.useRadianceOcclusion = true;
  47814. /**
  47815. * If set to true, no lighting calculations will be applied.
  47816. */
  47817. _this.unlit = false;
  47818. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47819. return _this;
  47820. }
  47821. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47822. /**
  47823. * BJS is using an harcoded light falloff based on a manually sets up range.
  47824. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47825. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47826. */
  47827. get: function () {
  47828. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47829. },
  47830. /**
  47831. * BJS is using an harcoded light falloff based on a manually sets up range.
  47832. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47833. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47834. */
  47835. set: function (value) {
  47836. if (value !== this.usePhysicalLightFalloff) {
  47837. // Ensure the effect will be rebuilt.
  47838. this._markAllSubMeshesAsTexturesDirty();
  47839. if (value) {
  47840. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47841. }
  47842. else {
  47843. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47844. }
  47845. }
  47846. },
  47847. enumerable: true,
  47848. configurable: true
  47849. });
  47850. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47851. /**
  47852. * In order to support the falloff compatibility with gltf, a special mode has been added
  47853. * to reproduce the gltf light falloff.
  47854. */
  47855. get: function () {
  47856. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47857. },
  47858. /**
  47859. * In order to support the falloff compatibility with gltf, a special mode has been added
  47860. * to reproduce the gltf light falloff.
  47861. */
  47862. set: function (value) {
  47863. if (value !== this.useGLTFLightFalloff) {
  47864. // Ensure the effect will be rebuilt.
  47865. this._markAllSubMeshesAsTexturesDirty();
  47866. if (value) {
  47867. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47868. }
  47869. else {
  47870. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47871. }
  47872. }
  47873. },
  47874. enumerable: true,
  47875. configurable: true
  47876. });
  47877. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47878. /**
  47879. * Gets the image processing configuration used either in this material.
  47880. */
  47881. get: function () {
  47882. return this._imageProcessingConfiguration;
  47883. },
  47884. /**
  47885. * Sets the Default image processing configuration used either in the this material.
  47886. *
  47887. * If sets to null, the scene one is in use.
  47888. */
  47889. set: function (value) {
  47890. this._attachImageProcessingConfiguration(value);
  47891. // Ensure the effect will be rebuilt.
  47892. this._markAllSubMeshesAsTexturesDirty();
  47893. },
  47894. enumerable: true,
  47895. configurable: true
  47896. });
  47897. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47898. /**
  47899. * Gets wether the color curves effect is enabled.
  47900. */
  47901. get: function () {
  47902. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47903. },
  47904. /**
  47905. * Sets wether the color curves effect is enabled.
  47906. */
  47907. set: function (value) {
  47908. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47909. },
  47910. enumerable: true,
  47911. configurable: true
  47912. });
  47913. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47914. /**
  47915. * Gets wether the color grading effect is enabled.
  47916. */
  47917. get: function () {
  47918. return this.imageProcessingConfiguration.colorGradingEnabled;
  47919. },
  47920. /**
  47921. * Gets wether the color grading effect is enabled.
  47922. */
  47923. set: function (value) {
  47924. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47925. },
  47926. enumerable: true,
  47927. configurable: true
  47928. });
  47929. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47930. /**
  47931. * Gets wether tonemapping is enabled or not.
  47932. */
  47933. get: function () {
  47934. return this._imageProcessingConfiguration.toneMappingEnabled;
  47935. },
  47936. /**
  47937. * Sets wether tonemapping is enabled or not
  47938. */
  47939. set: function (value) {
  47940. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47941. },
  47942. enumerable: true,
  47943. configurable: true
  47944. });
  47945. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47946. /**
  47947. * The camera exposure used on this material.
  47948. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47949. * This corresponds to a photographic exposure.
  47950. */
  47951. get: function () {
  47952. return this._imageProcessingConfiguration.exposure;
  47953. },
  47954. /**
  47955. * The camera exposure used on this material.
  47956. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47957. * This corresponds to a photographic exposure.
  47958. */
  47959. set: function (value) {
  47960. this._imageProcessingConfiguration.exposure = value;
  47961. },
  47962. enumerable: true,
  47963. configurable: true
  47964. });
  47965. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47966. /**
  47967. * Gets The camera contrast used on this material.
  47968. */
  47969. get: function () {
  47970. return this._imageProcessingConfiguration.contrast;
  47971. },
  47972. /**
  47973. * Sets The camera contrast used on this material.
  47974. */
  47975. set: function (value) {
  47976. this._imageProcessingConfiguration.contrast = value;
  47977. },
  47978. enumerable: true,
  47979. configurable: true
  47980. });
  47981. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47982. /**
  47983. * Gets the Color Grading 2D Lookup Texture.
  47984. */
  47985. get: function () {
  47986. return this._imageProcessingConfiguration.colorGradingTexture;
  47987. },
  47988. /**
  47989. * Sets the Color Grading 2D Lookup Texture.
  47990. */
  47991. set: function (value) {
  47992. this._imageProcessingConfiguration.colorGradingTexture = value;
  47993. },
  47994. enumerable: true,
  47995. configurable: true
  47996. });
  47997. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  47998. /**
  47999. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48000. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48001. * 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;
  48002. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48003. */
  48004. get: function () {
  48005. return this._imageProcessingConfiguration.colorCurves;
  48006. },
  48007. /**
  48008. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48009. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48010. * 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;
  48011. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48012. */
  48013. set: function (value) {
  48014. this._imageProcessingConfiguration.colorCurves = value;
  48015. },
  48016. enumerable: true,
  48017. configurable: true
  48018. });
  48019. /**
  48020. * Returns the name of this material class.
  48021. */
  48022. PBRMaterial.prototype.getClassName = function () {
  48023. return "PBRMaterial";
  48024. };
  48025. /**
  48026. * Returns an array of the actively used textures.
  48027. * @returns - Array of BaseTextures
  48028. */
  48029. PBRMaterial.prototype.getActiveTextures = function () {
  48030. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48031. if (this._albedoTexture) {
  48032. activeTextures.push(this._albedoTexture);
  48033. }
  48034. if (this._ambientTexture) {
  48035. activeTextures.push(this._ambientTexture);
  48036. }
  48037. if (this._opacityTexture) {
  48038. activeTextures.push(this._opacityTexture);
  48039. }
  48040. if (this._reflectionTexture) {
  48041. activeTextures.push(this._reflectionTexture);
  48042. }
  48043. if (this._emissiveTexture) {
  48044. activeTextures.push(this._emissiveTexture);
  48045. }
  48046. if (this._reflectivityTexture) {
  48047. activeTextures.push(this._reflectivityTexture);
  48048. }
  48049. if (this._metallicTexture) {
  48050. activeTextures.push(this._metallicTexture);
  48051. }
  48052. if (this._microSurfaceTexture) {
  48053. activeTextures.push(this._microSurfaceTexture);
  48054. }
  48055. if (this._bumpTexture) {
  48056. activeTextures.push(this._bumpTexture);
  48057. }
  48058. if (this._lightmapTexture) {
  48059. activeTextures.push(this._lightmapTexture);
  48060. }
  48061. if (this._refractionTexture) {
  48062. activeTextures.push(this._refractionTexture);
  48063. }
  48064. return activeTextures;
  48065. };
  48066. /**
  48067. * Checks to see if a texture is used in the material.
  48068. * @param texture - Base texture to use.
  48069. * @returns - Boolean specifying if a texture is used in the material.
  48070. */
  48071. PBRMaterial.prototype.hasTexture = function (texture) {
  48072. if (_super.prototype.hasTexture.call(this, texture)) {
  48073. return true;
  48074. }
  48075. if (this._albedoTexture === texture) {
  48076. return true;
  48077. }
  48078. if (this._ambientTexture === texture) {
  48079. return true;
  48080. }
  48081. if (this._opacityTexture === texture) {
  48082. return true;
  48083. }
  48084. if (this._reflectionTexture === texture) {
  48085. return true;
  48086. }
  48087. if (this._reflectivityTexture === texture) {
  48088. return true;
  48089. }
  48090. if (this._metallicTexture === texture) {
  48091. return true;
  48092. }
  48093. if (this._microSurfaceTexture === texture) {
  48094. return true;
  48095. }
  48096. if (this._bumpTexture === texture) {
  48097. return true;
  48098. }
  48099. if (this._lightmapTexture === texture) {
  48100. return true;
  48101. }
  48102. if (this._refractionTexture === texture) {
  48103. return true;
  48104. }
  48105. return false;
  48106. };
  48107. /**
  48108. * Makes a duplicate of the current material.
  48109. * @param name - name to use for the new material.
  48110. */
  48111. PBRMaterial.prototype.clone = function (name) {
  48112. var _this = this;
  48113. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48114. clone.id = name;
  48115. clone.name = name;
  48116. return clone;
  48117. };
  48118. /**
  48119. * Serializes this PBR Material.
  48120. * @returns - An object with the serialized material.
  48121. */
  48122. PBRMaterial.prototype.serialize = function () {
  48123. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48124. serializationObject.customType = "BABYLON.PBRMaterial";
  48125. return serializationObject;
  48126. };
  48127. // Statics
  48128. /**
  48129. * Parses a PBR Material from a serialized object.
  48130. * @param source - Serialized object.
  48131. * @param scene - BJS scene instance.
  48132. * @param rootUrl - url for the scene object
  48133. * @returns - PBRMaterial
  48134. */
  48135. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48136. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48137. };
  48138. /**
  48139. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48140. */
  48141. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48142. /**
  48143. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48144. */
  48145. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48146. /**
  48147. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48148. */
  48149. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48150. /**
  48151. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48152. * They are also discarded below the alpha cutoff threshold to improve performances.
  48153. */
  48154. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48155. /**
  48156. * Defines the default value of how much AO map is occluding the analytical lights
  48157. * (point spot...).
  48158. */
  48159. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48160. __decorate([
  48161. BABYLON.serialize(),
  48162. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48163. ], PBRMaterial.prototype, "directIntensity", void 0);
  48164. __decorate([
  48165. BABYLON.serialize(),
  48166. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48167. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48168. __decorate([
  48169. BABYLON.serialize(),
  48170. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48171. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48172. __decorate([
  48173. BABYLON.serialize(),
  48174. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48175. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48176. __decorate([
  48177. BABYLON.serialize(),
  48178. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48179. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48180. __decorate([
  48181. BABYLON.serializeAsTexture(),
  48182. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48183. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48184. __decorate([
  48185. BABYLON.serializeAsTexture(),
  48186. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48187. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48188. __decorate([
  48189. BABYLON.serialize(),
  48190. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48191. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48192. __decorate([
  48193. BABYLON.serialize(),
  48194. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48195. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48196. __decorate([
  48197. BABYLON.serializeAsTexture(),
  48198. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48199. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48200. __decorate([
  48201. BABYLON.serializeAsTexture(),
  48202. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48203. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48204. __decorate([
  48205. BABYLON.serializeAsTexture(),
  48206. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48207. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48208. __decorate([
  48209. BABYLON.serializeAsTexture(),
  48210. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48211. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48212. __decorate([
  48213. BABYLON.serializeAsTexture(),
  48214. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48215. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48216. __decorate([
  48217. BABYLON.serialize(),
  48218. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48219. ], PBRMaterial.prototype, "metallic", void 0);
  48220. __decorate([
  48221. BABYLON.serialize(),
  48222. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48223. ], PBRMaterial.prototype, "roughness", void 0);
  48224. __decorate([
  48225. BABYLON.serializeAsTexture(),
  48226. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48227. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48228. __decorate([
  48229. BABYLON.serializeAsTexture(),
  48230. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48231. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48232. __decorate([
  48233. BABYLON.serializeAsTexture(),
  48234. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48235. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48236. __decorate([
  48237. BABYLON.serializeAsTexture(),
  48238. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48239. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48240. __decorate([
  48241. BABYLON.serializeAsColor3("ambient"),
  48242. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48243. ], PBRMaterial.prototype, "ambientColor", void 0);
  48244. __decorate([
  48245. BABYLON.serializeAsColor3("albedo"),
  48246. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48247. ], PBRMaterial.prototype, "albedoColor", void 0);
  48248. __decorate([
  48249. BABYLON.serializeAsColor3("reflectivity"),
  48250. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48251. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48252. __decorate([
  48253. BABYLON.serializeAsColor3("reflection"),
  48254. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48255. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48256. __decorate([
  48257. BABYLON.serializeAsColor3("emissive"),
  48258. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48259. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48260. __decorate([
  48261. BABYLON.serialize(),
  48262. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48263. ], PBRMaterial.prototype, "microSurface", void 0);
  48264. __decorate([
  48265. BABYLON.serialize(),
  48266. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48267. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48268. __decorate([
  48269. BABYLON.serialize(),
  48270. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48271. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48272. __decorate([
  48273. BABYLON.serialize(),
  48274. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48275. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48276. __decorate([
  48277. BABYLON.serialize(),
  48278. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48279. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48280. __decorate([
  48281. BABYLON.serialize(),
  48282. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48283. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48284. __decorate([
  48285. BABYLON.serialize(),
  48286. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48287. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48288. __decorate([
  48289. BABYLON.serialize(),
  48290. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48291. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48292. __decorate([
  48293. BABYLON.serialize(),
  48294. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48295. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48296. __decorate([
  48297. BABYLON.serialize(),
  48298. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48299. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48300. __decorate([
  48301. BABYLON.serialize(),
  48302. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48303. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48304. __decorate([
  48305. BABYLON.serialize(),
  48306. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48307. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48308. __decorate([
  48309. BABYLON.serialize(),
  48310. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48311. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48312. __decorate([
  48313. BABYLON.serialize(),
  48314. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48315. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48316. __decorate([
  48317. BABYLON.serialize(),
  48318. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48319. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48320. __decorate([
  48321. BABYLON.serialize(),
  48322. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48323. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48324. __decorate([
  48325. BABYLON.serialize()
  48326. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48327. __decorate([
  48328. BABYLON.serialize()
  48329. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48330. __decorate([
  48331. BABYLON.serialize(),
  48332. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48333. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48334. __decorate([
  48335. BABYLON.serialize(),
  48336. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48337. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48338. __decorate([
  48339. BABYLON.serialize(),
  48340. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48341. ], PBRMaterial.prototype, "useParallax", void 0);
  48342. __decorate([
  48343. BABYLON.serialize(),
  48344. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48345. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48346. __decorate([
  48347. BABYLON.serialize(),
  48348. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48349. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48350. __decorate([
  48351. BABYLON.serialize(),
  48352. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48353. ], PBRMaterial.prototype, "disableLighting", void 0);
  48354. __decorate([
  48355. BABYLON.serialize(),
  48356. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48357. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48358. __decorate([
  48359. BABYLON.serialize(),
  48360. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48361. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48362. __decorate([
  48363. BABYLON.serialize(),
  48364. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48365. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48366. __decorate([
  48367. BABYLON.serialize(),
  48368. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48369. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48370. __decorate([
  48371. BABYLON.serialize(),
  48372. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48373. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48374. __decorate([
  48375. BABYLON.serialize(),
  48376. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48377. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48378. __decorate([
  48379. BABYLON.serialize(),
  48380. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48381. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48382. __decorate([
  48383. BABYLON.serializeAsTexture(),
  48384. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48385. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48386. __decorate([
  48387. BABYLON.serialize(),
  48388. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48389. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48390. __decorate([
  48391. BABYLON.serialize(),
  48392. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48393. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48394. __decorate([
  48395. BABYLON.serialize(),
  48396. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48397. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48398. __decorate([
  48399. BABYLON.serialize(),
  48400. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48401. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48402. __decorate([
  48403. BABYLON.serialize(),
  48404. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48405. ], PBRMaterial.prototype, "unlit", void 0);
  48406. return PBRMaterial;
  48407. }(BABYLON.PBRBaseMaterial));
  48408. BABYLON.PBRMaterial = PBRMaterial;
  48409. })(BABYLON || (BABYLON = {}));
  48410. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48411. var BABYLON;
  48412. (function (BABYLON) {
  48413. /**
  48414. * The PBR material of BJS following the metal roughness convention.
  48415. *
  48416. * This fits to the PBR convention in the GLTF definition:
  48417. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48418. */
  48419. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48420. __extends(PBRMetallicRoughnessMaterial, _super);
  48421. /**
  48422. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48423. *
  48424. * @param name The material name
  48425. * @param scene The scene the material will be use in.
  48426. */
  48427. function PBRMetallicRoughnessMaterial(name, scene) {
  48428. var _this = _super.call(this, name, scene) || this;
  48429. _this._useRoughnessFromMetallicTextureAlpha = false;
  48430. _this._useRoughnessFromMetallicTextureGreen = true;
  48431. _this._useMetallnessFromMetallicTextureBlue = true;
  48432. _this.metallic = 1.0;
  48433. _this.roughness = 1.0;
  48434. return _this;
  48435. }
  48436. /**
  48437. * Return the currrent class name of the material.
  48438. */
  48439. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48440. return "PBRMetallicRoughnessMaterial";
  48441. };
  48442. /**
  48443. * Return the active textures of the material.
  48444. */
  48445. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48446. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48447. if (this.baseTexture) {
  48448. activeTextures.push(this.baseTexture);
  48449. }
  48450. if (this.metallicRoughnessTexture) {
  48451. activeTextures.push(this.metallicRoughnessTexture);
  48452. }
  48453. return activeTextures;
  48454. };
  48455. /**
  48456. * Checks to see if a texture is used in the material.
  48457. * @param texture - Base texture to use.
  48458. * @returns - Boolean specifying if a texture is used in the material.
  48459. */
  48460. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48461. if (_super.prototype.hasTexture.call(this, texture)) {
  48462. return true;
  48463. }
  48464. if (this.baseTexture === texture) {
  48465. return true;
  48466. }
  48467. if (this.metallicRoughnessTexture === texture) {
  48468. return true;
  48469. }
  48470. return false;
  48471. };
  48472. /**
  48473. * Makes a duplicate of the current material.
  48474. * @param name - name to use for the new material.
  48475. */
  48476. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48477. var _this = this;
  48478. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48479. clone.id = name;
  48480. clone.name = name;
  48481. return clone;
  48482. };
  48483. /**
  48484. * Serialize the material to a parsable JSON object.
  48485. */
  48486. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48487. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48488. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48489. return serializationObject;
  48490. };
  48491. /**
  48492. * Parses a JSON object correponding to the serialize function.
  48493. */
  48494. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48495. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48496. };
  48497. __decorate([
  48498. BABYLON.serializeAsColor3(),
  48499. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48500. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48501. __decorate([
  48502. BABYLON.serializeAsTexture(),
  48503. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48504. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48505. __decorate([
  48506. BABYLON.serialize(),
  48507. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48508. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48509. __decorate([
  48510. BABYLON.serialize(),
  48511. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48512. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48513. __decorate([
  48514. BABYLON.serializeAsTexture(),
  48515. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48516. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48517. return PBRMetallicRoughnessMaterial;
  48518. }(BABYLON.PBRBaseSimpleMaterial));
  48519. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48520. })(BABYLON || (BABYLON = {}));
  48521. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48522. var BABYLON;
  48523. (function (BABYLON) {
  48524. /**
  48525. * The PBR material of BJS following the specular glossiness convention.
  48526. *
  48527. * This fits to the PBR convention in the GLTF definition:
  48528. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48529. */
  48530. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48531. __extends(PBRSpecularGlossinessMaterial, _super);
  48532. /**
  48533. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48534. *
  48535. * @param name The material name
  48536. * @param scene The scene the material will be use in.
  48537. */
  48538. function PBRSpecularGlossinessMaterial(name, scene) {
  48539. var _this = _super.call(this, name, scene) || this;
  48540. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48541. return _this;
  48542. }
  48543. /**
  48544. * Return the currrent class name of the material.
  48545. */
  48546. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48547. return "PBRSpecularGlossinessMaterial";
  48548. };
  48549. /**
  48550. * Return the active textures of the material.
  48551. */
  48552. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48553. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48554. if (this.diffuseTexture) {
  48555. activeTextures.push(this.diffuseTexture);
  48556. }
  48557. if (this.specularGlossinessTexture) {
  48558. activeTextures.push(this.specularGlossinessTexture);
  48559. }
  48560. return activeTextures;
  48561. };
  48562. /**
  48563. * Checks to see if a texture is used in the material.
  48564. * @param texture - Base texture to use.
  48565. * @returns - Boolean specifying if a texture is used in the material.
  48566. */
  48567. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48568. if (_super.prototype.hasTexture.call(this, texture)) {
  48569. return true;
  48570. }
  48571. if (this.diffuseTexture === texture) {
  48572. return true;
  48573. }
  48574. if (this.specularGlossinessTexture === texture) {
  48575. return true;
  48576. }
  48577. return false;
  48578. };
  48579. /**
  48580. * Makes a duplicate of the current material.
  48581. * @param name - name to use for the new material.
  48582. */
  48583. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48584. var _this = this;
  48585. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48586. clone.id = name;
  48587. clone.name = name;
  48588. return clone;
  48589. };
  48590. /**
  48591. * Serialize the material to a parsable JSON object.
  48592. */
  48593. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48594. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48595. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48596. return serializationObject;
  48597. };
  48598. /**
  48599. * Parses a JSON object correponding to the serialize function.
  48600. */
  48601. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48602. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48603. };
  48604. __decorate([
  48605. BABYLON.serializeAsColor3("diffuse"),
  48606. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48607. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48608. __decorate([
  48609. BABYLON.serializeAsTexture(),
  48610. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48611. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48612. __decorate([
  48613. BABYLON.serializeAsColor3("specular"),
  48614. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48615. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48616. __decorate([
  48617. BABYLON.serialize(),
  48618. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48619. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48620. __decorate([
  48621. BABYLON.serializeAsTexture(),
  48622. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48623. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48624. return PBRSpecularGlossinessMaterial;
  48625. }(BABYLON.PBRBaseSimpleMaterial));
  48626. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48627. })(BABYLON || (BABYLON = {}));
  48628. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48629. var BABYLON;
  48630. (function (BABYLON) {
  48631. /**
  48632. * @ignore
  48633. * This is a list of all the different input types that are available in the application.
  48634. * Fo instance: ArcRotateCameraGamepadInput...
  48635. */
  48636. BABYLON.CameraInputTypes = {};
  48637. /**
  48638. * This represents the input manager used within a camera.
  48639. * It helps dealing with all the different kind of input attached to a camera.
  48640. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48641. */
  48642. var CameraInputsManager = /** @class */ (function () {
  48643. /**
  48644. * Instantiate a new Camera Input Manager.
  48645. * @param camera Defines the camera the input manager blongs to
  48646. */
  48647. function CameraInputsManager(camera) {
  48648. this.attached = {};
  48649. this.camera = camera;
  48650. this.checkInputs = function () { };
  48651. }
  48652. /**
  48653. * Add an input method to a camera
  48654. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48655. * @param input camera input method
  48656. */
  48657. CameraInputsManager.prototype.add = function (input) {
  48658. var type = input.getSimpleName();
  48659. if (this.attached[type]) {
  48660. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48661. return;
  48662. }
  48663. this.attached[type] = input;
  48664. input.camera = this.camera;
  48665. //for checkInputs, we are dynamically creating a function
  48666. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48667. if (input.checkInputs) {
  48668. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48669. }
  48670. if (this.attachedElement) {
  48671. input.attachControl(this.attachedElement);
  48672. }
  48673. };
  48674. /**
  48675. * Remove a specific input method from a camera
  48676. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48677. * @param inputToRemove camera input method
  48678. */
  48679. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48680. for (var cam in this.attached) {
  48681. var input = this.attached[cam];
  48682. if (input === inputToRemove) {
  48683. input.detachControl(this.attachedElement);
  48684. input.camera = null;
  48685. delete this.attached[cam];
  48686. this.rebuildInputCheck();
  48687. }
  48688. }
  48689. };
  48690. /**
  48691. * Remove a specific input type from a camera
  48692. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48693. * @param inputType the type of the input to remove
  48694. */
  48695. CameraInputsManager.prototype.removeByType = function (inputType) {
  48696. for (var cam in this.attached) {
  48697. var input = this.attached[cam];
  48698. if (input.getClassName() === inputType) {
  48699. input.detachControl(this.attachedElement);
  48700. input.camera = null;
  48701. delete this.attached[cam];
  48702. this.rebuildInputCheck();
  48703. }
  48704. }
  48705. };
  48706. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48707. var current = this.checkInputs;
  48708. return function () {
  48709. current();
  48710. fn();
  48711. };
  48712. };
  48713. /**
  48714. * Attach the input controls to the currently attached dom element to listen the events from.
  48715. * @param input Defines the input to attach
  48716. */
  48717. CameraInputsManager.prototype.attachInput = function (input) {
  48718. if (this.attachedElement) {
  48719. input.attachControl(this.attachedElement, this.noPreventDefault);
  48720. }
  48721. };
  48722. /**
  48723. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48724. * @param element Defines the dom element to collect the events from
  48725. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48726. */
  48727. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48728. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48729. if (this.attachedElement) {
  48730. return;
  48731. }
  48732. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48733. this.attachedElement = element;
  48734. this.noPreventDefault = noPreventDefault;
  48735. for (var cam in this.attached) {
  48736. this.attached[cam].attachControl(element, noPreventDefault);
  48737. }
  48738. };
  48739. /**
  48740. * Detach the current manager inputs controls from a specific dom element.
  48741. * @param element Defines the dom element to collect the events from
  48742. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48743. */
  48744. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48745. if (disconnect === void 0) { disconnect = false; }
  48746. if (this.attachedElement !== element) {
  48747. return;
  48748. }
  48749. for (var cam in this.attached) {
  48750. this.attached[cam].detachControl(element);
  48751. if (disconnect) {
  48752. this.attached[cam].camera = null;
  48753. }
  48754. }
  48755. this.attachedElement = null;
  48756. };
  48757. /**
  48758. * Rebuild the dynamic inputCheck function from the current list of
  48759. * defined inputs in the manager.
  48760. */
  48761. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48762. this.checkInputs = function () { };
  48763. for (var cam in this.attached) {
  48764. var input = this.attached[cam];
  48765. if (input.checkInputs) {
  48766. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48767. }
  48768. }
  48769. };
  48770. /**
  48771. * Remove all attached input methods from a camera
  48772. */
  48773. CameraInputsManager.prototype.clear = function () {
  48774. if (this.attachedElement) {
  48775. this.detachElement(this.attachedElement, true);
  48776. }
  48777. this.attached = {};
  48778. this.attachedElement = null;
  48779. this.checkInputs = function () { };
  48780. };
  48781. /**
  48782. * Serialize the current input manager attached to a camera.
  48783. * This ensures than once parsed,
  48784. * the input associated to the camera will be identical to the current ones
  48785. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48786. */
  48787. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48788. var inputs = {};
  48789. for (var cam in this.attached) {
  48790. var input = this.attached[cam];
  48791. var res = BABYLON.SerializationHelper.Serialize(input);
  48792. inputs[input.getClassName()] = res;
  48793. }
  48794. serializedCamera.inputsmgr = inputs;
  48795. };
  48796. /**
  48797. * Parses an input manager serialized JSON to restore the previous list of inputs
  48798. * and states associated to a camera.
  48799. * @param parsedCamera Defines the JSON to parse
  48800. */
  48801. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48802. var parsedInputs = parsedCamera.inputsmgr;
  48803. if (parsedInputs) {
  48804. this.clear();
  48805. for (var n in parsedInputs) {
  48806. var construct = BABYLON.CameraInputTypes[n];
  48807. if (construct) {
  48808. var parsedinput = parsedInputs[n];
  48809. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48810. this.add(input);
  48811. }
  48812. }
  48813. }
  48814. else {
  48815. //2016-03-08 this part is for managing backward compatibility
  48816. for (var n in this.attached) {
  48817. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48818. if (construct) {
  48819. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48820. this.remove(this.attached[n]);
  48821. this.add(input);
  48822. }
  48823. }
  48824. }
  48825. };
  48826. return CameraInputsManager;
  48827. }());
  48828. BABYLON.CameraInputsManager = CameraInputsManager;
  48829. })(BABYLON || (BABYLON = {}));
  48830. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48831. var BABYLON;
  48832. (function (BABYLON) {
  48833. /**
  48834. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48835. * This is the base of the follow, arc rotate cameras and Free camera
  48836. * @see http://doc.babylonjs.com/features/cameras
  48837. */
  48838. var TargetCamera = /** @class */ (function (_super) {
  48839. __extends(TargetCamera, _super);
  48840. /**
  48841. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48842. * This is the base of the follow, arc rotate cameras and Free camera
  48843. * @see http://doc.babylonjs.com/features/cameras
  48844. * @param name Defines the name of the camera in the scene
  48845. * @param position Defines the start position of the camera in the scene
  48846. * @param scene Defines the scene the camera belongs to
  48847. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48848. */
  48849. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48850. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48851. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48852. /**
  48853. * Define the current direction the camera is moving to
  48854. */
  48855. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48856. /**
  48857. * Define the current rotation the camera is rotating to
  48858. */
  48859. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48860. /**
  48861. * When set, the up vector of the camera will be updated by the rotation of the camera
  48862. */
  48863. _this.updateUpVectorFromRotation = false;
  48864. _this._tmpQuaternion = new BABYLON.Quaternion();
  48865. /**
  48866. * Define the current rotation of the camera
  48867. */
  48868. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48869. /**
  48870. * Define the current speed of the camera
  48871. */
  48872. _this.speed = 2.0;
  48873. /**
  48874. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48875. * around all axis.
  48876. */
  48877. _this.noRotationConstraint = false;
  48878. /**
  48879. * Define the current target of the camera as an object or a position.
  48880. */
  48881. _this.lockedTarget = null;
  48882. /** @hidden */
  48883. _this._currentTarget = BABYLON.Vector3.Zero();
  48884. /** @hidden */
  48885. _this._initialFocalDistance = 1;
  48886. /** @hidden */
  48887. _this._viewMatrix = BABYLON.Matrix.Zero();
  48888. /** @hidden */
  48889. _this._camMatrix = BABYLON.Matrix.Zero();
  48890. /** @hidden */
  48891. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48892. /** @hidden */
  48893. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48894. /** @hidden */
  48895. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48896. /** @hidden */
  48897. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48898. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48899. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48900. _this._defaultUp = BABYLON.Vector3.Up();
  48901. _this._cachedRotationZ = 0;
  48902. _this._cachedQuaternionRotationZ = 0;
  48903. return _this;
  48904. }
  48905. /**
  48906. * Gets the position in front of the camera at a given distance.
  48907. * @param distance The distance from the camera we want the position to be
  48908. * @returns the position
  48909. */
  48910. TargetCamera.prototype.getFrontPosition = function (distance) {
  48911. this.getWorldMatrix();
  48912. var direction = this.getTarget().subtract(this.position);
  48913. direction.normalize();
  48914. direction.scaleInPlace(distance);
  48915. return this.globalPosition.add(direction);
  48916. };
  48917. /** @hidden */
  48918. TargetCamera.prototype._getLockedTargetPosition = function () {
  48919. if (!this.lockedTarget) {
  48920. return null;
  48921. }
  48922. if (this.lockedTarget.absolutePosition) {
  48923. this.lockedTarget.computeWorldMatrix();
  48924. }
  48925. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48926. };
  48927. /**
  48928. * Store current camera state of the camera (fov, position, rotation, etc..)
  48929. * @returns the camera
  48930. */
  48931. TargetCamera.prototype.storeState = function () {
  48932. this._storedPosition = this.position.clone();
  48933. this._storedRotation = this.rotation.clone();
  48934. if (this.rotationQuaternion) {
  48935. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48936. }
  48937. return _super.prototype.storeState.call(this);
  48938. };
  48939. /**
  48940. * Restored camera state. You must call storeState() first
  48941. * @returns whether it was successful or not
  48942. * @hidden
  48943. */
  48944. TargetCamera.prototype._restoreStateValues = function () {
  48945. if (!_super.prototype._restoreStateValues.call(this)) {
  48946. return false;
  48947. }
  48948. this.position = this._storedPosition.clone();
  48949. this.rotation = this._storedRotation.clone();
  48950. if (this.rotationQuaternion) {
  48951. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48952. }
  48953. this.cameraDirection.copyFromFloats(0, 0, 0);
  48954. this.cameraRotation.copyFromFloats(0, 0);
  48955. return true;
  48956. };
  48957. /** @hidden */
  48958. TargetCamera.prototype._initCache = function () {
  48959. _super.prototype._initCache.call(this);
  48960. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48961. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48962. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48963. };
  48964. /** @hidden */
  48965. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48966. if (!ignoreParentClass) {
  48967. _super.prototype._updateCache.call(this);
  48968. }
  48969. var lockedTargetPosition = this._getLockedTargetPosition();
  48970. if (!lockedTargetPosition) {
  48971. this._cache.lockedTarget = null;
  48972. }
  48973. else {
  48974. if (!this._cache.lockedTarget) {
  48975. this._cache.lockedTarget = lockedTargetPosition.clone();
  48976. }
  48977. else {
  48978. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48979. }
  48980. }
  48981. this._cache.rotation.copyFrom(this.rotation);
  48982. if (this.rotationQuaternion) {
  48983. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48984. }
  48985. };
  48986. // Synchronized
  48987. /** @hidden */
  48988. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  48989. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  48990. return false;
  48991. }
  48992. var lockedTargetPosition = this._getLockedTargetPosition();
  48993. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  48994. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  48995. };
  48996. // Methods
  48997. /** @hidden */
  48998. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  48999. var engine = this.getEngine();
  49000. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  49001. };
  49002. // Target
  49003. /** @hidden */
  49004. TargetCamera.prototype.setTarget = function (target) {
  49005. this.upVector.normalize();
  49006. this._initialFocalDistance = target.subtract(this.position).length();
  49007. if (this.position.z === target.z) {
  49008. this.position.z += BABYLON.Epsilon;
  49009. }
  49010. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  49011. this._camMatrix.invert();
  49012. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  49013. var vDir = target.subtract(this.position);
  49014. if (vDir.x >= 0.0) {
  49015. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  49016. }
  49017. else {
  49018. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  49019. }
  49020. this.rotation.z = 0;
  49021. if (isNaN(this.rotation.x)) {
  49022. this.rotation.x = 0;
  49023. }
  49024. if (isNaN(this.rotation.y)) {
  49025. this.rotation.y = 0;
  49026. }
  49027. if (isNaN(this.rotation.z)) {
  49028. this.rotation.z = 0;
  49029. }
  49030. if (this.rotationQuaternion) {
  49031. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49032. }
  49033. };
  49034. /**
  49035. * Return the current target position of the camera. This value is expressed in local space.
  49036. * @returns the target position
  49037. */
  49038. TargetCamera.prototype.getTarget = function () {
  49039. return this._currentTarget;
  49040. };
  49041. /** @hidden */
  49042. TargetCamera.prototype._decideIfNeedsToMove = function () {
  49043. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49044. };
  49045. /** @hidden */
  49046. TargetCamera.prototype._updatePosition = function () {
  49047. if (this.parent) {
  49048. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  49049. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  49050. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  49051. return;
  49052. }
  49053. this.position.addInPlace(this.cameraDirection);
  49054. };
  49055. /** @hidden */
  49056. TargetCamera.prototype._checkInputs = function () {
  49057. var needToMove = this._decideIfNeedsToMove();
  49058. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  49059. // Move
  49060. if (needToMove) {
  49061. this._updatePosition();
  49062. }
  49063. // Rotate
  49064. if (needToRotate) {
  49065. this.rotation.x += this.cameraRotation.x;
  49066. this.rotation.y += this.cameraRotation.y;
  49067. //rotate, if quaternion is set and rotation was used
  49068. if (this.rotationQuaternion) {
  49069. var len = this.rotation.lengthSquared();
  49070. if (len) {
  49071. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49072. }
  49073. }
  49074. if (!this.noRotationConstraint) {
  49075. var limit = (Math.PI / 2) * 0.95;
  49076. if (this.rotation.x > limit) {
  49077. this.rotation.x = limit;
  49078. }
  49079. if (this.rotation.x < -limit) {
  49080. this.rotation.x = -limit;
  49081. }
  49082. }
  49083. }
  49084. // Inertia
  49085. if (needToMove) {
  49086. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49087. this.cameraDirection.x = 0;
  49088. }
  49089. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49090. this.cameraDirection.y = 0;
  49091. }
  49092. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49093. this.cameraDirection.z = 0;
  49094. }
  49095. this.cameraDirection.scaleInPlace(this.inertia);
  49096. }
  49097. if (needToRotate) {
  49098. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49099. this.cameraRotation.x = 0;
  49100. }
  49101. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49102. this.cameraRotation.y = 0;
  49103. }
  49104. this.cameraRotation.scaleInPlace(this.inertia);
  49105. }
  49106. _super.prototype._checkInputs.call(this);
  49107. };
  49108. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49109. if (this.rotationQuaternion) {
  49110. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49111. }
  49112. else {
  49113. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49114. }
  49115. };
  49116. /**
  49117. * Update the up vector to apply the rotation of the camera (So if you changed the camera rotation.z this will let you update the up vector as well)
  49118. * @returns the current camera
  49119. */
  49120. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49121. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49122. return this;
  49123. };
  49124. /** @hidden */
  49125. TargetCamera.prototype._getViewMatrix = function () {
  49126. if (this.lockedTarget) {
  49127. this.setTarget(this._getLockedTargetPosition());
  49128. }
  49129. // Compute
  49130. this._updateCameraRotationMatrix();
  49131. // Apply the changed rotation to the upVector
  49132. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49133. this._rotateUpVectorWithCameraRotationMatrix();
  49134. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49135. }
  49136. else if (this._cachedRotationZ != this.rotation.z) {
  49137. this._rotateUpVectorWithCameraRotationMatrix();
  49138. this._cachedRotationZ = this.rotation.z;
  49139. }
  49140. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49141. // Computing target and final matrix
  49142. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49143. if (this.updateUpVectorFromRotation) {
  49144. if (this.rotationQuaternion) {
  49145. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49146. }
  49147. else {
  49148. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49149. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49150. }
  49151. }
  49152. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49153. return this._viewMatrix;
  49154. };
  49155. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49156. if (this.parent) {
  49157. var parentWorldMatrix = this.parent.getWorldMatrix();
  49158. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49159. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49160. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49161. this._markSyncedWithParent();
  49162. }
  49163. else {
  49164. this._globalPosition.copyFrom(position);
  49165. this._globalCurrentTarget.copyFrom(target);
  49166. this._globalCurrentUpVector.copyFrom(up);
  49167. }
  49168. if (this.getScene().useRightHandedSystem) {
  49169. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49170. }
  49171. else {
  49172. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49173. }
  49174. };
  49175. /**
  49176. * @hidden
  49177. */
  49178. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49179. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49180. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49181. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49182. if (!this.rotationQuaternion) {
  49183. this.rotationQuaternion = new BABYLON.Quaternion();
  49184. }
  49185. rigCamera._cameraRigParams = {};
  49186. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49187. }
  49188. return rigCamera;
  49189. }
  49190. return null;
  49191. };
  49192. /**
  49193. * @hidden
  49194. */
  49195. TargetCamera.prototype._updateRigCameras = function () {
  49196. var camLeft = this._rigCameras[0];
  49197. var camRight = this._rigCameras[1];
  49198. this.computeWorldMatrix();
  49199. switch (this.cameraRigMode) {
  49200. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49201. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49202. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49203. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49204. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49205. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49206. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49207. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
  49208. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
  49209. break;
  49210. case BABYLON.Camera.RIG_MODE_VR:
  49211. if (camLeft.rotationQuaternion) {
  49212. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49213. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49214. }
  49215. else {
  49216. camLeft.rotation.copyFrom(this.rotation);
  49217. camRight.rotation.copyFrom(this.rotation);
  49218. }
  49219. camLeft.position.copyFrom(this.position);
  49220. camRight.position.copyFrom(this.position);
  49221. break;
  49222. }
  49223. _super.prototype._updateRigCameras.call(this);
  49224. };
  49225. TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {
  49226. var target = this.getTarget();
  49227. target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);
  49228. TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
  49229. var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);
  49230. BABYLON.Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49231. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49232. BABYLON.Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49233. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49234. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);
  49235. rigCamera.setTarget(newFocalTarget);
  49236. };
  49237. /**
  49238. * Gets the current object class name.
  49239. * @return the class name
  49240. */
  49241. TargetCamera.prototype.getClassName = function () {
  49242. return "TargetCamera";
  49243. };
  49244. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49245. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49246. TargetCamera._TargetFocalPoint = new BABYLON.Vector3();
  49247. __decorate([
  49248. BABYLON.serializeAsVector3()
  49249. ], TargetCamera.prototype, "rotation", void 0);
  49250. __decorate([
  49251. BABYLON.serialize()
  49252. ], TargetCamera.prototype, "speed", void 0);
  49253. __decorate([
  49254. BABYLON.serializeAsMeshReference("lockedTargetId")
  49255. ], TargetCamera.prototype, "lockedTarget", void 0);
  49256. return TargetCamera;
  49257. }(BABYLON.Camera));
  49258. BABYLON.TargetCamera = TargetCamera;
  49259. })(BABYLON || (BABYLON = {}));
  49260. //# sourceMappingURL=babylon.targetCamera.js.map
  49261. var BABYLON;
  49262. (function (BABYLON) {
  49263. /**
  49264. * Manage the mouse inputs to control the movement of a free camera.
  49265. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49266. */
  49267. var FreeCameraMouseInput = /** @class */ (function () {
  49268. /**
  49269. * Manage the mouse inputs to control the movement of a free camera.
  49270. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49271. * @param touchEnabled Defines if touch is enabled or not
  49272. */
  49273. function FreeCameraMouseInput(
  49274. /**
  49275. * Define if touch is enabled in the mouse input
  49276. */
  49277. touchEnabled) {
  49278. if (touchEnabled === void 0) { touchEnabled = true; }
  49279. this.touchEnabled = touchEnabled;
  49280. /**
  49281. * Defines the buttons associated with the input to handle camera move.
  49282. */
  49283. this.buttons = [0, 1, 2];
  49284. /**
  49285. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49286. */
  49287. this.angularSensibility = 2000.0;
  49288. this.previousPosition = null;
  49289. }
  49290. /**
  49291. * Attach the input controls to a specific dom element to get the input from.
  49292. * @param element Defines the element the controls should be listened from
  49293. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49294. */
  49295. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49296. var _this = this;
  49297. var engine = this.camera.getEngine();
  49298. if (!this._pointerInput) {
  49299. this._pointerInput = function (p, s) {
  49300. var evt = p.event;
  49301. if (engine.isInVRExclusivePointerMode) {
  49302. return;
  49303. }
  49304. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49305. return;
  49306. }
  49307. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49308. return;
  49309. }
  49310. var srcElement = (evt.srcElement || evt.target);
  49311. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49312. try {
  49313. srcElement.setPointerCapture(evt.pointerId);
  49314. }
  49315. catch (e) {
  49316. //Nothing to do with the error. Execution will continue.
  49317. }
  49318. _this.previousPosition = {
  49319. x: evt.clientX,
  49320. y: evt.clientY
  49321. };
  49322. if (!noPreventDefault) {
  49323. evt.preventDefault();
  49324. element.focus();
  49325. }
  49326. }
  49327. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49328. try {
  49329. srcElement.releasePointerCapture(evt.pointerId);
  49330. }
  49331. catch (e) {
  49332. //Nothing to do with the error.
  49333. }
  49334. _this.previousPosition = null;
  49335. if (!noPreventDefault) {
  49336. evt.preventDefault();
  49337. }
  49338. }
  49339. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49340. if (!_this.previousPosition || engine.isPointerLock) {
  49341. return;
  49342. }
  49343. var offsetX = evt.clientX - _this.previousPosition.x;
  49344. if (_this.camera.getScene().useRightHandedSystem) {
  49345. offsetX *= -1;
  49346. }
  49347. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49348. offsetX *= -1;
  49349. }
  49350. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49351. var offsetY = evt.clientY - _this.previousPosition.y;
  49352. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49353. _this.previousPosition = {
  49354. x: evt.clientX,
  49355. y: evt.clientY
  49356. };
  49357. if (!noPreventDefault) {
  49358. evt.preventDefault();
  49359. }
  49360. }
  49361. };
  49362. }
  49363. this._onMouseMove = function (evt) {
  49364. if (!engine.isPointerLock) {
  49365. return;
  49366. }
  49367. if (engine.isInVRExclusivePointerMode) {
  49368. return;
  49369. }
  49370. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49371. if (_this.camera.getScene().useRightHandedSystem) {
  49372. offsetX *= -1;
  49373. }
  49374. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49375. offsetX *= -1;
  49376. }
  49377. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49378. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49379. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49380. _this.previousPosition = null;
  49381. if (!noPreventDefault) {
  49382. evt.preventDefault();
  49383. }
  49384. };
  49385. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49386. element.addEventListener("mousemove", this._onMouseMove, false);
  49387. };
  49388. /**
  49389. * Detach the current controls from the specified dom element.
  49390. * @param element Defines the element to stop listening the inputs from
  49391. */
  49392. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49393. if (this._observer && element) {
  49394. this.camera.getScene().onPointerObservable.remove(this._observer);
  49395. if (this._onMouseMove) {
  49396. element.removeEventListener("mousemove", this._onMouseMove);
  49397. }
  49398. this._observer = null;
  49399. this._onMouseMove = null;
  49400. this.previousPosition = null;
  49401. }
  49402. };
  49403. /**
  49404. * Gets the class name of the current intput.
  49405. * @returns the class name
  49406. */
  49407. FreeCameraMouseInput.prototype.getClassName = function () {
  49408. return "FreeCameraMouseInput";
  49409. };
  49410. /**
  49411. * Get the friendly name associated with the input class.
  49412. * @returns the input friendly name
  49413. */
  49414. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49415. return "mouse";
  49416. };
  49417. __decorate([
  49418. BABYLON.serialize()
  49419. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49420. __decorate([
  49421. BABYLON.serialize()
  49422. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49423. return FreeCameraMouseInput;
  49424. }());
  49425. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49426. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49427. })(BABYLON || (BABYLON = {}));
  49428. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49429. var BABYLON;
  49430. (function (BABYLON) {
  49431. /**
  49432. * Manage the keyboard inputs to control the movement of a free camera.
  49433. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49434. */
  49435. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49436. function FreeCameraKeyboardMoveInput() {
  49437. /**
  49438. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49439. */
  49440. this.keysUp = [38];
  49441. /**
  49442. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49443. */
  49444. this.keysDown = [40];
  49445. /**
  49446. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49447. */
  49448. this.keysLeft = [37];
  49449. /**
  49450. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49451. */
  49452. this.keysRight = [39];
  49453. this._keys = new Array();
  49454. }
  49455. /**
  49456. * Attach the input controls to a specific dom element to get the input from.
  49457. * @param element Defines the element the controls should be listened from
  49458. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49459. */
  49460. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49461. var _this = this;
  49462. if (this._onCanvasBlurObserver) {
  49463. return;
  49464. }
  49465. this._scene = this.camera.getScene();
  49466. this._engine = this._scene.getEngine();
  49467. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49468. _this._keys = [];
  49469. });
  49470. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49471. var evt = info.event;
  49472. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49473. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49474. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49475. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49476. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49477. var index = _this._keys.indexOf(evt.keyCode);
  49478. if (index === -1) {
  49479. _this._keys.push(evt.keyCode);
  49480. }
  49481. if (!noPreventDefault) {
  49482. evt.preventDefault();
  49483. }
  49484. }
  49485. }
  49486. else {
  49487. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49488. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49489. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49490. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49491. var index = _this._keys.indexOf(evt.keyCode);
  49492. if (index >= 0) {
  49493. _this._keys.splice(index, 1);
  49494. }
  49495. if (!noPreventDefault) {
  49496. evt.preventDefault();
  49497. }
  49498. }
  49499. }
  49500. });
  49501. };
  49502. /**
  49503. * Detach the current controls from the specified dom element.
  49504. * @param element Defines the element to stop listening the inputs from
  49505. */
  49506. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49507. if (this._scene) {
  49508. if (this._onKeyboardObserver) {
  49509. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49510. }
  49511. if (this._onCanvasBlurObserver) {
  49512. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49513. }
  49514. this._onKeyboardObserver = null;
  49515. this._onCanvasBlurObserver = null;
  49516. }
  49517. this._keys = [];
  49518. };
  49519. /**
  49520. * Update the current camera state depending on the inputs that have been used this frame.
  49521. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49522. */
  49523. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49524. if (this._onKeyboardObserver) {
  49525. var camera = this.camera;
  49526. // Keyboard
  49527. for (var index = 0; index < this._keys.length; index++) {
  49528. var keyCode = this._keys[index];
  49529. var speed = camera._computeLocalCameraSpeed();
  49530. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49531. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49532. }
  49533. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49534. camera._localDirection.copyFromFloats(0, 0, speed);
  49535. }
  49536. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49537. camera._localDirection.copyFromFloats(speed, 0, 0);
  49538. }
  49539. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49540. camera._localDirection.copyFromFloats(0, 0, -speed);
  49541. }
  49542. if (camera.getScene().useRightHandedSystem) {
  49543. camera._localDirection.z *= -1;
  49544. }
  49545. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49546. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49547. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49548. }
  49549. }
  49550. };
  49551. /**
  49552. * Gets the class name of the current intput.
  49553. * @returns the class name
  49554. */
  49555. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49556. return "FreeCameraKeyboardMoveInput";
  49557. };
  49558. /** @hidden */
  49559. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49560. this._keys = [];
  49561. };
  49562. /**
  49563. * Get the friendly name associated with the input class.
  49564. * @returns the input friendly name
  49565. */
  49566. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49567. return "keyboard";
  49568. };
  49569. __decorate([
  49570. BABYLON.serialize()
  49571. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49572. __decorate([
  49573. BABYLON.serialize()
  49574. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49575. __decorate([
  49576. BABYLON.serialize()
  49577. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49578. __decorate([
  49579. BABYLON.serialize()
  49580. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49581. return FreeCameraKeyboardMoveInput;
  49582. }());
  49583. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49584. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49585. })(BABYLON || (BABYLON = {}));
  49586. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49587. var BABYLON;
  49588. (function (BABYLON) {
  49589. /**
  49590. * Default Inputs manager for the FreeCamera.
  49591. * It groups all the default supported inputs for ease of use.
  49592. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49593. */
  49594. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49595. __extends(FreeCameraInputsManager, _super);
  49596. /**
  49597. * Instantiates a new FreeCameraInputsManager.
  49598. * @param camera Defines the camera the inputs belong to
  49599. */
  49600. function FreeCameraInputsManager(camera) {
  49601. return _super.call(this, camera) || this;
  49602. }
  49603. /**
  49604. * Add keyboard input support to the input manager.
  49605. * @returns the current input manager
  49606. */
  49607. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49608. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49609. return this;
  49610. };
  49611. /**
  49612. * Add mouse input support to the input manager.
  49613. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49614. * @returns the current input manager
  49615. */
  49616. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49617. if (touchEnabled === void 0) { touchEnabled = true; }
  49618. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49619. return this;
  49620. };
  49621. /**
  49622. * Add orientation input support to the input manager.
  49623. * @returns the current input manager
  49624. */
  49625. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49626. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49627. return this;
  49628. };
  49629. /**
  49630. * Add touch input support to the input manager.
  49631. * @returns the current input manager
  49632. */
  49633. FreeCameraInputsManager.prototype.addTouch = function () {
  49634. this.add(new BABYLON.FreeCameraTouchInput());
  49635. return this;
  49636. };
  49637. /**
  49638. * Add virtual joystick input support to the input manager.
  49639. * @returns the current input manager
  49640. */
  49641. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49642. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49643. return this;
  49644. };
  49645. return FreeCameraInputsManager;
  49646. }(BABYLON.CameraInputsManager));
  49647. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49648. })(BABYLON || (BABYLON = {}));
  49649. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49650. var BABYLON;
  49651. (function (BABYLON) {
  49652. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49653. // Forcing to use the Universal camera
  49654. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49655. });
  49656. /**
  49657. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49658. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49659. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49660. */
  49661. var FreeCamera = /** @class */ (function (_super) {
  49662. __extends(FreeCamera, _super);
  49663. /**
  49664. * Instantiates a Free Camera.
  49665. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49666. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49667. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49668. * @param name Define the name of the camera in the scene
  49669. * @param position Define the start position of the camera in the scene
  49670. * @param scene Define the scene the camera belongs to
  49671. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49672. */
  49673. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49674. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49675. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49676. /**
  49677. * Define the collision ellipsoid of the camera.
  49678. * This is helpful to simulate a camera body like the player body around the camera
  49679. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49680. */
  49681. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49682. /**
  49683. * Define an offset for the position of the ellipsoid around the camera.
  49684. * This can be helpful to determine the center of the body near the gravity center of the body
  49685. * instead of its head.
  49686. */
  49687. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49688. /**
  49689. * Enable or disable collisions of the camera with the rest of the scene objects.
  49690. */
  49691. _this.checkCollisions = false;
  49692. /**
  49693. * Enable or disable gravity on the camera.
  49694. */
  49695. _this.applyGravity = false;
  49696. _this._needMoveForGravity = false;
  49697. _this._oldPosition = BABYLON.Vector3.Zero();
  49698. _this._diffPosition = BABYLON.Vector3.Zero();
  49699. _this._newPosition = BABYLON.Vector3.Zero();
  49700. // Collisions
  49701. _this._collisionMask = -1;
  49702. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49703. if (collidedMesh === void 0) { collidedMesh = null; }
  49704. //TODO move this to the collision coordinator!
  49705. if (_this.getScene().workerCollisions) {
  49706. newPosition.multiplyInPlace(_this._collider._radius);
  49707. }
  49708. var updatePosition = function (newPos) {
  49709. _this._newPosition.copyFrom(newPos);
  49710. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49711. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49712. _this.position.addInPlace(_this._diffPosition);
  49713. if (_this.onCollide && collidedMesh) {
  49714. _this.onCollide(collidedMesh);
  49715. }
  49716. }
  49717. };
  49718. updatePosition(newPosition);
  49719. };
  49720. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49721. _this.inputs.addKeyboard().addMouse();
  49722. return _this;
  49723. }
  49724. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49725. /**
  49726. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49727. * Higher values reduce sensitivity.
  49728. */
  49729. get: function () {
  49730. var mouse = this.inputs.attached["mouse"];
  49731. if (mouse) {
  49732. return mouse.angularSensibility;
  49733. }
  49734. return 0;
  49735. },
  49736. /**
  49737. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49738. * Higher values reduce sensitivity.
  49739. */
  49740. set: function (value) {
  49741. var mouse = this.inputs.attached["mouse"];
  49742. if (mouse) {
  49743. mouse.angularSensibility = value;
  49744. }
  49745. },
  49746. enumerable: true,
  49747. configurable: true
  49748. });
  49749. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49750. /**
  49751. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49752. */
  49753. get: function () {
  49754. var keyboard = this.inputs.attached["keyboard"];
  49755. if (keyboard) {
  49756. return keyboard.keysUp;
  49757. }
  49758. return [];
  49759. },
  49760. set: function (value) {
  49761. var keyboard = this.inputs.attached["keyboard"];
  49762. if (keyboard) {
  49763. keyboard.keysUp = value;
  49764. }
  49765. },
  49766. enumerable: true,
  49767. configurable: true
  49768. });
  49769. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49770. /**
  49771. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49772. */
  49773. get: function () {
  49774. var keyboard = this.inputs.attached["keyboard"];
  49775. if (keyboard) {
  49776. return keyboard.keysDown;
  49777. }
  49778. return [];
  49779. },
  49780. set: function (value) {
  49781. var keyboard = this.inputs.attached["keyboard"];
  49782. if (keyboard) {
  49783. keyboard.keysDown = value;
  49784. }
  49785. },
  49786. enumerable: true,
  49787. configurable: true
  49788. });
  49789. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49790. /**
  49791. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49792. */
  49793. get: function () {
  49794. var keyboard = this.inputs.attached["keyboard"];
  49795. if (keyboard) {
  49796. return keyboard.keysLeft;
  49797. }
  49798. return [];
  49799. },
  49800. set: function (value) {
  49801. var keyboard = this.inputs.attached["keyboard"];
  49802. if (keyboard) {
  49803. keyboard.keysLeft = value;
  49804. }
  49805. },
  49806. enumerable: true,
  49807. configurable: true
  49808. });
  49809. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49810. /**
  49811. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49812. */
  49813. get: function () {
  49814. var keyboard = this.inputs.attached["keyboard"];
  49815. if (keyboard) {
  49816. return keyboard.keysRight;
  49817. }
  49818. return [];
  49819. },
  49820. set: function (value) {
  49821. var keyboard = this.inputs.attached["keyboard"];
  49822. if (keyboard) {
  49823. keyboard.keysRight = value;
  49824. }
  49825. },
  49826. enumerable: true,
  49827. configurable: true
  49828. });
  49829. /**
  49830. * Attached controls to the current camera.
  49831. * @param element Defines the element the controls should be listened from
  49832. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49833. */
  49834. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49835. this.inputs.attachElement(element, noPreventDefault);
  49836. };
  49837. /**
  49838. * Detach the current controls from the camera.
  49839. * The camera will stop reacting to inputs.
  49840. * @param element Defines the element to stop listening the inputs from
  49841. */
  49842. FreeCamera.prototype.detachControl = function (element) {
  49843. this.inputs.detachElement(element);
  49844. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49845. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49846. };
  49847. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49848. /**
  49849. * Define a collision mask to limit the list of object the camera can collide with
  49850. */
  49851. get: function () {
  49852. return this._collisionMask;
  49853. },
  49854. set: function (mask) {
  49855. this._collisionMask = !isNaN(mask) ? mask : -1;
  49856. },
  49857. enumerable: true,
  49858. configurable: true
  49859. });
  49860. /** @hidden */
  49861. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49862. var globalPosition;
  49863. if (this.parent) {
  49864. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49865. }
  49866. else {
  49867. globalPosition = this.position;
  49868. }
  49869. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49870. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49871. if (!this._collider) {
  49872. this._collider = new BABYLON.Collider();
  49873. }
  49874. this._collider._radius = this.ellipsoid;
  49875. this._collider.collisionMask = this._collisionMask;
  49876. //no need for clone, as long as gravity is not on.
  49877. var actualDisplacement = displacement;
  49878. //add gravity to the direction to prevent the dual-collision checking
  49879. if (this.applyGravity) {
  49880. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49881. actualDisplacement = displacement.add(this.getScene().gravity);
  49882. }
  49883. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49884. };
  49885. /** @hidden */
  49886. FreeCamera.prototype._checkInputs = function () {
  49887. if (!this._localDirection) {
  49888. this._localDirection = BABYLON.Vector3.Zero();
  49889. this._transformedDirection = BABYLON.Vector3.Zero();
  49890. }
  49891. this.inputs.checkInputs();
  49892. _super.prototype._checkInputs.call(this);
  49893. };
  49894. /** @hidden */
  49895. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49896. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49897. };
  49898. /** @hidden */
  49899. FreeCamera.prototype._updatePosition = function () {
  49900. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49901. this._collideWithWorld(this.cameraDirection);
  49902. }
  49903. else {
  49904. _super.prototype._updatePosition.call(this);
  49905. }
  49906. };
  49907. /**
  49908. * Destroy the camera and release the current resources hold by it.
  49909. */
  49910. FreeCamera.prototype.dispose = function () {
  49911. this.inputs.clear();
  49912. _super.prototype.dispose.call(this);
  49913. };
  49914. /**
  49915. * Gets the current object class name.
  49916. * @return the class name
  49917. */
  49918. FreeCamera.prototype.getClassName = function () {
  49919. return "FreeCamera";
  49920. };
  49921. __decorate([
  49922. BABYLON.serializeAsVector3()
  49923. ], FreeCamera.prototype, "ellipsoid", void 0);
  49924. __decorate([
  49925. BABYLON.serializeAsVector3()
  49926. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49927. __decorate([
  49928. BABYLON.serialize()
  49929. ], FreeCamera.prototype, "checkCollisions", void 0);
  49930. __decorate([
  49931. BABYLON.serialize()
  49932. ], FreeCamera.prototype, "applyGravity", void 0);
  49933. return FreeCamera;
  49934. }(BABYLON.TargetCamera));
  49935. BABYLON.FreeCamera = FreeCamera;
  49936. })(BABYLON || (BABYLON = {}));
  49937. //# sourceMappingURL=babylon.freeCamera.js.map
  49938. var BABYLON;
  49939. (function (BABYLON) {
  49940. /**
  49941. * Listen to mouse events to control the camera.
  49942. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49943. */
  49944. var FlyCameraMouseInput = /** @class */ (function () {
  49945. /**
  49946. * Listen to mouse events to control the camera.
  49947. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49948. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49949. */
  49950. function FlyCameraMouseInput(touchEnabled) {
  49951. if (touchEnabled === void 0) { touchEnabled = true; }
  49952. /**
  49953. * Defines the buttons associated with the input to handle camera rotation.
  49954. */
  49955. this.buttons = [0, 1, 2];
  49956. /**
  49957. * Assign buttons for Yaw control.
  49958. */
  49959. this.buttonsYaw = [-1, 0, 1];
  49960. /**
  49961. * Assign buttons for Pitch control.
  49962. */
  49963. this.buttonsPitch = [-1, 0, 1];
  49964. /**
  49965. * Assign buttons for Roll control.
  49966. */
  49967. this.buttonsRoll = [2];
  49968. /**
  49969. * Detect if any button is being pressed while mouse is moved.
  49970. * -1 = Mouse locked.
  49971. * 0 = Left button.
  49972. * 1 = Middle Button.
  49973. * 2 = Right Button.
  49974. */
  49975. this.activeButton = -1;
  49976. /**
  49977. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49978. * Higher values reduce its sensitivity.
  49979. */
  49980. this.angularSensibility = 1000.0;
  49981. this.previousPosition = null;
  49982. }
  49983. /**
  49984. * Attach the mouse control to the HTML DOM element.
  49985. * @param element Defines the element that listens to the input events.
  49986. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49987. */
  49988. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49989. var _this = this;
  49990. this.element = element;
  49991. this.noPreventDefault = noPreventDefault;
  49992. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  49993. _this._pointerInput(p, s);
  49994. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49995. // Correct Roll by rate, if enabled.
  49996. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  49997. if (_this.camera.rollCorrect) {
  49998. _this.camera.restoreRoll(_this.camera.rollCorrect);
  49999. }
  50000. });
  50001. // Helper function to keep 'this'.
  50002. this._mousemoveCallback = function (e) {
  50003. _this._onMouseMove(e);
  50004. };
  50005. element.addEventListener("mousemove", this._mousemoveCallback, false);
  50006. };
  50007. /**
  50008. * Detach the current controls from the specified dom element.
  50009. * @param element Defines the element to stop listening the inputs from
  50010. */
  50011. FlyCameraMouseInput.prototype.detachControl = function (element) {
  50012. if (this._observer && element) {
  50013. this.camera.getScene().onPointerObservable.remove(this._observer);
  50014. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  50015. if (this._mousemoveCallback) {
  50016. element.removeEventListener("mousemove", this._mousemoveCallback);
  50017. }
  50018. this._observer = null;
  50019. this._rollObserver = null;
  50020. this.previousPosition = null;
  50021. this.noPreventDefault = undefined;
  50022. }
  50023. };
  50024. /**
  50025. * Gets the class name of the current input.
  50026. * @returns the class name.
  50027. */
  50028. FlyCameraMouseInput.prototype.getClassName = function () {
  50029. return "FlyCameraMouseInput";
  50030. };
  50031. /**
  50032. * Get the friendly name associated with the input class.
  50033. * @returns the input's friendly name.
  50034. */
  50035. FlyCameraMouseInput.prototype.getSimpleName = function () {
  50036. return "mouse";
  50037. };
  50038. // Track mouse movement, when the pointer is not locked.
  50039. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  50040. var e = p.event;
  50041. var camera = this.camera;
  50042. var engine = camera.getEngine();
  50043. if (engine.isInVRExclusivePointerMode) {
  50044. return;
  50045. }
  50046. if (!this.touchEnabled && e.pointerType === "touch") {
  50047. return;
  50048. }
  50049. // Mouse is moved but an unknown mouse button is pressed.
  50050. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  50051. return;
  50052. }
  50053. var srcElement = (e.srcElement || e.target);
  50054. // Mouse down.
  50055. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50056. try {
  50057. srcElement.setPointerCapture(e.pointerId);
  50058. }
  50059. catch (e) {
  50060. // Nothing to do with the error. Execution continues.
  50061. }
  50062. this.previousPosition = {
  50063. x: e.clientX,
  50064. y: e.clientY
  50065. };
  50066. this.activeButton = e.button;
  50067. if (!this.noPreventDefault) {
  50068. e.preventDefault();
  50069. this.element.focus();
  50070. }
  50071. }
  50072. else
  50073. // Mouse up.
  50074. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50075. try {
  50076. srcElement.releasePointerCapture(e.pointerId);
  50077. }
  50078. catch (e) {
  50079. // Nothing to do with the error. Execution continues.
  50080. }
  50081. this.activeButton = -1;
  50082. this.previousPosition = null;
  50083. if (!this.noPreventDefault) {
  50084. e.preventDefault();
  50085. }
  50086. }
  50087. else
  50088. // Mouse move.
  50089. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50090. if (!this.previousPosition || engine.isPointerLock) {
  50091. return;
  50092. }
  50093. var offsetX = e.clientX - this.previousPosition.x;
  50094. var offsetY = e.clientY - this.previousPosition.y;
  50095. this.rotateCamera(offsetX, offsetY);
  50096. this.previousPosition = {
  50097. x: e.clientX,
  50098. y: e.clientY
  50099. };
  50100. if (!this.noPreventDefault) {
  50101. e.preventDefault();
  50102. }
  50103. }
  50104. };
  50105. // Track mouse movement, when pointer is locked.
  50106. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50107. var camera = this.camera;
  50108. var engine = camera.getEngine();
  50109. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50110. return;
  50111. }
  50112. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50113. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50114. this.rotateCamera(offsetX, offsetY);
  50115. this.previousPosition = null;
  50116. if (!this.noPreventDefault) {
  50117. e.preventDefault();
  50118. }
  50119. };
  50120. /**
  50121. * Rotate camera by mouse offset.
  50122. */
  50123. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50124. var _this = this;
  50125. var camera = this.camera;
  50126. var scene = this.camera.getScene();
  50127. if (scene.useRightHandedSystem) {
  50128. offsetX *= -1;
  50129. }
  50130. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50131. offsetX *= -1;
  50132. }
  50133. var x = offsetX / this.angularSensibility;
  50134. var y = offsetY / this.angularSensibility;
  50135. // Initialize to current rotation.
  50136. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50137. var rotationChange;
  50138. // Pitch.
  50139. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50140. // Apply change in Radians to vector Angle.
  50141. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50142. // Apply Pitch to quaternion.
  50143. currentRotation.multiplyInPlace(rotationChange);
  50144. }
  50145. // Yaw.
  50146. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50147. // Apply change in Radians to vector Angle.
  50148. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50149. // Apply Yaw to quaternion.
  50150. currentRotation.multiplyInPlace(rotationChange);
  50151. // Add Roll, if banked turning is enabled, within Roll limit.
  50152. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50153. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50154. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50155. // Apply change in Radians to vector Angle.
  50156. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50157. // Apply Yaw to quaternion.
  50158. currentRotation.multiplyInPlace(rotationChange);
  50159. }
  50160. }
  50161. // Roll.
  50162. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50163. // Apply change in Radians to vector Angle.
  50164. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50165. // Track Rolling.
  50166. camera._trackRoll -= x;
  50167. // Apply Pitch to quaternion.
  50168. currentRotation.multiplyInPlace(rotationChange);
  50169. }
  50170. // Apply rotationQuaternion to Euler camera.rotation.
  50171. currentRotation.toEulerAnglesToRef(camera.rotation);
  50172. };
  50173. __decorate([
  50174. BABYLON.serialize()
  50175. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50176. __decorate([
  50177. BABYLON.serialize()
  50178. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50179. return FlyCameraMouseInput;
  50180. }());
  50181. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50182. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50183. })(BABYLON || (BABYLON = {}));
  50184. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50185. var BABYLON;
  50186. (function (BABYLON) {
  50187. /**
  50188. * Listen to keyboard events to control the camera.
  50189. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50190. */
  50191. var FlyCameraKeyboardInput = /** @class */ (function () {
  50192. function FlyCameraKeyboardInput() {
  50193. /**
  50194. * The list of keyboard keys used to control the forward move of the camera.
  50195. */
  50196. this.keysForward = [87];
  50197. /**
  50198. * The list of keyboard keys used to control the backward move of the camera.
  50199. */
  50200. this.keysBackward = [83];
  50201. /**
  50202. * The list of keyboard keys used to control the forward move of the camera.
  50203. */
  50204. this.keysUp = [69];
  50205. /**
  50206. * The list of keyboard keys used to control the backward move of the camera.
  50207. */
  50208. this.keysDown = [81];
  50209. /**
  50210. * The list of keyboard keys used to control the right strafe move of the camera.
  50211. */
  50212. this.keysRight = [68];
  50213. /**
  50214. * The list of keyboard keys used to control the left strafe move of the camera.
  50215. */
  50216. this.keysLeft = [65];
  50217. this._keys = new Array();
  50218. }
  50219. /**
  50220. * Attach the input controls to a specific dom element to get the input from.
  50221. * @param element Defines the element the controls should be listened from
  50222. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50223. */
  50224. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50225. var _this = this;
  50226. if (this._onCanvasBlurObserver) {
  50227. return;
  50228. }
  50229. this._scene = this.camera.getScene();
  50230. this._engine = this._scene.getEngine();
  50231. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50232. _this._keys = [];
  50233. });
  50234. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50235. var evt = info.event;
  50236. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50237. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50238. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50239. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50240. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50241. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50242. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50243. var index = _this._keys.indexOf(evt.keyCode);
  50244. if (index === -1) {
  50245. _this._keys.push(evt.keyCode);
  50246. }
  50247. if (!noPreventDefault) {
  50248. evt.preventDefault();
  50249. }
  50250. }
  50251. }
  50252. else {
  50253. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50254. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50255. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50256. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50257. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50258. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50259. var index = _this._keys.indexOf(evt.keyCode);
  50260. if (index >= 0) {
  50261. _this._keys.splice(index, 1);
  50262. }
  50263. if (!noPreventDefault) {
  50264. evt.preventDefault();
  50265. }
  50266. }
  50267. }
  50268. });
  50269. };
  50270. /**
  50271. * Detach the current controls from the specified dom element.
  50272. * @param element Defines the element to stop listening the inputs from
  50273. */
  50274. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50275. if (this._scene) {
  50276. if (this._onKeyboardObserver) {
  50277. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50278. }
  50279. if (this._onCanvasBlurObserver) {
  50280. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50281. }
  50282. this._onKeyboardObserver = null;
  50283. this._onCanvasBlurObserver = null;
  50284. }
  50285. this._keys = [];
  50286. };
  50287. /**
  50288. * Gets the class name of the current intput.
  50289. * @returns the class name
  50290. */
  50291. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50292. return "FlyCameraKeyboardInput";
  50293. };
  50294. /** @hidden */
  50295. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50296. this._keys = [];
  50297. };
  50298. /**
  50299. * Get the friendly name associated with the input class.
  50300. * @returns the input friendly name
  50301. */
  50302. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50303. return "keyboard";
  50304. };
  50305. /**
  50306. * Update the current camera state depending on the inputs that have been used this frame.
  50307. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50308. */
  50309. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50310. if (this._onKeyboardObserver) {
  50311. var camera = this.camera;
  50312. // Keyboard
  50313. for (var index = 0; index < this._keys.length; index++) {
  50314. var keyCode = this._keys[index];
  50315. var speed = camera._computeLocalCameraSpeed();
  50316. if (this.keysForward.indexOf(keyCode) !== -1) {
  50317. camera._localDirection.copyFromFloats(0, 0, speed);
  50318. }
  50319. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50320. camera._localDirection.copyFromFloats(0, 0, -speed);
  50321. }
  50322. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50323. camera._localDirection.copyFromFloats(0, speed, 0);
  50324. }
  50325. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50326. camera._localDirection.copyFromFloats(0, -speed, 0);
  50327. }
  50328. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50329. camera._localDirection.copyFromFloats(speed, 0, 0);
  50330. }
  50331. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50332. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50333. }
  50334. if (camera.getScene().useRightHandedSystem) {
  50335. camera._localDirection.z *= -1;
  50336. }
  50337. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50338. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50339. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50340. }
  50341. }
  50342. };
  50343. __decorate([
  50344. BABYLON.serialize()
  50345. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50346. __decorate([
  50347. BABYLON.serialize()
  50348. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50349. __decorate([
  50350. BABYLON.serialize()
  50351. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50352. __decorate([
  50353. BABYLON.serialize()
  50354. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50355. __decorate([
  50356. BABYLON.serialize()
  50357. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50358. __decorate([
  50359. BABYLON.serialize()
  50360. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50361. return FlyCameraKeyboardInput;
  50362. }());
  50363. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50364. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50365. })(BABYLON || (BABYLON = {}));
  50366. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50367. var BABYLON;
  50368. (function (BABYLON) {
  50369. /**
  50370. * Default Inputs manager for the FlyCamera.
  50371. * It groups all the default supported inputs for ease of use.
  50372. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50373. */
  50374. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50375. __extends(FlyCameraInputsManager, _super);
  50376. /**
  50377. * Instantiates a new FlyCameraInputsManager.
  50378. * @param camera Defines the camera the inputs belong to.
  50379. */
  50380. function FlyCameraInputsManager(camera) {
  50381. return _super.call(this, camera) || this;
  50382. }
  50383. /**
  50384. * Add keyboard input support to the input manager.
  50385. * @returns the new FlyCameraKeyboardMoveInput().
  50386. */
  50387. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50388. this.add(new BABYLON.FlyCameraKeyboardInput());
  50389. return this;
  50390. };
  50391. /**
  50392. * Add mouse input support to the input manager.
  50393. * @param touchEnabled Enable touch screen support.
  50394. * @returns the new FlyCameraMouseInput().
  50395. */
  50396. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50397. if (touchEnabled === void 0) { touchEnabled = true; }
  50398. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50399. return this;
  50400. };
  50401. return FlyCameraInputsManager;
  50402. }(BABYLON.CameraInputsManager));
  50403. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50404. })(BABYLON || (BABYLON = {}));
  50405. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50406. var BABYLON;
  50407. (function (BABYLON) {
  50408. /**
  50409. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50410. * such as in a 3D Space Shooter or a Flight Simulator.
  50411. */
  50412. var FlyCamera = /** @class */ (function (_super) {
  50413. __extends(FlyCamera, _super);
  50414. /**
  50415. * Instantiates a FlyCamera.
  50416. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50417. * such as in a 3D Space Shooter or a Flight Simulator.
  50418. * @param name Define the name of the camera in the scene.
  50419. * @param position Define the starting position of the camera in the scene.
  50420. * @param scene Define the scene the camera belongs to.
  50421. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50422. */
  50423. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50424. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50425. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50426. /**
  50427. * Define the collision ellipsoid of the camera.
  50428. * This is helpful for simulating a camera body, like a player's body.
  50429. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50430. */
  50431. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50432. /**
  50433. * Define an offset for the position of the ellipsoid around the camera.
  50434. * This can be helpful if the camera is attached away from the player's body center,
  50435. * such as at its head.
  50436. */
  50437. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50438. /**
  50439. * Enable or disable collisions of the camera with the rest of the scene objects.
  50440. */
  50441. _this.checkCollisions = false;
  50442. /**
  50443. * Enable or disable gravity on the camera.
  50444. */
  50445. _this.applyGravity = false;
  50446. /**
  50447. * Define the current direction the camera is moving to.
  50448. */
  50449. _this.cameraDirection = BABYLON.Vector3.Zero();
  50450. /**
  50451. * Track Roll to maintain the wanted Rolling when looking around.
  50452. */
  50453. _this._trackRoll = 0;
  50454. /**
  50455. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50456. */
  50457. _this.rollCorrect = 100;
  50458. /**
  50459. * Mimic a banked turn, Rolling the camera when Yawing.
  50460. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50461. */
  50462. _this.bankedTurn = false;
  50463. /**
  50464. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50465. */
  50466. _this.bankedTurnLimit = Math.PI / 2;
  50467. /**
  50468. * Value of 0 disables the banked Roll.
  50469. * Value of 1 is equal to the Yaw angle in radians.
  50470. */
  50471. _this.bankedTurnMultiplier = 1;
  50472. _this._needMoveForGravity = false;
  50473. _this._oldPosition = BABYLON.Vector3.Zero();
  50474. _this._diffPosition = BABYLON.Vector3.Zero();
  50475. _this._newPosition = BABYLON.Vector3.Zero();
  50476. // Collisions.
  50477. _this._collisionMask = -1;
  50478. /** @hidden */
  50479. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50480. if (collidedMesh === void 0) { collidedMesh = null; }
  50481. // TODO Move this to the collision coordinator!
  50482. if (_this.getScene().workerCollisions) {
  50483. newPosition.multiplyInPlace(_this._collider._radius);
  50484. }
  50485. var updatePosition = function (newPos) {
  50486. _this._newPosition.copyFrom(newPos);
  50487. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50488. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50489. _this.position.addInPlace(_this._diffPosition);
  50490. if (_this.onCollide && collidedMesh) {
  50491. _this.onCollide(collidedMesh);
  50492. }
  50493. }
  50494. };
  50495. updatePosition(newPosition);
  50496. };
  50497. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50498. _this.inputs.addKeyboard().addMouse();
  50499. return _this;
  50500. }
  50501. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50502. /**
  50503. * Gets the input sensibility for mouse input.
  50504. * Higher values reduce sensitivity.
  50505. */
  50506. get: function () {
  50507. var mouse = this.inputs.attached["mouse"];
  50508. if (mouse) {
  50509. return mouse.angularSensibility;
  50510. }
  50511. return 0;
  50512. },
  50513. /**
  50514. * Sets the input sensibility for a mouse input.
  50515. * Higher values reduce sensitivity.
  50516. */
  50517. set: function (value) {
  50518. var mouse = this.inputs.attached["mouse"];
  50519. if (mouse) {
  50520. mouse.angularSensibility = value;
  50521. }
  50522. },
  50523. enumerable: true,
  50524. configurable: true
  50525. });
  50526. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50527. /**
  50528. * Get the keys for camera movement forward.
  50529. */
  50530. get: function () {
  50531. var keyboard = this.inputs.attached["keyboard"];
  50532. if (keyboard) {
  50533. return keyboard.keysForward;
  50534. }
  50535. return [];
  50536. },
  50537. /**
  50538. * Set the keys for camera movement forward.
  50539. */
  50540. set: function (value) {
  50541. var keyboard = this.inputs.attached["keyboard"];
  50542. if (keyboard) {
  50543. keyboard.keysForward = value;
  50544. }
  50545. },
  50546. enumerable: true,
  50547. configurable: true
  50548. });
  50549. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50550. /**
  50551. * Get the keys for camera movement backward.
  50552. */
  50553. get: function () {
  50554. var keyboard = this.inputs.attached["keyboard"];
  50555. if (keyboard) {
  50556. return keyboard.keysBackward;
  50557. }
  50558. return [];
  50559. },
  50560. set: function (value) {
  50561. var keyboard = this.inputs.attached["keyboard"];
  50562. if (keyboard) {
  50563. keyboard.keysBackward = value;
  50564. }
  50565. },
  50566. enumerable: true,
  50567. configurable: true
  50568. });
  50569. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50570. /**
  50571. * Get the keys for camera movement up.
  50572. */
  50573. get: function () {
  50574. var keyboard = this.inputs.attached["keyboard"];
  50575. if (keyboard) {
  50576. return keyboard.keysUp;
  50577. }
  50578. return [];
  50579. },
  50580. /**
  50581. * Set the keys for camera movement up.
  50582. */
  50583. set: function (value) {
  50584. var keyboard = this.inputs.attached["keyboard"];
  50585. if (keyboard) {
  50586. keyboard.keysUp = value;
  50587. }
  50588. },
  50589. enumerable: true,
  50590. configurable: true
  50591. });
  50592. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50593. /**
  50594. * Get the keys for camera movement down.
  50595. */
  50596. get: function () {
  50597. var keyboard = this.inputs.attached["keyboard"];
  50598. if (keyboard) {
  50599. return keyboard.keysDown;
  50600. }
  50601. return [];
  50602. },
  50603. /**
  50604. * Set the keys for camera movement down.
  50605. */
  50606. set: function (value) {
  50607. var keyboard = this.inputs.attached["keyboard"];
  50608. if (keyboard) {
  50609. keyboard.keysDown = value;
  50610. }
  50611. },
  50612. enumerable: true,
  50613. configurable: true
  50614. });
  50615. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50616. /**
  50617. * Get the keys for camera movement left.
  50618. */
  50619. get: function () {
  50620. var keyboard = this.inputs.attached["keyboard"];
  50621. if (keyboard) {
  50622. return keyboard.keysLeft;
  50623. }
  50624. return [];
  50625. },
  50626. /**
  50627. * Set the keys for camera movement left.
  50628. */
  50629. set: function (value) {
  50630. var keyboard = this.inputs.attached["keyboard"];
  50631. if (keyboard) {
  50632. keyboard.keysLeft = value;
  50633. }
  50634. },
  50635. enumerable: true,
  50636. configurable: true
  50637. });
  50638. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50639. /**
  50640. * Set the keys for camera movement right.
  50641. */
  50642. get: function () {
  50643. var keyboard = this.inputs.attached["keyboard"];
  50644. if (keyboard) {
  50645. return keyboard.keysRight;
  50646. }
  50647. return [];
  50648. },
  50649. /**
  50650. * Set the keys for camera movement right.
  50651. */
  50652. set: function (value) {
  50653. var keyboard = this.inputs.attached["keyboard"];
  50654. if (keyboard) {
  50655. keyboard.keysRight = value;
  50656. }
  50657. },
  50658. enumerable: true,
  50659. configurable: true
  50660. });
  50661. /**
  50662. * Attach a control to the HTML DOM element.
  50663. * @param element Defines the element that listens to the input events.
  50664. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50665. */
  50666. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50667. this.inputs.attachElement(element, noPreventDefault);
  50668. };
  50669. /**
  50670. * Detach a control from the HTML DOM element.
  50671. * The camera will stop reacting to that input.
  50672. * @param element Defines the element that listens to the input events.
  50673. */
  50674. FlyCamera.prototype.detachControl = function (element) {
  50675. this.inputs.detachElement(element);
  50676. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50677. };
  50678. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50679. /**
  50680. * Get the mask that the camera ignores in collision events.
  50681. */
  50682. get: function () {
  50683. return this._collisionMask;
  50684. },
  50685. /**
  50686. * Set the mask that the camera ignores in collision events.
  50687. */
  50688. set: function (mask) {
  50689. this._collisionMask = !isNaN(mask) ? mask : -1;
  50690. },
  50691. enumerable: true,
  50692. configurable: true
  50693. });
  50694. /** @hidden */
  50695. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50696. var globalPosition;
  50697. if (this.parent) {
  50698. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50699. }
  50700. else {
  50701. globalPosition = this.position;
  50702. }
  50703. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50704. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50705. if (!this._collider) {
  50706. this._collider = new BABYLON.Collider();
  50707. }
  50708. this._collider._radius = this.ellipsoid;
  50709. this._collider.collisionMask = this._collisionMask;
  50710. // No need for clone, as long as gravity is not on.
  50711. var actualDisplacement = displacement;
  50712. // Add gravity to direction to prevent dual-collision checking.
  50713. if (this.applyGravity) {
  50714. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50715. actualDisplacement = displacement.add(this.getScene().gravity);
  50716. }
  50717. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50718. };
  50719. /** @hidden */
  50720. FlyCamera.prototype._checkInputs = function () {
  50721. if (!this._localDirection) {
  50722. this._localDirection = BABYLON.Vector3.Zero();
  50723. this._transformedDirection = BABYLON.Vector3.Zero();
  50724. }
  50725. this.inputs.checkInputs();
  50726. _super.prototype._checkInputs.call(this);
  50727. };
  50728. /** @hidden */
  50729. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50730. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50731. };
  50732. /** @hidden */
  50733. FlyCamera.prototype._updatePosition = function () {
  50734. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50735. this._collideWithWorld(this.cameraDirection);
  50736. }
  50737. else {
  50738. _super.prototype._updatePosition.call(this);
  50739. }
  50740. };
  50741. /**
  50742. * Restore the Roll to its target value at the rate specified.
  50743. * @param rate - Higher means slower restoring.
  50744. * @hidden
  50745. */
  50746. FlyCamera.prototype.restoreRoll = function (rate) {
  50747. var limit = this._trackRoll; // Target Roll.
  50748. var z = this.rotation.z; // Current Roll.
  50749. var delta = limit - z; // Difference in Roll.
  50750. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50751. // If the difference is noticable, restore the Roll.
  50752. if (Math.abs(delta) >= minRad) {
  50753. // Change Z rotation towards the target Roll.
  50754. this.rotation.z += delta / rate;
  50755. // Match when near enough.
  50756. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50757. this.rotation.z = limit;
  50758. }
  50759. }
  50760. };
  50761. /**
  50762. * Destroy the camera and release the current resources held by it.
  50763. */
  50764. FlyCamera.prototype.dispose = function () {
  50765. this.inputs.clear();
  50766. _super.prototype.dispose.call(this);
  50767. };
  50768. /**
  50769. * Get the current object class name.
  50770. * @returns the class name.
  50771. */
  50772. FlyCamera.prototype.getClassName = function () {
  50773. return "FlyCamera";
  50774. };
  50775. __decorate([
  50776. BABYLON.serializeAsVector3()
  50777. ], FlyCamera.prototype, "ellipsoid", void 0);
  50778. __decorate([
  50779. BABYLON.serializeAsVector3()
  50780. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50781. __decorate([
  50782. BABYLON.serialize()
  50783. ], FlyCamera.prototype, "checkCollisions", void 0);
  50784. __decorate([
  50785. BABYLON.serialize()
  50786. ], FlyCamera.prototype, "applyGravity", void 0);
  50787. return FlyCamera;
  50788. }(BABYLON.TargetCamera));
  50789. BABYLON.FlyCamera = FlyCamera;
  50790. })(BABYLON || (BABYLON = {}));
  50791. //# sourceMappingURL=babylon.flyCamera.js.map
  50792. var BABYLON;
  50793. (function (BABYLON) {
  50794. /**
  50795. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50796. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50797. */
  50798. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50799. function ArcRotateCameraKeyboardMoveInput() {
  50800. /**
  50801. * Defines the list of key codes associated with the up action (increase alpha)
  50802. */
  50803. this.keysUp = [38];
  50804. /**
  50805. * Defines the list of key codes associated with the down action (decrease alpha)
  50806. */
  50807. this.keysDown = [40];
  50808. /**
  50809. * Defines the list of key codes associated with the left action (increase beta)
  50810. */
  50811. this.keysLeft = [37];
  50812. /**
  50813. * Defines the list of key codes associated with the right action (decrease beta)
  50814. */
  50815. this.keysRight = [39];
  50816. /**
  50817. * Defines the list of key codes associated with the reset action.
  50818. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50819. */
  50820. this.keysReset = [220];
  50821. /**
  50822. * Defines the panning sensibility of the inputs.
  50823. * (How fast is the camera paning)
  50824. */
  50825. this.panningSensibility = 50.0;
  50826. /**
  50827. * Defines the zooming sensibility of the inputs.
  50828. * (How fast is the camera zooming)
  50829. */
  50830. this.zoomingSensibility = 25.0;
  50831. /**
  50832. * Defines wether maintaining the alt key down switch the movement mode from
  50833. * orientation to zoom.
  50834. */
  50835. this.useAltToZoom = true;
  50836. /**
  50837. * Rotation speed of the camera
  50838. */
  50839. this.angularSpeed = 0.01;
  50840. this._keys = new Array();
  50841. }
  50842. /**
  50843. * Attach the input controls to a specific dom element to get the input from.
  50844. * @param element Defines the element the controls should be listened from
  50845. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50846. */
  50847. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50848. var _this = this;
  50849. if (this._onCanvasBlurObserver) {
  50850. return;
  50851. }
  50852. this._scene = this.camera.getScene();
  50853. this._engine = this._scene.getEngine();
  50854. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50855. _this._keys = [];
  50856. });
  50857. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50858. var evt = info.event;
  50859. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50860. _this._ctrlPressed = evt.ctrlKey;
  50861. _this._altPressed = evt.altKey;
  50862. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50863. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50864. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50865. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50866. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50867. var index = _this._keys.indexOf(evt.keyCode);
  50868. if (index === -1) {
  50869. _this._keys.push(evt.keyCode);
  50870. }
  50871. if (evt.preventDefault) {
  50872. if (!noPreventDefault) {
  50873. evt.preventDefault();
  50874. }
  50875. }
  50876. }
  50877. }
  50878. else {
  50879. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50880. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50881. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50882. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50883. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50884. var index = _this._keys.indexOf(evt.keyCode);
  50885. if (index >= 0) {
  50886. _this._keys.splice(index, 1);
  50887. }
  50888. if (evt.preventDefault) {
  50889. if (!noPreventDefault) {
  50890. evt.preventDefault();
  50891. }
  50892. }
  50893. }
  50894. }
  50895. });
  50896. };
  50897. /**
  50898. * Detach the current controls from the specified dom element.
  50899. * @param element Defines the element to stop listening the inputs from
  50900. */
  50901. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50902. if (this._scene) {
  50903. if (this._onKeyboardObserver) {
  50904. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50905. }
  50906. if (this._onCanvasBlurObserver) {
  50907. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50908. }
  50909. this._onKeyboardObserver = null;
  50910. this._onCanvasBlurObserver = null;
  50911. }
  50912. this._keys = [];
  50913. };
  50914. /**
  50915. * Update the current camera state depending on the inputs that have been used this frame.
  50916. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50917. */
  50918. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50919. if (this._onKeyboardObserver) {
  50920. var camera = this.camera;
  50921. for (var index = 0; index < this._keys.length; index++) {
  50922. var keyCode = this._keys[index];
  50923. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50924. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50925. camera.inertialPanningX -= 1 / this.panningSensibility;
  50926. }
  50927. else {
  50928. camera.inertialAlphaOffset -= this.angularSpeed;
  50929. }
  50930. }
  50931. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50932. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50933. camera.inertialPanningY += 1 / this.panningSensibility;
  50934. }
  50935. else if (this._altPressed && this.useAltToZoom) {
  50936. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50937. }
  50938. else {
  50939. camera.inertialBetaOffset -= this.angularSpeed;
  50940. }
  50941. }
  50942. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50943. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50944. camera.inertialPanningX += 1 / this.panningSensibility;
  50945. }
  50946. else {
  50947. camera.inertialAlphaOffset += this.angularSpeed;
  50948. }
  50949. }
  50950. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50951. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50952. camera.inertialPanningY -= 1 / this.panningSensibility;
  50953. }
  50954. else if (this._altPressed && this.useAltToZoom) {
  50955. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50956. }
  50957. else {
  50958. camera.inertialBetaOffset += this.angularSpeed;
  50959. }
  50960. }
  50961. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50962. if (camera.useInputToRestoreState) {
  50963. camera.restoreState();
  50964. }
  50965. }
  50966. }
  50967. }
  50968. };
  50969. /**
  50970. * Gets the class name of the current intput.
  50971. * @returns the class name
  50972. */
  50973. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50974. return "ArcRotateCameraKeyboardMoveInput";
  50975. };
  50976. /**
  50977. * Get the friendly name associated with the input class.
  50978. * @returns the input friendly name
  50979. */
  50980. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50981. return "keyboard";
  50982. };
  50983. __decorate([
  50984. BABYLON.serialize()
  50985. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50986. __decorate([
  50987. BABYLON.serialize()
  50988. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  50989. __decorate([
  50990. BABYLON.serialize()
  50991. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  50992. __decorate([
  50993. BABYLON.serialize()
  50994. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  50995. __decorate([
  50996. BABYLON.serialize()
  50997. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  50998. __decorate([
  50999. BABYLON.serialize()
  51000. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  51001. __decorate([
  51002. BABYLON.serialize()
  51003. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  51004. __decorate([
  51005. BABYLON.serialize()
  51006. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  51007. __decorate([
  51008. BABYLON.serialize()
  51009. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  51010. return ArcRotateCameraKeyboardMoveInput;
  51011. }());
  51012. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  51013. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  51014. })(BABYLON || (BABYLON = {}));
  51015. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  51016. var BABYLON;
  51017. (function (BABYLON) {
  51018. /**
  51019. * Manage the mouse wheel inputs to control an arc rotate camera.
  51020. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51021. */
  51022. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  51023. function ArcRotateCameraMouseWheelInput() {
  51024. /**
  51025. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51026. */
  51027. this.wheelPrecision = 3.0;
  51028. /**
  51029. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  51030. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  51031. */
  51032. this.wheelDeltaPercentage = 0;
  51033. }
  51034. /**
  51035. * Attach the input controls to a specific dom element to get the input from.
  51036. * @param element Defines the element the controls should be listened from
  51037. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51038. */
  51039. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  51040. var _this = this;
  51041. this._wheel = function (p, s) {
  51042. //sanity check - this should be a PointerWheel event.
  51043. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  51044. return;
  51045. }
  51046. var event = p.event;
  51047. var delta = 0;
  51048. if (event.wheelDelta) {
  51049. if (_this.wheelDeltaPercentage) {
  51050. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  51051. if (event.wheelDelta > 0) {
  51052. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  51053. }
  51054. else {
  51055. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  51056. }
  51057. }
  51058. else {
  51059. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  51060. }
  51061. }
  51062. else {
  51063. var deltaValue = event.deltaY || event.detail;
  51064. delta = -deltaValue / _this.wheelPrecision;
  51065. }
  51066. if (delta) {
  51067. _this.camera.inertialRadiusOffset += delta;
  51068. }
  51069. if (event.preventDefault) {
  51070. if (!noPreventDefault) {
  51071. event.preventDefault();
  51072. }
  51073. }
  51074. };
  51075. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51076. };
  51077. /**
  51078. * Detach the current controls from the specified dom element.
  51079. * @param element Defines the element to stop listening the inputs from
  51080. */
  51081. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51082. if (this._observer && element) {
  51083. this.camera.getScene().onPointerObservable.remove(this._observer);
  51084. this._observer = null;
  51085. this._wheel = null;
  51086. }
  51087. };
  51088. /**
  51089. * Gets the class name of the current intput.
  51090. * @returns the class name
  51091. */
  51092. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51093. return "ArcRotateCameraMouseWheelInput";
  51094. };
  51095. /**
  51096. * Get the friendly name associated with the input class.
  51097. * @returns the input friendly name
  51098. */
  51099. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51100. return "mousewheel";
  51101. };
  51102. __decorate([
  51103. BABYLON.serialize()
  51104. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51105. __decorate([
  51106. BABYLON.serialize()
  51107. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51108. return ArcRotateCameraMouseWheelInput;
  51109. }());
  51110. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51111. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51112. })(BABYLON || (BABYLON = {}));
  51113. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51114. var BABYLON;
  51115. (function (BABYLON) {
  51116. /**
  51117. * Manage the pointers inputs to control an arc rotate camera.
  51118. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51119. */
  51120. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51121. function ArcRotateCameraPointersInput() {
  51122. /**
  51123. * Defines the buttons associated with the input to handle camera move.
  51124. */
  51125. this.buttons = [0, 1, 2];
  51126. /**
  51127. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51128. */
  51129. this.angularSensibilityX = 1000.0;
  51130. /**
  51131. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51132. */
  51133. this.angularSensibilityY = 1000.0;
  51134. /**
  51135. * Defines the pointer pinch precision or how fast is the camera zooming.
  51136. */
  51137. this.pinchPrecision = 12.0;
  51138. /**
  51139. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51140. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51141. */
  51142. this.pinchDeltaPercentage = 0;
  51143. /**
  51144. * Defines the pointer panning sensibility or how fast is the camera moving.
  51145. */
  51146. this.panningSensibility = 1000.0;
  51147. /**
  51148. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51149. */
  51150. this.multiTouchPanning = true;
  51151. /**
  51152. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51153. */
  51154. this.multiTouchPanAndZoom = true;
  51155. /**
  51156. * Revers pinch action direction.
  51157. */
  51158. this.pinchInwards = true;
  51159. this._isPanClick = false;
  51160. }
  51161. /**
  51162. * Attach the input controls to a specific dom element to get the input from.
  51163. * @param element Defines the element the controls should be listened from
  51164. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51165. */
  51166. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51167. var _this = this;
  51168. var engine = this.camera.getEngine();
  51169. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51170. var pointA = null;
  51171. var pointB = null;
  51172. var previousPinchSquaredDistance = 0;
  51173. var initialDistance = 0;
  51174. var twoFingerActivityCount = 0;
  51175. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51176. this._pointerInput = function (p, s) {
  51177. var evt = p.event;
  51178. var isTouch = p.event.pointerType === "touch";
  51179. if (engine.isInVRExclusivePointerMode) {
  51180. return;
  51181. }
  51182. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51183. return;
  51184. }
  51185. var srcElement = (evt.srcElement || evt.target);
  51186. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51187. try {
  51188. srcElement.setPointerCapture(evt.pointerId);
  51189. }
  51190. catch (e) {
  51191. //Nothing to do with the error. Execution will continue.
  51192. }
  51193. // Manage panning with pan button click
  51194. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51195. // manage pointers
  51196. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51197. if (pointA === null) {
  51198. pointA = cacheSoloPointer;
  51199. }
  51200. else if (pointB === null) {
  51201. pointB = cacheSoloPointer;
  51202. }
  51203. if (!noPreventDefault) {
  51204. evt.preventDefault();
  51205. element.focus();
  51206. }
  51207. }
  51208. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51209. if (_this.camera.useInputToRestoreState) {
  51210. _this.camera.restoreState();
  51211. }
  51212. }
  51213. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51214. try {
  51215. srcElement.releasePointerCapture(evt.pointerId);
  51216. }
  51217. catch (e) {
  51218. //Nothing to do with the error.
  51219. }
  51220. cacheSoloPointer = null;
  51221. previousPinchSquaredDistance = 0;
  51222. previousMultiTouchPanPosition.isPaning = false;
  51223. previousMultiTouchPanPosition.isPinching = false;
  51224. twoFingerActivityCount = 0;
  51225. initialDistance = 0;
  51226. if (!isTouch) {
  51227. pointB = null; // Mouse and pen are mono pointer
  51228. }
  51229. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51230. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51231. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51232. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51233. if (engine._badOS) {
  51234. pointA = pointB = null;
  51235. }
  51236. else {
  51237. //only remove the impacted pointer in case of multitouch allowing on most
  51238. //platforms switching from rotate to zoom and pan seamlessly.
  51239. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51240. pointA = pointB;
  51241. pointB = null;
  51242. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51243. }
  51244. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51245. pointB = null;
  51246. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51247. }
  51248. else {
  51249. pointA = pointB = null;
  51250. }
  51251. }
  51252. if (!noPreventDefault) {
  51253. evt.preventDefault();
  51254. }
  51255. }
  51256. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51257. if (!noPreventDefault) {
  51258. evt.preventDefault();
  51259. }
  51260. // One button down
  51261. if (pointA && pointB === null && cacheSoloPointer) {
  51262. if (_this.panningSensibility !== 0 &&
  51263. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51264. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51265. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51266. }
  51267. else {
  51268. var offsetX = evt.clientX - cacheSoloPointer.x;
  51269. var offsetY = evt.clientY - cacheSoloPointer.y;
  51270. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51271. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51272. }
  51273. cacheSoloPointer.x = evt.clientX;
  51274. cacheSoloPointer.y = evt.clientY;
  51275. }
  51276. // Two buttons down: pinch/pan
  51277. else if (pointA && pointB) {
  51278. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51279. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51280. ed.x = evt.clientX;
  51281. ed.y = evt.clientY;
  51282. var direction = _this.pinchInwards ? 1 : -1;
  51283. var distX = pointA.x - pointB.x;
  51284. var distY = pointA.y - pointB.y;
  51285. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51286. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51287. if (previousPinchSquaredDistance === 0) {
  51288. initialDistance = pinchDistance;
  51289. previousPinchSquaredDistance = pinchSquaredDistance;
  51290. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51291. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51292. return;
  51293. }
  51294. if (_this.multiTouchPanAndZoom) {
  51295. if (_this.pinchDeltaPercentage) {
  51296. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51297. }
  51298. else {
  51299. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51300. (_this.pinchPrecision *
  51301. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51302. direction);
  51303. }
  51304. if (_this.panningSensibility !== 0) {
  51305. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51306. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51307. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51308. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51309. previousMultiTouchPanPosition.x = pointersCenterX;
  51310. previousMultiTouchPanPosition.y = pointersCenterY;
  51311. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51312. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51313. }
  51314. }
  51315. else {
  51316. twoFingerActivityCount++;
  51317. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51318. if (_this.pinchDeltaPercentage) {
  51319. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51320. }
  51321. else {
  51322. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51323. (_this.pinchPrecision *
  51324. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51325. direction);
  51326. }
  51327. previousMultiTouchPanPosition.isPaning = false;
  51328. previousMultiTouchPanPosition.isPinching = true;
  51329. }
  51330. else {
  51331. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51332. if (!previousMultiTouchPanPosition.isPaning) {
  51333. previousMultiTouchPanPosition.isPaning = true;
  51334. previousMultiTouchPanPosition.isPinching = false;
  51335. previousMultiTouchPanPosition.x = ed.x;
  51336. previousMultiTouchPanPosition.y = ed.y;
  51337. return;
  51338. }
  51339. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51340. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51341. }
  51342. }
  51343. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51344. previousMultiTouchPanPosition.x = ed.x;
  51345. previousMultiTouchPanPosition.y = ed.y;
  51346. }
  51347. }
  51348. previousPinchSquaredDistance = pinchSquaredDistance;
  51349. }
  51350. }
  51351. };
  51352. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51353. this._onContextMenu = function (evt) {
  51354. evt.preventDefault();
  51355. };
  51356. if (!this.camera._useCtrlForPanning) {
  51357. element.addEventListener("contextmenu", this._onContextMenu, false);
  51358. }
  51359. this._onLostFocus = function () {
  51360. //this._keys = [];
  51361. pointA = pointB = null;
  51362. previousPinchSquaredDistance = 0;
  51363. previousMultiTouchPanPosition.isPaning = false;
  51364. previousMultiTouchPanPosition.isPinching = false;
  51365. twoFingerActivityCount = 0;
  51366. cacheSoloPointer = null;
  51367. initialDistance = 0;
  51368. };
  51369. this._onMouseMove = function (evt) {
  51370. if (!engine.isPointerLock) {
  51371. return;
  51372. }
  51373. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51374. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51375. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51376. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51377. if (!noPreventDefault) {
  51378. evt.preventDefault();
  51379. }
  51380. };
  51381. this._onGestureStart = function (e) {
  51382. if (window.MSGesture === undefined) {
  51383. return;
  51384. }
  51385. if (!_this._MSGestureHandler) {
  51386. _this._MSGestureHandler = new MSGesture();
  51387. _this._MSGestureHandler.target = element;
  51388. }
  51389. _this._MSGestureHandler.addPointer(e.pointerId);
  51390. };
  51391. this._onGesture = function (e) {
  51392. _this.camera.radius *= e.scale;
  51393. if (e.preventDefault) {
  51394. if (!noPreventDefault) {
  51395. e.stopPropagation();
  51396. e.preventDefault();
  51397. }
  51398. }
  51399. };
  51400. element.addEventListener("mousemove", this._onMouseMove, false);
  51401. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51402. element.addEventListener("MSGestureChange", this._onGesture, false);
  51403. BABYLON.Tools.RegisterTopRootEvents([
  51404. { name: "blur", handler: this._onLostFocus }
  51405. ]);
  51406. };
  51407. /**
  51408. * Detach the current controls from the specified dom element.
  51409. * @param element Defines the element to stop listening the inputs from
  51410. */
  51411. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51412. if (this._onLostFocus) {
  51413. BABYLON.Tools.UnregisterTopRootEvents([
  51414. { name: "blur", handler: this._onLostFocus }
  51415. ]);
  51416. }
  51417. if (element && this._observer) {
  51418. this.camera.getScene().onPointerObservable.remove(this._observer);
  51419. this._observer = null;
  51420. if (this._onContextMenu) {
  51421. element.removeEventListener("contextmenu", this._onContextMenu);
  51422. }
  51423. if (this._onMouseMove) {
  51424. element.removeEventListener("mousemove", this._onMouseMove);
  51425. }
  51426. if (this._onGestureStart) {
  51427. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51428. }
  51429. if (this._onGesture) {
  51430. element.removeEventListener("MSGestureChange", this._onGesture);
  51431. }
  51432. this._isPanClick = false;
  51433. this.pinchInwards = true;
  51434. this._onMouseMove = null;
  51435. this._onGestureStart = null;
  51436. this._onGesture = null;
  51437. this._MSGestureHandler = null;
  51438. this._onLostFocus = null;
  51439. this._onContextMenu = null;
  51440. }
  51441. };
  51442. /**
  51443. * Gets the class name of the current intput.
  51444. * @returns the class name
  51445. */
  51446. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51447. return "ArcRotateCameraPointersInput";
  51448. };
  51449. /**
  51450. * Get the friendly name associated with the input class.
  51451. * @returns the input friendly name
  51452. */
  51453. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51454. return "pointers";
  51455. };
  51456. __decorate([
  51457. BABYLON.serialize()
  51458. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51459. __decorate([
  51460. BABYLON.serialize()
  51461. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51462. __decorate([
  51463. BABYLON.serialize()
  51464. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51465. __decorate([
  51466. BABYLON.serialize()
  51467. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51468. __decorate([
  51469. BABYLON.serialize()
  51470. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51471. __decorate([
  51472. BABYLON.serialize()
  51473. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51474. __decorate([
  51475. BABYLON.serialize()
  51476. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51477. __decorate([
  51478. BABYLON.serialize()
  51479. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51480. return ArcRotateCameraPointersInput;
  51481. }());
  51482. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51483. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51484. })(BABYLON || (BABYLON = {}));
  51485. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51486. var BABYLON;
  51487. (function (BABYLON) {
  51488. /**
  51489. * Default Inputs manager for the ArcRotateCamera.
  51490. * It groups all the default supported inputs for ease of use.
  51491. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51492. */
  51493. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51494. __extends(ArcRotateCameraInputsManager, _super);
  51495. /**
  51496. * Instantiates a new ArcRotateCameraInputsManager.
  51497. * @param camera Defines the camera the inputs belong to
  51498. */
  51499. function ArcRotateCameraInputsManager(camera) {
  51500. return _super.call(this, camera) || this;
  51501. }
  51502. /**
  51503. * Add mouse wheel input support to the input manager.
  51504. * @returns the current input manager
  51505. */
  51506. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51507. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51508. return this;
  51509. };
  51510. /**
  51511. * Add pointers input support to the input manager.
  51512. * @returns the current input manager
  51513. */
  51514. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51515. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51516. return this;
  51517. };
  51518. /**
  51519. * Add keyboard input support to the input manager.
  51520. * @returns the current input manager
  51521. */
  51522. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51523. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51524. return this;
  51525. };
  51526. /**
  51527. * Add orientation input support to the input manager.
  51528. * @returns the current input manager
  51529. */
  51530. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51531. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51532. return this;
  51533. };
  51534. return ArcRotateCameraInputsManager;
  51535. }(BABYLON.CameraInputsManager));
  51536. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51537. })(BABYLON || (BABYLON = {}));
  51538. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51539. var BABYLON;
  51540. (function (BABYLON) {
  51541. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51542. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51543. });
  51544. /**
  51545. * This represents an orbital type of camera.
  51546. *
  51547. * This camera always points towards a given target position and can be rotated around that target with the target as the centre of rotation. It can be controlled with cursors and mouse, or with touch events.
  51548. * Think of this camera as one orbiting its target position, or more imaginatively as a spy satellite orbiting the earth. Its position relative to the target (earth) can be set by three parameters, alpha (radians) the longitudinal rotation, beta (radians) the latitudinal rotation and radius the distance from the target position.
  51549. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51550. */
  51551. var ArcRotateCamera = /** @class */ (function (_super) {
  51552. __extends(ArcRotateCamera, _super);
  51553. /**
  51554. * Instantiates a new ArcRotateCamera in a given scene
  51555. * @param name Defines the name of the camera
  51556. * @param alpha Defines the camera rotation along the logitudinal axis
  51557. * @param beta Defines the camera rotation along the latitudinal axis
  51558. * @param radius Defines the camera distance from its target
  51559. * @param target Defines the camera target
  51560. * @param scene Defines the scene the camera belongs to
  51561. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51562. */
  51563. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51564. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51565. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51566. /**
  51567. * Current inertia value on the longitudinal axis.
  51568. * The bigger this number the longer it will take for the camera to stop.
  51569. */
  51570. _this.inertialAlphaOffset = 0;
  51571. /**
  51572. * Current inertia value on the latitudinal axis.
  51573. * The bigger this number the longer it will take for the camera to stop.
  51574. */
  51575. _this.inertialBetaOffset = 0;
  51576. /**
  51577. * Current inertia value on the radius axis.
  51578. * The bigger this number the longer it will take for the camera to stop.
  51579. */
  51580. _this.inertialRadiusOffset = 0;
  51581. /**
  51582. * Minimum allowed angle on the longitudinal axis.
  51583. * This can help limiting how the Camera is able to move in the scene.
  51584. */
  51585. _this.lowerAlphaLimit = null;
  51586. /**
  51587. * Maximum allowed angle on the longitudinal axis.
  51588. * This can help limiting how the Camera is able to move in the scene.
  51589. */
  51590. _this.upperAlphaLimit = null;
  51591. /**
  51592. * Minimum allowed angle on the latitudinal axis.
  51593. * This can help limiting how the Camera is able to move in the scene.
  51594. */
  51595. _this.lowerBetaLimit = 0.01;
  51596. /**
  51597. * Maximum allowed angle on the latitudinal axis.
  51598. * This can help limiting how the Camera is able to move in the scene.
  51599. */
  51600. _this.upperBetaLimit = Math.PI;
  51601. /**
  51602. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51603. * This can help limiting how the Camera is able to move in the scene.
  51604. */
  51605. _this.lowerRadiusLimit = null;
  51606. /**
  51607. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51608. * This can help limiting how the Camera is able to move in the scene.
  51609. */
  51610. _this.upperRadiusLimit = null;
  51611. /**
  51612. * Defines the current inertia value used during panning of the camera along the X axis.
  51613. */
  51614. _this.inertialPanningX = 0;
  51615. /**
  51616. * Defines the current inertia value used during panning of the camera along the Y axis.
  51617. */
  51618. _this.inertialPanningY = 0;
  51619. /**
  51620. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51621. * Basically if your fingers moves away from more than this distance you will be considered
  51622. * in pinch mode.
  51623. */
  51624. _this.pinchToPanMaxDistance = 20;
  51625. /**
  51626. * Defines the maximum distance the camera can pan.
  51627. * This could help keeping the cammera always in your scene.
  51628. */
  51629. _this.panningDistanceLimit = null;
  51630. /**
  51631. * Defines the target of the camera before paning.
  51632. */
  51633. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51634. /**
  51635. * Defines the value of the inertia used during panning.
  51636. * 0 would mean stop inertia and one would mean no decelleration at all.
  51637. */
  51638. _this.panningInertia = 0.9;
  51639. //-- end properties for backward compatibility for inputs
  51640. /**
  51641. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51642. */
  51643. _this.zoomOnFactor = 1;
  51644. /**
  51645. * Defines a screen offset for the camera position.
  51646. */
  51647. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51648. /**
  51649. * Allows the camera to be completely reversed.
  51650. * If false the camera can not arrive upside down.
  51651. */
  51652. _this.allowUpsideDown = true;
  51653. /**
  51654. * Define if double tap/click is used to restore the previously saved state of the camera.
  51655. */
  51656. _this.useInputToRestoreState = true;
  51657. /** @hidden */
  51658. _this._viewMatrix = new BABYLON.Matrix();
  51659. /**
  51660. * Defines the allowed panning axis.
  51661. */
  51662. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51663. /**
  51664. * Observable triggered when the mesh target has been changed on the camera.
  51665. */
  51666. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51667. /**
  51668. * Defines whether the camera should check collision with the objects oh the scene.
  51669. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51670. */
  51671. _this.checkCollisions = false;
  51672. /**
  51673. * Defines the collision radius of the camera.
  51674. * This simulates a sphere around the camera.
  51675. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51676. */
  51677. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51678. _this._previousPosition = BABYLON.Vector3.Zero();
  51679. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51680. _this._newPosition = BABYLON.Vector3.Zero();
  51681. _this._computationVector = BABYLON.Vector3.Zero();
  51682. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51683. if (collidedMesh === void 0) { collidedMesh = null; }
  51684. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51685. newPosition.multiplyInPlace(_this._collider._radius);
  51686. }
  51687. if (!collidedMesh) {
  51688. _this._previousPosition.copyFrom(_this.position);
  51689. }
  51690. else {
  51691. _this.setPosition(newPosition);
  51692. if (_this.onCollide) {
  51693. _this.onCollide(collidedMesh);
  51694. }
  51695. }
  51696. // Recompute because of constraints
  51697. var cosa = Math.cos(_this.alpha);
  51698. var sina = Math.sin(_this.alpha);
  51699. var cosb = Math.cos(_this.beta);
  51700. var sinb = Math.sin(_this.beta);
  51701. if (sinb === 0) {
  51702. sinb = 0.0001;
  51703. }
  51704. var target = _this._getTargetPosition();
  51705. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51706. target.addToRef(_this._computationVector, _this._newPosition);
  51707. _this.position.copyFrom(_this._newPosition);
  51708. var up = _this.upVector;
  51709. if (_this.allowUpsideDown && _this.beta < 0) {
  51710. up = up.clone();
  51711. up = up.negate();
  51712. }
  51713. _this._computeViewMatrix(_this.position, target, up);
  51714. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51715. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51716. _this._collisionTriggered = false;
  51717. };
  51718. _this._target = BABYLON.Vector3.Zero();
  51719. if (target) {
  51720. _this.setTarget(target);
  51721. }
  51722. _this.alpha = alpha;
  51723. _this.beta = beta;
  51724. _this.radius = radius;
  51725. _this.getViewMatrix();
  51726. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51727. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51728. return _this;
  51729. }
  51730. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51731. /**
  51732. * Defines the target point of the camera.
  51733. * The camera looks towards it form the radius distance.
  51734. */
  51735. get: function () {
  51736. return this._target;
  51737. },
  51738. set: function (value) {
  51739. this.setTarget(value);
  51740. },
  51741. enumerable: true,
  51742. configurable: true
  51743. });
  51744. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51745. //-- begin properties for backward compatibility for inputs
  51746. /**
  51747. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51748. */
  51749. get: function () {
  51750. var pointers = this.inputs.attached["pointers"];
  51751. if (pointers) {
  51752. return pointers.angularSensibilityX;
  51753. }
  51754. return 0;
  51755. },
  51756. set: function (value) {
  51757. var pointers = this.inputs.attached["pointers"];
  51758. if (pointers) {
  51759. pointers.angularSensibilityX = value;
  51760. }
  51761. },
  51762. enumerable: true,
  51763. configurable: true
  51764. });
  51765. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51766. /**
  51767. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51768. */
  51769. get: function () {
  51770. var pointers = this.inputs.attached["pointers"];
  51771. if (pointers) {
  51772. return pointers.angularSensibilityY;
  51773. }
  51774. return 0;
  51775. },
  51776. set: function (value) {
  51777. var pointers = this.inputs.attached["pointers"];
  51778. if (pointers) {
  51779. pointers.angularSensibilityY = value;
  51780. }
  51781. },
  51782. enumerable: true,
  51783. configurable: true
  51784. });
  51785. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51786. /**
  51787. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51788. */
  51789. get: function () {
  51790. var pointers = this.inputs.attached["pointers"];
  51791. if (pointers) {
  51792. return pointers.pinchPrecision;
  51793. }
  51794. return 0;
  51795. },
  51796. set: function (value) {
  51797. var pointers = this.inputs.attached["pointers"];
  51798. if (pointers) {
  51799. pointers.pinchPrecision = value;
  51800. }
  51801. },
  51802. enumerable: true,
  51803. configurable: true
  51804. });
  51805. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51806. /**
  51807. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51808. * It will be used instead of pinchDeltaPrecision if different from 0.
  51809. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51810. */
  51811. get: function () {
  51812. var pointers = this.inputs.attached["pointers"];
  51813. if (pointers) {
  51814. return pointers.pinchDeltaPercentage;
  51815. }
  51816. return 0;
  51817. },
  51818. set: function (value) {
  51819. var pointers = this.inputs.attached["pointers"];
  51820. if (pointers) {
  51821. pointers.pinchDeltaPercentage = value;
  51822. }
  51823. },
  51824. enumerable: true,
  51825. configurable: true
  51826. });
  51827. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51828. /**
  51829. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51830. */
  51831. get: function () {
  51832. var pointers = this.inputs.attached["pointers"];
  51833. if (pointers) {
  51834. return pointers.panningSensibility;
  51835. }
  51836. return 0;
  51837. },
  51838. set: function (value) {
  51839. var pointers = this.inputs.attached["pointers"];
  51840. if (pointers) {
  51841. pointers.panningSensibility = value;
  51842. }
  51843. },
  51844. enumerable: true,
  51845. configurable: true
  51846. });
  51847. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51848. /**
  51849. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51850. */
  51851. get: function () {
  51852. var keyboard = this.inputs.attached["keyboard"];
  51853. if (keyboard) {
  51854. return keyboard.keysUp;
  51855. }
  51856. return [];
  51857. },
  51858. set: function (value) {
  51859. var keyboard = this.inputs.attached["keyboard"];
  51860. if (keyboard) {
  51861. keyboard.keysUp = value;
  51862. }
  51863. },
  51864. enumerable: true,
  51865. configurable: true
  51866. });
  51867. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51868. /**
  51869. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51870. */
  51871. get: function () {
  51872. var keyboard = this.inputs.attached["keyboard"];
  51873. if (keyboard) {
  51874. return keyboard.keysDown;
  51875. }
  51876. return [];
  51877. },
  51878. set: function (value) {
  51879. var keyboard = this.inputs.attached["keyboard"];
  51880. if (keyboard) {
  51881. keyboard.keysDown = value;
  51882. }
  51883. },
  51884. enumerable: true,
  51885. configurable: true
  51886. });
  51887. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51888. /**
  51889. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51890. */
  51891. get: function () {
  51892. var keyboard = this.inputs.attached["keyboard"];
  51893. if (keyboard) {
  51894. return keyboard.keysLeft;
  51895. }
  51896. return [];
  51897. },
  51898. set: function (value) {
  51899. var keyboard = this.inputs.attached["keyboard"];
  51900. if (keyboard) {
  51901. keyboard.keysLeft = value;
  51902. }
  51903. },
  51904. enumerable: true,
  51905. configurable: true
  51906. });
  51907. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51908. /**
  51909. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51910. */
  51911. get: function () {
  51912. var keyboard = this.inputs.attached["keyboard"];
  51913. if (keyboard) {
  51914. return keyboard.keysRight;
  51915. }
  51916. return [];
  51917. },
  51918. set: function (value) {
  51919. var keyboard = this.inputs.attached["keyboard"];
  51920. if (keyboard) {
  51921. keyboard.keysRight = value;
  51922. }
  51923. },
  51924. enumerable: true,
  51925. configurable: true
  51926. });
  51927. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51928. /**
  51929. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51930. */
  51931. get: function () {
  51932. var mousewheel = this.inputs.attached["mousewheel"];
  51933. if (mousewheel) {
  51934. return mousewheel.wheelPrecision;
  51935. }
  51936. return 0;
  51937. },
  51938. set: function (value) {
  51939. var mousewheel = this.inputs.attached["mousewheel"];
  51940. if (mousewheel) {
  51941. mousewheel.wheelPrecision = value;
  51942. }
  51943. },
  51944. enumerable: true,
  51945. configurable: true
  51946. });
  51947. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51948. /**
  51949. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51950. * It will be used instead of pinchDeltaPrecision if different from 0.
  51951. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51952. */
  51953. get: function () {
  51954. var mousewheel = this.inputs.attached["mousewheel"];
  51955. if (mousewheel) {
  51956. return mousewheel.wheelDeltaPercentage;
  51957. }
  51958. return 0;
  51959. },
  51960. set: function (value) {
  51961. var mousewheel = this.inputs.attached["mousewheel"];
  51962. if (mousewheel) {
  51963. mousewheel.wheelDeltaPercentage = value;
  51964. }
  51965. },
  51966. enumerable: true,
  51967. configurable: true
  51968. });
  51969. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51970. /**
  51971. * Gets the bouncing behavior of the camera if it has been enabled.
  51972. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51973. */
  51974. get: function () {
  51975. return this._bouncingBehavior;
  51976. },
  51977. enumerable: true,
  51978. configurable: true
  51979. });
  51980. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51981. /**
  51982. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51983. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51984. */
  51985. get: function () {
  51986. return this._bouncingBehavior != null;
  51987. },
  51988. set: function (value) {
  51989. if (value === this.useBouncingBehavior) {
  51990. return;
  51991. }
  51992. if (value) {
  51993. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  51994. this.addBehavior(this._bouncingBehavior);
  51995. }
  51996. else if (this._bouncingBehavior) {
  51997. this.removeBehavior(this._bouncingBehavior);
  51998. this._bouncingBehavior = null;
  51999. }
  52000. },
  52001. enumerable: true,
  52002. configurable: true
  52003. });
  52004. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  52005. /**
  52006. * Gets the framing behavior of the camera if it has been enabled.
  52007. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52008. */
  52009. get: function () {
  52010. return this._framingBehavior;
  52011. },
  52012. enumerable: true,
  52013. configurable: true
  52014. });
  52015. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  52016. /**
  52017. * Defines if the framing behavior of the camera is enabled on the camera.
  52018. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52019. */
  52020. get: function () {
  52021. return this._framingBehavior != null;
  52022. },
  52023. set: function (value) {
  52024. if (value === this.useFramingBehavior) {
  52025. return;
  52026. }
  52027. if (value) {
  52028. this._framingBehavior = new BABYLON.FramingBehavior();
  52029. this.addBehavior(this._framingBehavior);
  52030. }
  52031. else if (this._framingBehavior) {
  52032. this.removeBehavior(this._framingBehavior);
  52033. this._framingBehavior = null;
  52034. }
  52035. },
  52036. enumerable: true,
  52037. configurable: true
  52038. });
  52039. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  52040. /**
  52041. * Gets the auto rotation behavior of the camera if it has been enabled.
  52042. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52043. */
  52044. get: function () {
  52045. return this._autoRotationBehavior;
  52046. },
  52047. enumerable: true,
  52048. configurable: true
  52049. });
  52050. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  52051. /**
  52052. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  52053. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52054. */
  52055. get: function () {
  52056. return this._autoRotationBehavior != null;
  52057. },
  52058. set: function (value) {
  52059. if (value === this.useAutoRotationBehavior) {
  52060. return;
  52061. }
  52062. if (value) {
  52063. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  52064. this.addBehavior(this._autoRotationBehavior);
  52065. }
  52066. else if (this._autoRotationBehavior) {
  52067. this.removeBehavior(this._autoRotationBehavior);
  52068. this._autoRotationBehavior = null;
  52069. }
  52070. },
  52071. enumerable: true,
  52072. configurable: true
  52073. });
  52074. // Cache
  52075. /** @hidden */
  52076. ArcRotateCamera.prototype._initCache = function () {
  52077. _super.prototype._initCache.call(this);
  52078. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52079. this._cache.alpha = undefined;
  52080. this._cache.beta = undefined;
  52081. this._cache.radius = undefined;
  52082. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52083. };
  52084. /** @hidden */
  52085. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52086. if (!ignoreParentClass) {
  52087. _super.prototype._updateCache.call(this);
  52088. }
  52089. this._cache._target.copyFrom(this._getTargetPosition());
  52090. this._cache.alpha = this.alpha;
  52091. this._cache.beta = this.beta;
  52092. this._cache.radius = this.radius;
  52093. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52094. };
  52095. ArcRotateCamera.prototype._getTargetPosition = function () {
  52096. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52097. var pos = this._targetHost.absolutePosition;
  52098. if (this._targetBoundingCenter) {
  52099. pos.addToRef(this._targetBoundingCenter, this._target);
  52100. }
  52101. else {
  52102. this._target.copyFrom(pos);
  52103. }
  52104. }
  52105. var lockedTargetPosition = this._getLockedTargetPosition();
  52106. if (lockedTargetPosition) {
  52107. return lockedTargetPosition;
  52108. }
  52109. return this._target;
  52110. };
  52111. /**
  52112. * Stores the current state of the camera (alpha, beta, radius and target)
  52113. * @returns the camera itself
  52114. */
  52115. ArcRotateCamera.prototype.storeState = function () {
  52116. this._storedAlpha = this.alpha;
  52117. this._storedBeta = this.beta;
  52118. this._storedRadius = this.radius;
  52119. this._storedTarget = this._getTargetPosition().clone();
  52120. return _super.prototype.storeState.call(this);
  52121. };
  52122. /**
  52123. * @hidden
  52124. * Restored camera state. You must call storeState() first
  52125. */
  52126. ArcRotateCamera.prototype._restoreStateValues = function () {
  52127. if (!_super.prototype._restoreStateValues.call(this)) {
  52128. return false;
  52129. }
  52130. this.alpha = this._storedAlpha;
  52131. this.beta = this._storedBeta;
  52132. this.radius = this._storedRadius;
  52133. this.setTarget(this._storedTarget.clone());
  52134. this.inertialAlphaOffset = 0;
  52135. this.inertialBetaOffset = 0;
  52136. this.inertialRadiusOffset = 0;
  52137. this.inertialPanningX = 0;
  52138. this.inertialPanningY = 0;
  52139. return true;
  52140. };
  52141. // Synchronized
  52142. /** @hidden */
  52143. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52144. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52145. return false;
  52146. }
  52147. return this._cache._target.equals(this._getTargetPosition())
  52148. && this._cache.alpha === this.alpha
  52149. && this._cache.beta === this.beta
  52150. && this._cache.radius === this.radius
  52151. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52152. };
  52153. /**
  52154. * Attached controls to the current camera.
  52155. * @param element Defines the element the controls should be listened from
  52156. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52157. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52158. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52159. */
  52160. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52161. var _this = this;
  52162. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52163. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52164. this._useCtrlForPanning = useCtrlForPanning;
  52165. this._panningMouseButton = panningMouseButton;
  52166. this.inputs.attachElement(element, noPreventDefault);
  52167. this._reset = function () {
  52168. _this.inertialAlphaOffset = 0;
  52169. _this.inertialBetaOffset = 0;
  52170. _this.inertialRadiusOffset = 0;
  52171. _this.inertialPanningX = 0;
  52172. _this.inertialPanningY = 0;
  52173. };
  52174. };
  52175. /**
  52176. * Detach the current controls from the camera.
  52177. * The camera will stop reacting to inputs.
  52178. * @param element Defines the element to stop listening the inputs from
  52179. */
  52180. ArcRotateCamera.prototype.detachControl = function (element) {
  52181. this.inputs.detachElement(element);
  52182. if (this._reset) {
  52183. this._reset();
  52184. }
  52185. };
  52186. /** @hidden */
  52187. ArcRotateCamera.prototype._checkInputs = function () {
  52188. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52189. if (this._collisionTriggered) {
  52190. return;
  52191. }
  52192. this.inputs.checkInputs();
  52193. // Inertia
  52194. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52195. var inertialAlphaOffset = this.inertialAlphaOffset;
  52196. if (this.beta <= 0) {
  52197. inertialAlphaOffset *= -1;
  52198. }
  52199. if (this.getScene().useRightHandedSystem) {
  52200. inertialAlphaOffset *= -1;
  52201. }
  52202. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52203. inertialAlphaOffset *= -1;
  52204. }
  52205. this.alpha += inertialAlphaOffset;
  52206. this.beta += this.inertialBetaOffset;
  52207. this.radius -= this.inertialRadiusOffset;
  52208. this.inertialAlphaOffset *= this.inertia;
  52209. this.inertialBetaOffset *= this.inertia;
  52210. this.inertialRadiusOffset *= this.inertia;
  52211. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52212. this.inertialAlphaOffset = 0;
  52213. }
  52214. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52215. this.inertialBetaOffset = 0;
  52216. }
  52217. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52218. this.inertialRadiusOffset = 0;
  52219. }
  52220. }
  52221. // Panning inertia
  52222. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52223. if (!this._localDirection) {
  52224. this._localDirection = BABYLON.Vector3.Zero();
  52225. this._transformedDirection = BABYLON.Vector3.Zero();
  52226. }
  52227. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52228. this._localDirection.multiplyInPlace(this.panningAxis);
  52229. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52230. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52231. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52232. if (!this.panningAxis.y) {
  52233. this._transformedDirection.y = 0;
  52234. }
  52235. if (!this._targetHost) {
  52236. if (this.panningDistanceLimit) {
  52237. this._transformedDirection.addInPlace(this._target);
  52238. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52239. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52240. this._target.copyFrom(this._transformedDirection);
  52241. }
  52242. }
  52243. else {
  52244. this._target.addInPlace(this._transformedDirection);
  52245. }
  52246. }
  52247. this.inertialPanningX *= this.panningInertia;
  52248. this.inertialPanningY *= this.panningInertia;
  52249. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52250. this.inertialPanningX = 0;
  52251. }
  52252. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52253. this.inertialPanningY = 0;
  52254. }
  52255. }
  52256. // Limits
  52257. this._checkLimits();
  52258. _super.prototype._checkInputs.call(this);
  52259. };
  52260. ArcRotateCamera.prototype._checkLimits = function () {
  52261. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52262. if (this.allowUpsideDown && this.beta > Math.PI) {
  52263. this.beta = this.beta - (2 * Math.PI);
  52264. }
  52265. }
  52266. else {
  52267. if (this.beta < this.lowerBetaLimit) {
  52268. this.beta = this.lowerBetaLimit;
  52269. }
  52270. }
  52271. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52272. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52273. this.beta = this.beta + (2 * Math.PI);
  52274. }
  52275. }
  52276. else {
  52277. if (this.beta > this.upperBetaLimit) {
  52278. this.beta = this.upperBetaLimit;
  52279. }
  52280. }
  52281. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52282. this.alpha = this.lowerAlphaLimit;
  52283. }
  52284. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52285. this.alpha = this.upperAlphaLimit;
  52286. }
  52287. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52288. this.radius = this.lowerRadiusLimit;
  52289. this.inertialRadiusOffset = 0;
  52290. }
  52291. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52292. this.radius = this.upperRadiusLimit;
  52293. this.inertialRadiusOffset = 0;
  52294. }
  52295. };
  52296. /**
  52297. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52298. */
  52299. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52300. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52301. this.radius = this._computationVector.length();
  52302. if (this.radius === 0) {
  52303. this.radius = 0.0001; // Just to avoid division by zero
  52304. }
  52305. // Alpha
  52306. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52307. if (this._computationVector.z < 0) {
  52308. this.alpha = 2 * Math.PI - this.alpha;
  52309. }
  52310. // Beta
  52311. this.beta = Math.acos(this._computationVector.y / this.radius);
  52312. this._checkLimits();
  52313. };
  52314. /**
  52315. * Use a position to define the current camera related information like aplha, beta and radius
  52316. * @param position Defines the position to set the camera at
  52317. */
  52318. ArcRotateCamera.prototype.setPosition = function (position) {
  52319. if (this.position.equals(position)) {
  52320. return;
  52321. }
  52322. this.position.copyFrom(position);
  52323. this.rebuildAnglesAndRadius();
  52324. };
  52325. /**
  52326. * Defines the target the camera should look at.
  52327. * This will automatically adapt alpha beta and radius to fit within the new target.
  52328. * @param target Defines the new target as a Vector or a mesh
  52329. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52330. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52331. */
  52332. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52333. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52334. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52335. if (target.getBoundingInfo) {
  52336. if (toBoundingCenter) {
  52337. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52338. }
  52339. else {
  52340. this._targetBoundingCenter = null;
  52341. }
  52342. this._targetHost = target;
  52343. this._target = this._getTargetPosition();
  52344. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52345. }
  52346. else {
  52347. var newTarget = target;
  52348. var currentTarget = this._getTargetPosition();
  52349. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52350. return;
  52351. }
  52352. this._targetHost = null;
  52353. this._target = newTarget;
  52354. this._targetBoundingCenter = null;
  52355. this.onMeshTargetChangedObservable.notifyObservers(null);
  52356. }
  52357. this.rebuildAnglesAndRadius();
  52358. };
  52359. /** @hidden */
  52360. ArcRotateCamera.prototype._getViewMatrix = function () {
  52361. // Compute
  52362. var cosa = Math.cos(this.alpha);
  52363. var sina = Math.sin(this.alpha);
  52364. var cosb = Math.cos(this.beta);
  52365. var sinb = Math.sin(this.beta);
  52366. if (sinb === 0) {
  52367. sinb = 0.0001;
  52368. }
  52369. var target = this._getTargetPosition();
  52370. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52371. // Rotate according to up vector
  52372. if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
  52373. if (!this._tempAxisVector) {
  52374. this._tempAxisVector = new BABYLON.Vector3();
  52375. this._tempAxisRotationMatrix = new BABYLON.Matrix();
  52376. }
  52377. BABYLON.Vector3.CrossToRef(BABYLON.Vector3.Up(), this.upVector, this._tempAxisVector);
  52378. this._tempAxisVector.normalize();
  52379. var angle = Math.acos(BABYLON.Vector3.Dot(BABYLON.Vector3.UpReadOnly, this.upVector));
  52380. BABYLON.Matrix.RotationAxisToRef(this._tempAxisVector, angle, this._tempAxisRotationMatrix);
  52381. this._tempAxisVector.copyFrom(this._computationVector);
  52382. BABYLON.Vector3.TransformCoordinatesToRef(this._tempAxisVector, this._tempAxisRotationMatrix, this._computationVector);
  52383. }
  52384. target.addToRef(this._computationVector, this._newPosition);
  52385. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52386. if (!this._collider) {
  52387. this._collider = new BABYLON.Collider();
  52388. }
  52389. this._collider._radius = this.collisionRadius;
  52390. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52391. this._collisionTriggered = true;
  52392. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52393. }
  52394. else {
  52395. this.position.copyFrom(this._newPosition);
  52396. var up = this.upVector;
  52397. if (this.allowUpsideDown && sinb < 0) {
  52398. up = up.clone();
  52399. up = up.negate();
  52400. }
  52401. this._computeViewMatrix(this.position, target, up);
  52402. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52403. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52404. }
  52405. this._currentTarget = target;
  52406. return this._viewMatrix;
  52407. };
  52408. /**
  52409. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52410. * @param meshes Defines the mesh to zoom on
  52411. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  52412. */
  52413. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52414. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52415. meshes = meshes || this.getScene().meshes;
  52416. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52417. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52418. this.radius = distance * this.zoomOnFactor;
  52419. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52420. };
  52421. /**
  52422. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52423. * The target will be changed but the radius
  52424. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52425. * @param doNotUpdateMaxZ Defines whether or not maxZ should be updated whilst zooming on the mesh (this can happen if the mesh is big and the maxradius pretty small for instance)
  52426. */
  52427. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52428. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52429. var meshesOrMinMaxVector;
  52430. var distance;
  52431. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52432. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52433. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52434. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52435. }
  52436. else { //minMaxVector and distance
  52437. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52438. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52439. distance = minMaxVectorAndDistance.distance;
  52440. }
  52441. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52442. if (!doNotUpdateMaxZ) {
  52443. this.maxZ = distance * 2;
  52444. }
  52445. };
  52446. /**
  52447. * @override
  52448. * Override Camera.createRigCamera
  52449. */
  52450. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52451. var alphaShift = 0;
  52452. switch (this.cameraRigMode) {
  52453. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52454. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52455. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52456. case BABYLON.Camera.RIG_MODE_VR:
  52457. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52458. break;
  52459. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52460. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52461. break;
  52462. }
  52463. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52464. rigCam._cameraRigParams = {};
  52465. return rigCam;
  52466. };
  52467. /**
  52468. * @hidden
  52469. * @override
  52470. * Override Camera._updateRigCameras
  52471. */
  52472. ArcRotateCamera.prototype._updateRigCameras = function () {
  52473. var camLeft = this._rigCameras[0];
  52474. var camRight = this._rigCameras[1];
  52475. camLeft.beta = camRight.beta = this.beta;
  52476. switch (this.cameraRigMode) {
  52477. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52478. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52479. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52480. case BABYLON.Camera.RIG_MODE_VR:
  52481. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52482. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52483. break;
  52484. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52485. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52486. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52487. break;
  52488. }
  52489. _super.prototype._updateRigCameras.call(this);
  52490. };
  52491. /**
  52492. * Destroy the camera and release the current resources hold by it.
  52493. */
  52494. ArcRotateCamera.prototype.dispose = function () {
  52495. this.inputs.clear();
  52496. _super.prototype.dispose.call(this);
  52497. };
  52498. /**
  52499. * Gets the current object class name.
  52500. * @return the class name
  52501. */
  52502. ArcRotateCamera.prototype.getClassName = function () {
  52503. return "ArcRotateCamera";
  52504. };
  52505. __decorate([
  52506. BABYLON.serialize()
  52507. ], ArcRotateCamera.prototype, "alpha", void 0);
  52508. __decorate([
  52509. BABYLON.serialize()
  52510. ], ArcRotateCamera.prototype, "beta", void 0);
  52511. __decorate([
  52512. BABYLON.serialize()
  52513. ], ArcRotateCamera.prototype, "radius", void 0);
  52514. __decorate([
  52515. BABYLON.serializeAsVector3("target")
  52516. ], ArcRotateCamera.prototype, "_target", void 0);
  52517. __decorate([
  52518. BABYLON.serialize()
  52519. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52520. __decorate([
  52521. BABYLON.serialize()
  52522. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52523. __decorate([
  52524. BABYLON.serialize()
  52525. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52526. __decorate([
  52527. BABYLON.serialize()
  52528. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52529. __decorate([
  52530. BABYLON.serialize()
  52531. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52532. __decorate([
  52533. BABYLON.serialize()
  52534. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52535. __decorate([
  52536. BABYLON.serialize()
  52537. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52538. __decorate([
  52539. BABYLON.serialize()
  52540. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52541. __decorate([
  52542. BABYLON.serialize()
  52543. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52544. __decorate([
  52545. BABYLON.serialize()
  52546. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52547. __decorate([
  52548. BABYLON.serialize()
  52549. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52550. __decorate([
  52551. BABYLON.serialize()
  52552. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52553. __decorate([
  52554. BABYLON.serialize()
  52555. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52556. __decorate([
  52557. BABYLON.serializeAsVector3()
  52558. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52559. __decorate([
  52560. BABYLON.serialize()
  52561. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52562. __decorate([
  52563. BABYLON.serialize()
  52564. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52565. __decorate([
  52566. BABYLON.serialize()
  52567. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52568. __decorate([
  52569. BABYLON.serialize()
  52570. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52571. __decorate([
  52572. BABYLON.serialize()
  52573. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52574. return ArcRotateCamera;
  52575. }(BABYLON.TargetCamera));
  52576. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52577. })(BABYLON || (BABYLON = {}));
  52578. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52579. var BABYLON;
  52580. (function (BABYLON) {
  52581. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52582. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52583. });
  52584. /**
  52585. * The HemisphericLight simulates the ambient environment light,
  52586. * so the passed direction is the light reflection direction, not the incoming direction.
  52587. */
  52588. var HemisphericLight = /** @class */ (function (_super) {
  52589. __extends(HemisphericLight, _super);
  52590. /**
  52591. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52592. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52593. * The HemisphericLight can't cast shadows.
  52594. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52595. * @param name The friendly name of the light
  52596. * @param direction The direction of the light reflection
  52597. * @param scene The scene the light belongs to
  52598. */
  52599. function HemisphericLight(name, direction, scene) {
  52600. var _this = _super.call(this, name, scene) || this;
  52601. /**
  52602. * The groundColor is the light in the opposite direction to the one specified during creation.
  52603. * 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.
  52604. */
  52605. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52606. _this.direction = direction || BABYLON.Vector3.Up();
  52607. return _this;
  52608. }
  52609. HemisphericLight.prototype._buildUniformLayout = function () {
  52610. this._uniformBuffer.addUniform("vLightData", 4);
  52611. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52612. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52613. this._uniformBuffer.addUniform("vLightGround", 3);
  52614. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52615. this._uniformBuffer.addUniform("depthValues", 2);
  52616. this._uniformBuffer.create();
  52617. };
  52618. /**
  52619. * Returns the string "HemisphericLight".
  52620. * @return The class name
  52621. */
  52622. HemisphericLight.prototype.getClassName = function () {
  52623. return "HemisphericLight";
  52624. };
  52625. /**
  52626. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52627. * Returns the updated direction.
  52628. * @param target The target the direction should point to
  52629. * @return The computed direction
  52630. */
  52631. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52632. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52633. return this.direction;
  52634. };
  52635. /**
  52636. * Returns the shadow generator associated to the light.
  52637. * @returns Always null for hemispheric lights because it does not support shadows.
  52638. */
  52639. HemisphericLight.prototype.getShadowGenerator = function () {
  52640. return null;
  52641. };
  52642. /**
  52643. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52644. * @param effect The effect to update
  52645. * @param lightIndex The index of the light in the effect to update
  52646. * @returns The hemispheric light
  52647. */
  52648. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52649. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52650. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52651. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52652. return this;
  52653. };
  52654. /**
  52655. * Computes the world matrix of the node
  52656. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52657. * @param useWasUpdatedFlag defines a reserved property
  52658. * @returns the world matrix
  52659. */
  52660. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52661. if (!this._worldMatrix) {
  52662. this._worldMatrix = BABYLON.Matrix.Identity();
  52663. }
  52664. return this._worldMatrix;
  52665. };
  52666. /**
  52667. * Returns the integer 3.
  52668. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52669. */
  52670. HemisphericLight.prototype.getTypeID = function () {
  52671. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52672. };
  52673. /**
  52674. * Prepares the list of defines specific to the light type.
  52675. * @param defines the list of defines
  52676. * @param lightIndex defines the index of the light for the effect
  52677. */
  52678. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52679. defines["HEMILIGHT" + lightIndex] = true;
  52680. };
  52681. __decorate([
  52682. BABYLON.serializeAsColor3()
  52683. ], HemisphericLight.prototype, "groundColor", void 0);
  52684. __decorate([
  52685. BABYLON.serializeAsVector3()
  52686. ], HemisphericLight.prototype, "direction", void 0);
  52687. return HemisphericLight;
  52688. }(BABYLON.Light));
  52689. BABYLON.HemisphericLight = HemisphericLight;
  52690. })(BABYLON || (BABYLON = {}));
  52691. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52692. var BABYLON;
  52693. (function (BABYLON) {
  52694. /**
  52695. * Base implementation IShadowLight
  52696. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52697. */
  52698. var ShadowLight = /** @class */ (function (_super) {
  52699. __extends(ShadowLight, _super);
  52700. function ShadowLight() {
  52701. var _this = _super !== null && _super.apply(this, arguments) || this;
  52702. _this._needProjectionMatrixCompute = true;
  52703. return _this;
  52704. }
  52705. ShadowLight.prototype._setPosition = function (value) {
  52706. this._position = value;
  52707. };
  52708. Object.defineProperty(ShadowLight.prototype, "position", {
  52709. /**
  52710. * Sets the position the shadow will be casted from. Also use as the light position for both
  52711. * point and spot lights.
  52712. */
  52713. get: function () {
  52714. return this._position;
  52715. },
  52716. /**
  52717. * Sets the position the shadow will be casted from. Also use as the light position for both
  52718. * point and spot lights.
  52719. */
  52720. set: function (value) {
  52721. this._setPosition(value);
  52722. },
  52723. enumerable: true,
  52724. configurable: true
  52725. });
  52726. ShadowLight.prototype._setDirection = function (value) {
  52727. this._direction = value;
  52728. };
  52729. Object.defineProperty(ShadowLight.prototype, "direction", {
  52730. /**
  52731. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52732. * Also use as the light direction on spot and directional lights.
  52733. */
  52734. get: function () {
  52735. return this._direction;
  52736. },
  52737. /**
  52738. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52739. * Also use as the light direction on spot and directional lights.
  52740. */
  52741. set: function (value) {
  52742. this._setDirection(value);
  52743. },
  52744. enumerable: true,
  52745. configurable: true
  52746. });
  52747. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52748. /**
  52749. * Gets the shadow projection clipping minimum z value.
  52750. */
  52751. get: function () {
  52752. return this._shadowMinZ;
  52753. },
  52754. /**
  52755. * Sets the shadow projection clipping minimum z value.
  52756. */
  52757. set: function (value) {
  52758. this._shadowMinZ = value;
  52759. this.forceProjectionMatrixCompute();
  52760. },
  52761. enumerable: true,
  52762. configurable: true
  52763. });
  52764. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52765. /**
  52766. * Sets the shadow projection clipping maximum z value.
  52767. */
  52768. get: function () {
  52769. return this._shadowMaxZ;
  52770. },
  52771. /**
  52772. * Gets the shadow projection clipping maximum z value.
  52773. */
  52774. set: function (value) {
  52775. this._shadowMaxZ = value;
  52776. this.forceProjectionMatrixCompute();
  52777. },
  52778. enumerable: true,
  52779. configurable: true
  52780. });
  52781. /**
  52782. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52783. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52784. */
  52785. ShadowLight.prototype.computeTransformedInformation = function () {
  52786. if (this.parent && this.parent.getWorldMatrix) {
  52787. if (!this.transformedPosition) {
  52788. this.transformedPosition = BABYLON.Vector3.Zero();
  52789. }
  52790. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52791. // In case the direction is present.
  52792. if (this.direction) {
  52793. if (!this.transformedDirection) {
  52794. this.transformedDirection = BABYLON.Vector3.Zero();
  52795. }
  52796. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52797. }
  52798. return true;
  52799. }
  52800. return false;
  52801. };
  52802. /**
  52803. * Return the depth scale used for the shadow map.
  52804. * @returns the depth scale.
  52805. */
  52806. ShadowLight.prototype.getDepthScale = function () {
  52807. return 50.0;
  52808. };
  52809. /**
  52810. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52811. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52812. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52813. */
  52814. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52815. return this.transformedDirection ? this.transformedDirection : this.direction;
  52816. };
  52817. /**
  52818. * Returns the ShadowLight absolute position in the World.
  52819. * @returns the position vector in world space
  52820. */
  52821. ShadowLight.prototype.getAbsolutePosition = function () {
  52822. return this.transformedPosition ? this.transformedPosition : this.position;
  52823. };
  52824. /**
  52825. * Sets the ShadowLight direction toward the passed target.
  52826. * @param target The point tot target in local space
  52827. * @returns the updated ShadowLight direction
  52828. */
  52829. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52830. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52831. return this.direction;
  52832. };
  52833. /**
  52834. * Returns the light rotation in euler definition.
  52835. * @returns the x y z rotation in local space.
  52836. */
  52837. ShadowLight.prototype.getRotation = function () {
  52838. this.direction.normalize();
  52839. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52840. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52841. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52842. };
  52843. /**
  52844. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52845. * @returns true if a cube texture needs to be use
  52846. */
  52847. ShadowLight.prototype.needCube = function () {
  52848. return false;
  52849. };
  52850. /**
  52851. * Detects if the projection matrix requires to be recomputed this frame.
  52852. * @returns true if it requires to be recomputed otherwise, false.
  52853. */
  52854. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52855. return this._needProjectionMatrixCompute;
  52856. };
  52857. /**
  52858. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52859. */
  52860. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52861. this._needProjectionMatrixCompute = true;
  52862. };
  52863. /** @hidden */
  52864. ShadowLight.prototype._initCache = function () {
  52865. _super.prototype._initCache.call(this);
  52866. this._cache.position = BABYLON.Vector3.Zero();
  52867. };
  52868. /** @hidden */
  52869. ShadowLight.prototype._isSynchronized = function () {
  52870. if (!this._cache.position.equals(this.position)) {
  52871. return false;
  52872. }
  52873. return true;
  52874. };
  52875. /**
  52876. * Computes the world matrix of the node
  52877. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52878. * @returns the world matrix
  52879. */
  52880. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52881. if (!force && this.isSynchronized()) {
  52882. this._currentRenderId = this.getScene().getRenderId();
  52883. return this._worldMatrix;
  52884. }
  52885. this._updateCache();
  52886. this._cache.position.copyFrom(this.position);
  52887. if (!this._worldMatrix) {
  52888. this._worldMatrix = BABYLON.Matrix.Identity();
  52889. }
  52890. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52891. if (this.parent && this.parent.getWorldMatrix) {
  52892. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52893. this._markSyncedWithParent();
  52894. }
  52895. // Cache the determinant
  52896. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52897. return this._worldMatrix;
  52898. };
  52899. /**
  52900. * Gets the minZ used for shadow according to both the scene and the light.
  52901. * @param activeCamera The camera we are returning the min for
  52902. * @returns the depth min z
  52903. */
  52904. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52905. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52906. };
  52907. /**
  52908. * Gets the maxZ used for shadow according to both the scene and the light.
  52909. * @param activeCamera The camera we are returning the max for
  52910. * @returns the depth max z
  52911. */
  52912. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52913. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52914. };
  52915. /**
  52916. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52917. * @param matrix The materix to updated with the projection information
  52918. * @param viewMatrix The transform matrix of the light
  52919. * @param renderList The list of mesh to render in the map
  52920. * @returns The current light
  52921. */
  52922. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52923. if (this.customProjectionMatrixBuilder) {
  52924. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52925. }
  52926. else {
  52927. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52928. }
  52929. return this;
  52930. };
  52931. __decorate([
  52932. BABYLON.serializeAsVector3()
  52933. ], ShadowLight.prototype, "position", null);
  52934. __decorate([
  52935. BABYLON.serializeAsVector3()
  52936. ], ShadowLight.prototype, "direction", null);
  52937. __decorate([
  52938. BABYLON.serialize()
  52939. ], ShadowLight.prototype, "shadowMinZ", null);
  52940. __decorate([
  52941. BABYLON.serialize()
  52942. ], ShadowLight.prototype, "shadowMaxZ", null);
  52943. return ShadowLight;
  52944. }(BABYLON.Light));
  52945. BABYLON.ShadowLight = ShadowLight;
  52946. })(BABYLON || (BABYLON = {}));
  52947. //# sourceMappingURL=babylon.shadowLight.js.map
  52948. var BABYLON;
  52949. (function (BABYLON) {
  52950. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52951. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52952. });
  52953. /**
  52954. * A point light is a light defined by an unique point in world space.
  52955. * The light is emitted in every direction from this point.
  52956. * A good example of a point light is a standard light bulb.
  52957. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52958. */
  52959. var PointLight = /** @class */ (function (_super) {
  52960. __extends(PointLight, _super);
  52961. /**
  52962. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52963. * A PointLight emits the light in every direction.
  52964. * It can cast shadows.
  52965. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52966. * ```javascript
  52967. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52968. * ```
  52969. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52970. * @param name The light friendly name
  52971. * @param position The position of the point light in the scene
  52972. * @param scene The scene the lights belongs to
  52973. */
  52974. function PointLight(name, position, scene) {
  52975. var _this = _super.call(this, name, scene) || this;
  52976. _this._shadowAngle = Math.PI / 2;
  52977. _this.position = position;
  52978. return _this;
  52979. }
  52980. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52981. /**
  52982. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52983. * This specifies what angle the shadow will use to be created.
  52984. *
  52985. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52986. */
  52987. get: function () {
  52988. return this._shadowAngle;
  52989. },
  52990. /**
  52991. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52992. * This specifies what angle the shadow will use to be created.
  52993. *
  52994. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52995. */
  52996. set: function (value) {
  52997. this._shadowAngle = value;
  52998. this.forceProjectionMatrixCompute();
  52999. },
  53000. enumerable: true,
  53001. configurable: true
  53002. });
  53003. Object.defineProperty(PointLight.prototype, "direction", {
  53004. /**
  53005. * Gets the direction if it has been set.
  53006. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53007. */
  53008. get: function () {
  53009. return this._direction;
  53010. },
  53011. /**
  53012. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53013. */
  53014. set: function (value) {
  53015. var previousNeedCube = this.needCube();
  53016. this._direction = value;
  53017. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  53018. this._shadowGenerator.recreateShadowMap();
  53019. }
  53020. },
  53021. enumerable: true,
  53022. configurable: true
  53023. });
  53024. /**
  53025. * Returns the string "PointLight"
  53026. * @returns the class name
  53027. */
  53028. PointLight.prototype.getClassName = function () {
  53029. return "PointLight";
  53030. };
  53031. /**
  53032. * Returns the integer 0.
  53033. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53034. */
  53035. PointLight.prototype.getTypeID = function () {
  53036. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  53037. };
  53038. /**
  53039. * Specifies wether or not the shadowmap should be a cube texture.
  53040. * @returns true if the shadowmap needs to be a cube texture.
  53041. */
  53042. PointLight.prototype.needCube = function () {
  53043. return !this.direction;
  53044. };
  53045. /**
  53046. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53047. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53048. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53049. */
  53050. PointLight.prototype.getShadowDirection = function (faceIndex) {
  53051. if (this.direction) {
  53052. return _super.prototype.getShadowDirection.call(this, faceIndex);
  53053. }
  53054. else {
  53055. switch (faceIndex) {
  53056. case 0:
  53057. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  53058. case 1:
  53059. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  53060. case 2:
  53061. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  53062. case 3:
  53063. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  53064. case 4:
  53065. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  53066. case 5:
  53067. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  53068. }
  53069. }
  53070. return BABYLON.Vector3.Zero();
  53071. };
  53072. /**
  53073. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53074. * - fov = PI / 2
  53075. * - aspect ratio : 1.0
  53076. * - z-near and far equal to the active camera minZ and maxZ.
  53077. * Returns the PointLight.
  53078. */
  53079. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53080. var activeCamera = this.getScene().activeCamera;
  53081. if (!activeCamera) {
  53082. return;
  53083. }
  53084. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53085. };
  53086. PointLight.prototype._buildUniformLayout = function () {
  53087. this._uniformBuffer.addUniform("vLightData", 4);
  53088. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53089. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53090. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53091. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53092. this._uniformBuffer.addUniform("depthValues", 2);
  53093. this._uniformBuffer.create();
  53094. };
  53095. /**
  53096. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53097. * @param effect The effect to update
  53098. * @param lightIndex The index of the light in the effect to update
  53099. * @returns The point light
  53100. */
  53101. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53102. if (this.computeTransformedInformation()) {
  53103. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53104. }
  53105. else {
  53106. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53107. }
  53108. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53109. return this;
  53110. };
  53111. /**
  53112. * Prepares the list of defines specific to the light type.
  53113. * @param defines the list of defines
  53114. * @param lightIndex defines the index of the light for the effect
  53115. */
  53116. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53117. defines["POINTLIGHT" + lightIndex] = true;
  53118. };
  53119. __decorate([
  53120. BABYLON.serialize()
  53121. ], PointLight.prototype, "shadowAngle", null);
  53122. return PointLight;
  53123. }(BABYLON.ShadowLight));
  53124. BABYLON.PointLight = PointLight;
  53125. })(BABYLON || (BABYLON = {}));
  53126. //# sourceMappingURL=babylon.pointLight.js.map
  53127. var BABYLON;
  53128. (function (BABYLON) {
  53129. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53130. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53131. });
  53132. /**
  53133. * A directional light is defined by a direction (what a surprise!).
  53134. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53135. * 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.
  53136. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53137. */
  53138. var DirectionalLight = /** @class */ (function (_super) {
  53139. __extends(DirectionalLight, _super);
  53140. /**
  53141. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53142. * The directional light is emitted from everywhere in the given direction.
  53143. * It can cast shadows.
  53144. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53145. * @param name The friendly name of the light
  53146. * @param direction The direction of the light
  53147. * @param scene The scene the light belongs to
  53148. */
  53149. function DirectionalLight(name, direction, scene) {
  53150. var _this = _super.call(this, name, scene) || this;
  53151. _this._shadowFrustumSize = 0;
  53152. _this._shadowOrthoScale = 0.1;
  53153. /**
  53154. * Automatically compute the projection matrix to best fit (including all the casters)
  53155. * on each frame.
  53156. */
  53157. _this.autoUpdateExtends = true;
  53158. // Cache
  53159. _this._orthoLeft = Number.MAX_VALUE;
  53160. _this._orthoRight = Number.MIN_VALUE;
  53161. _this._orthoTop = Number.MIN_VALUE;
  53162. _this._orthoBottom = Number.MAX_VALUE;
  53163. _this.position = direction.scale(-1.0);
  53164. _this.direction = direction;
  53165. return _this;
  53166. }
  53167. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53168. /**
  53169. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53170. */
  53171. get: function () {
  53172. return this._shadowFrustumSize;
  53173. },
  53174. /**
  53175. * Specifies a fix frustum size for the shadow generation.
  53176. */
  53177. set: function (value) {
  53178. this._shadowFrustumSize = value;
  53179. this.forceProjectionMatrixCompute();
  53180. },
  53181. enumerable: true,
  53182. configurable: true
  53183. });
  53184. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53185. /**
  53186. * Gets the shadow projection scale against the optimal computed one.
  53187. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53188. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53189. */
  53190. get: function () {
  53191. return this._shadowOrthoScale;
  53192. },
  53193. /**
  53194. * Sets the shadow projection scale against the optimal computed one.
  53195. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53196. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53197. */
  53198. set: function (value) {
  53199. this._shadowOrthoScale = value;
  53200. this.forceProjectionMatrixCompute();
  53201. },
  53202. enumerable: true,
  53203. configurable: true
  53204. });
  53205. /**
  53206. * Returns the string "DirectionalLight".
  53207. * @return The class name
  53208. */
  53209. DirectionalLight.prototype.getClassName = function () {
  53210. return "DirectionalLight";
  53211. };
  53212. /**
  53213. * Returns the integer 1.
  53214. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53215. */
  53216. DirectionalLight.prototype.getTypeID = function () {
  53217. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53218. };
  53219. /**
  53220. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53221. * Returns the DirectionalLight Shadow projection matrix.
  53222. */
  53223. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53224. if (this.shadowFrustumSize > 0) {
  53225. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53226. }
  53227. else {
  53228. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53229. }
  53230. };
  53231. /**
  53232. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53233. * Returns the DirectionalLight Shadow projection matrix.
  53234. */
  53235. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53236. var activeCamera = this.getScene().activeCamera;
  53237. if (!activeCamera) {
  53238. return;
  53239. }
  53240. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53241. };
  53242. /**
  53243. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53244. * Returns the DirectionalLight Shadow projection matrix.
  53245. */
  53246. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53247. var activeCamera = this.getScene().activeCamera;
  53248. if (!activeCamera) {
  53249. return;
  53250. }
  53251. // Check extends
  53252. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53253. var tempVector3 = BABYLON.Vector3.Zero();
  53254. this._orthoLeft = Number.MAX_VALUE;
  53255. this._orthoRight = Number.MIN_VALUE;
  53256. this._orthoTop = Number.MIN_VALUE;
  53257. this._orthoBottom = Number.MAX_VALUE;
  53258. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53259. var mesh = renderList[meshIndex];
  53260. if (!mesh) {
  53261. continue;
  53262. }
  53263. var boundingInfo = mesh.getBoundingInfo();
  53264. var boundingBox = boundingInfo.boundingBox;
  53265. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53266. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53267. if (tempVector3.x < this._orthoLeft) {
  53268. this._orthoLeft = tempVector3.x;
  53269. }
  53270. if (tempVector3.y < this._orthoBottom) {
  53271. this._orthoBottom = tempVector3.y;
  53272. }
  53273. if (tempVector3.x > this._orthoRight) {
  53274. this._orthoRight = tempVector3.x;
  53275. }
  53276. if (tempVector3.y > this._orthoTop) {
  53277. this._orthoTop = tempVector3.y;
  53278. }
  53279. }
  53280. }
  53281. }
  53282. var xOffset = this._orthoRight - this._orthoLeft;
  53283. var yOffset = this._orthoTop - this._orthoBottom;
  53284. 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);
  53285. };
  53286. DirectionalLight.prototype._buildUniformLayout = function () {
  53287. this._uniformBuffer.addUniform("vLightData", 4);
  53288. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53289. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53290. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53291. this._uniformBuffer.addUniform("depthValues", 2);
  53292. this._uniformBuffer.create();
  53293. };
  53294. /**
  53295. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53296. * @param effect The effect to update
  53297. * @param lightIndex The index of the light in the effect to update
  53298. * @returns The directional light
  53299. */
  53300. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53301. if (this.computeTransformedInformation()) {
  53302. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53303. return this;
  53304. }
  53305. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53306. return this;
  53307. };
  53308. /**
  53309. * Gets the minZ used for shadow according to both the scene and the light.
  53310. *
  53311. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53312. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53313. * @param activeCamera The camera we are returning the min for
  53314. * @returns the depth min z
  53315. */
  53316. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53317. return 1;
  53318. };
  53319. /**
  53320. * Gets the maxZ used for shadow according to both the scene and the light.
  53321. *
  53322. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53323. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53324. * @param activeCamera The camera we are returning the max for
  53325. * @returns the depth max z
  53326. */
  53327. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53328. return 1;
  53329. };
  53330. /**
  53331. * Prepares the list of defines specific to the light type.
  53332. * @param defines the list of defines
  53333. * @param lightIndex defines the index of the light for the effect
  53334. */
  53335. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53336. defines["DIRLIGHT" + lightIndex] = true;
  53337. };
  53338. __decorate([
  53339. BABYLON.serialize()
  53340. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53341. __decorate([
  53342. BABYLON.serialize()
  53343. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53344. __decorate([
  53345. BABYLON.serialize()
  53346. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53347. return DirectionalLight;
  53348. }(BABYLON.ShadowLight));
  53349. BABYLON.DirectionalLight = DirectionalLight;
  53350. })(BABYLON || (BABYLON = {}));
  53351. //# sourceMappingURL=babylon.directionalLight.js.map
  53352. var BABYLON;
  53353. (function (BABYLON) {
  53354. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53355. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53356. });
  53357. /**
  53358. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53359. * These values define a cone of light starting from the position, emitting toward the direction.
  53360. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53361. * and the exponent defines the speed of the decay of the light with distance (reach).
  53362. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53363. */
  53364. var SpotLight = /** @class */ (function (_super) {
  53365. __extends(SpotLight, _super);
  53366. /**
  53367. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53368. * It can cast shadows.
  53369. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53370. * @param name The light friendly name
  53371. * @param position The position of the spot light in the scene
  53372. * @param direction The direction of the light in the scene
  53373. * @param angle The cone angle of the light in Radians
  53374. * @param exponent The light decay speed with the distance from the emission spot
  53375. * @param scene The scene the lights belongs to
  53376. */
  53377. function SpotLight(name, position, direction, angle, exponent, scene) {
  53378. var _this = _super.call(this, name, scene) || this;
  53379. _this._innerAngle = 0;
  53380. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53381. _this._projectionTextureLightNear = 1e-6;
  53382. _this._projectionTextureLightFar = 1000.0;
  53383. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53384. _this._projectionTextureViewLightDirty = true;
  53385. _this._projectionTextureProjectionLightDirty = true;
  53386. _this._projectionTextureDirty = true;
  53387. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53388. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53389. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53390. _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);
  53391. _this.position = position;
  53392. _this.direction = direction;
  53393. _this.angle = angle;
  53394. _this.exponent = exponent;
  53395. return _this;
  53396. }
  53397. Object.defineProperty(SpotLight.prototype, "angle", {
  53398. /**
  53399. * Gets the cone angle of the spot light in Radians.
  53400. */
  53401. get: function () {
  53402. return this._angle;
  53403. },
  53404. /**
  53405. * Sets the cone angle of the spot light in Radians.
  53406. */
  53407. set: function (value) {
  53408. this._angle = value;
  53409. this._cosHalfAngle = Math.cos(value * 0.5);
  53410. this._projectionTextureProjectionLightDirty = true;
  53411. this.forceProjectionMatrixCompute();
  53412. this._computeAngleValues();
  53413. },
  53414. enumerable: true,
  53415. configurable: true
  53416. });
  53417. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53418. /**
  53419. * Only used in gltf falloff mode, this defines the angle where
  53420. * the directional falloff will start before cutting at angle which could be seen
  53421. * as outer angle.
  53422. */
  53423. get: function () {
  53424. return this._innerAngle;
  53425. },
  53426. /**
  53427. * Only used in gltf falloff mode, this defines the angle where
  53428. * the directional falloff will start before cutting at angle which could be seen
  53429. * as outer angle.
  53430. */
  53431. set: function (value) {
  53432. this._innerAngle = value;
  53433. this._computeAngleValues();
  53434. },
  53435. enumerable: true,
  53436. configurable: true
  53437. });
  53438. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53439. /**
  53440. * Allows scaling the angle of the light for shadow generation only.
  53441. */
  53442. get: function () {
  53443. return this._shadowAngleScale;
  53444. },
  53445. /**
  53446. * Allows scaling the angle of the light for shadow generation only.
  53447. */
  53448. set: function (value) {
  53449. this._shadowAngleScale = value;
  53450. this.forceProjectionMatrixCompute();
  53451. },
  53452. enumerable: true,
  53453. configurable: true
  53454. });
  53455. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53456. /**
  53457. * Allows reading the projecton texture
  53458. */
  53459. get: function () {
  53460. return this._projectionTextureMatrix;
  53461. },
  53462. enumerable: true,
  53463. configurable: true
  53464. });
  53465. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53466. /**
  53467. * Gets the near clip of the Spotlight for texture projection.
  53468. */
  53469. get: function () {
  53470. return this._projectionTextureLightNear;
  53471. },
  53472. /**
  53473. * Sets the near clip of the Spotlight for texture projection.
  53474. */
  53475. set: function (value) {
  53476. this._projectionTextureLightNear = value;
  53477. this._projectionTextureProjectionLightDirty = true;
  53478. },
  53479. enumerable: true,
  53480. configurable: true
  53481. });
  53482. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53483. /**
  53484. * Gets the far clip of the Spotlight for texture projection.
  53485. */
  53486. get: function () {
  53487. return this._projectionTextureLightFar;
  53488. },
  53489. /**
  53490. * Sets the far clip of the Spotlight for texture projection.
  53491. */
  53492. set: function (value) {
  53493. this._projectionTextureLightFar = value;
  53494. this._projectionTextureProjectionLightDirty = true;
  53495. },
  53496. enumerable: true,
  53497. configurable: true
  53498. });
  53499. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53500. /**
  53501. * Gets the Up vector of the Spotlight for texture projection.
  53502. */
  53503. get: function () {
  53504. return this._projectionTextureUpDirection;
  53505. },
  53506. /**
  53507. * Sets the Up vector of the Spotlight for texture projection.
  53508. */
  53509. set: function (value) {
  53510. this._projectionTextureUpDirection = value;
  53511. this._projectionTextureProjectionLightDirty = true;
  53512. },
  53513. enumerable: true,
  53514. configurable: true
  53515. });
  53516. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53517. /**
  53518. * Gets the projection texture of the light.
  53519. */
  53520. get: function () {
  53521. return this._projectionTexture;
  53522. },
  53523. /**
  53524. * Sets the projection texture of the light.
  53525. */
  53526. set: function (value) {
  53527. this._projectionTexture = value;
  53528. this._projectionTextureDirty = true;
  53529. },
  53530. enumerable: true,
  53531. configurable: true
  53532. });
  53533. /**
  53534. * Returns the string "SpotLight".
  53535. * @returns the class name
  53536. */
  53537. SpotLight.prototype.getClassName = function () {
  53538. return "SpotLight";
  53539. };
  53540. /**
  53541. * Returns the integer 2.
  53542. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53543. */
  53544. SpotLight.prototype.getTypeID = function () {
  53545. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53546. };
  53547. /**
  53548. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53549. */
  53550. SpotLight.prototype._setDirection = function (value) {
  53551. _super.prototype._setDirection.call(this, value);
  53552. this._projectionTextureViewLightDirty = true;
  53553. };
  53554. /**
  53555. * Overrides the position setter to recompute the projection texture view light Matrix.
  53556. */
  53557. SpotLight.prototype._setPosition = function (value) {
  53558. _super.prototype._setPosition.call(this, value);
  53559. this._projectionTextureViewLightDirty = true;
  53560. };
  53561. /**
  53562. * 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.
  53563. * Returns the SpotLight.
  53564. */
  53565. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53566. var activeCamera = this.getScene().activeCamera;
  53567. if (!activeCamera) {
  53568. return;
  53569. }
  53570. this._shadowAngleScale = this._shadowAngleScale || 1;
  53571. var angle = this._shadowAngleScale * this._angle;
  53572. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53573. };
  53574. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53575. this._projectionTextureViewLightDirty = false;
  53576. this._projectionTextureDirty = true;
  53577. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53578. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53579. };
  53580. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53581. this._projectionTextureProjectionLightDirty = false;
  53582. this._projectionTextureDirty = true;
  53583. var light_far = this.projectionTextureLightFar;
  53584. var light_near = this.projectionTextureLightNear;
  53585. var P = light_far / (light_far - light_near);
  53586. var Q = -P * light_near;
  53587. var S = 1.0 / Math.tan(this._angle / 2.0);
  53588. var A = 1.0;
  53589. 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);
  53590. };
  53591. /**
  53592. * Main function for light texture projection matrix computing.
  53593. */
  53594. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53595. this._projectionTextureDirty = false;
  53596. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53597. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53598. };
  53599. SpotLight.prototype._buildUniformLayout = function () {
  53600. this._uniformBuffer.addUniform("vLightData", 4);
  53601. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53602. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53603. this._uniformBuffer.addUniform("vLightDirection", 3);
  53604. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53605. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53606. this._uniformBuffer.addUniform("depthValues", 2);
  53607. this._uniformBuffer.create();
  53608. };
  53609. SpotLight.prototype._computeAngleValues = function () {
  53610. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53611. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53612. };
  53613. /**
  53614. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53615. * @param effect The effect to update
  53616. * @param lightIndex The index of the light in the effect to update
  53617. * @returns The spot light
  53618. */
  53619. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53620. var normalizeDirection;
  53621. if (this.computeTransformedInformation()) {
  53622. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53623. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53624. }
  53625. else {
  53626. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53627. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53628. }
  53629. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53630. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53631. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53632. if (this._projectionTextureViewLightDirty) {
  53633. this._computeProjectionTextureViewLightMatrix();
  53634. }
  53635. if (this._projectionTextureProjectionLightDirty) {
  53636. this._computeProjectionTextureProjectionLightMatrix();
  53637. }
  53638. if (this._projectionTextureDirty) {
  53639. this._computeProjectionTextureMatrix();
  53640. }
  53641. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53642. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53643. }
  53644. return this;
  53645. };
  53646. /**
  53647. * Disposes the light and the associated resources.
  53648. */
  53649. SpotLight.prototype.dispose = function () {
  53650. _super.prototype.dispose.call(this);
  53651. if (this._projectionTexture) {
  53652. this._projectionTexture.dispose();
  53653. }
  53654. };
  53655. /**
  53656. * Prepares the list of defines specific to the light type.
  53657. * @param defines the list of defines
  53658. * @param lightIndex defines the index of the light for the effect
  53659. */
  53660. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53661. defines["SPOTLIGHT" + lightIndex] = true;
  53662. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53663. };
  53664. __decorate([
  53665. BABYLON.serialize()
  53666. ], SpotLight.prototype, "angle", null);
  53667. __decorate([
  53668. BABYLON.serialize()
  53669. ], SpotLight.prototype, "innerAngle", null);
  53670. __decorate([
  53671. BABYLON.serialize()
  53672. ], SpotLight.prototype, "shadowAngleScale", null);
  53673. __decorate([
  53674. BABYLON.serialize()
  53675. ], SpotLight.prototype, "exponent", void 0);
  53676. __decorate([
  53677. BABYLON.serialize()
  53678. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53679. __decorate([
  53680. BABYLON.serialize()
  53681. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53682. __decorate([
  53683. BABYLON.serialize()
  53684. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53685. __decorate([
  53686. BABYLON.serializeAsTexture("projectedLightTexture")
  53687. ], SpotLight.prototype, "_projectionTexture", void 0);
  53688. return SpotLight;
  53689. }(BABYLON.ShadowLight));
  53690. BABYLON.SpotLight = SpotLight;
  53691. })(BABYLON || (BABYLON = {}));
  53692. //# sourceMappingURL=babylon.spotLight.js.map
  53693. var BABYLON;
  53694. (function (BABYLON) {
  53695. /**
  53696. * Class used to override all child animations of a given target
  53697. */
  53698. var AnimationPropertiesOverride = /** @class */ (function () {
  53699. function AnimationPropertiesOverride() {
  53700. /**
  53701. * Gets or sets a value indicating if animation blending must be used
  53702. */
  53703. this.enableBlending = false;
  53704. /**
  53705. * Gets or sets the blending speed to use when enableBlending is true
  53706. */
  53707. this.blendingSpeed = 0.01;
  53708. /**
  53709. * Gets or sets the default loop mode to use
  53710. */
  53711. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53712. }
  53713. return AnimationPropertiesOverride;
  53714. }());
  53715. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53716. })(BABYLON || (BABYLON = {}));
  53717. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53718. var BABYLON;
  53719. (function (BABYLON) {
  53720. /**
  53721. * Represents the range of an animation
  53722. */
  53723. var AnimationRange = /** @class */ (function () {
  53724. /**
  53725. * Initializes the range of an animation
  53726. * @param name The name of the animation range
  53727. * @param from The starting frame of the animation
  53728. * @param to The ending frame of the animation
  53729. */
  53730. function AnimationRange(
  53731. /**The name of the animation range**/
  53732. name,
  53733. /**The starting frame of the animation */
  53734. from,
  53735. /**The ending frame of the animation*/
  53736. to) {
  53737. this.name = name;
  53738. this.from = from;
  53739. this.to = to;
  53740. }
  53741. /**
  53742. * Makes a copy of the animation range
  53743. * @returns A copy of the animation range
  53744. */
  53745. AnimationRange.prototype.clone = function () {
  53746. return new AnimationRange(this.name, this.from, this.to);
  53747. };
  53748. return AnimationRange;
  53749. }());
  53750. BABYLON.AnimationRange = AnimationRange;
  53751. /**
  53752. * Composed of a frame, and an action function
  53753. */
  53754. var AnimationEvent = /** @class */ (function () {
  53755. /**
  53756. * Initializes the animation event
  53757. * @param frame The frame for which the event is triggered
  53758. * @param action The event to perform when triggered
  53759. * @param onlyOnce Specifies if the event should be triggered only once
  53760. */
  53761. function AnimationEvent(
  53762. /** The frame for which the event is triggered **/
  53763. frame,
  53764. /** The event to perform when triggered **/
  53765. action,
  53766. /** Specifies if the event should be triggered only once**/
  53767. onlyOnce) {
  53768. this.frame = frame;
  53769. this.action = action;
  53770. this.onlyOnce = onlyOnce;
  53771. /**
  53772. * Specifies if the animation event is done
  53773. */
  53774. this.isDone = false;
  53775. }
  53776. /** @hidden */
  53777. AnimationEvent.prototype._clone = function () {
  53778. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53779. };
  53780. return AnimationEvent;
  53781. }());
  53782. BABYLON.AnimationEvent = AnimationEvent;
  53783. /**
  53784. * A cursor which tracks a point on a path
  53785. */
  53786. var PathCursor = /** @class */ (function () {
  53787. /**
  53788. * Initializes the path cursor
  53789. * @param path The path to track
  53790. */
  53791. function PathCursor(path) {
  53792. this.path = path;
  53793. /**
  53794. * Stores path cursor callbacks for when an onchange event is triggered
  53795. */
  53796. this._onchange = new Array();
  53797. /**
  53798. * The value of the path cursor
  53799. */
  53800. this.value = 0;
  53801. /**
  53802. * The animation array of the path cursor
  53803. */
  53804. this.animations = new Array();
  53805. }
  53806. /**
  53807. * Gets the cursor point on the path
  53808. * @returns A point on the path cursor at the cursor location
  53809. */
  53810. PathCursor.prototype.getPoint = function () {
  53811. var point = this.path.getPointAtLengthPosition(this.value);
  53812. return new BABYLON.Vector3(point.x, 0, point.y);
  53813. };
  53814. /**
  53815. * Moves the cursor ahead by the step amount
  53816. * @param step The amount to move the cursor forward
  53817. * @returns This path cursor
  53818. */
  53819. PathCursor.prototype.moveAhead = function (step) {
  53820. if (step === void 0) { step = 0.002; }
  53821. this.move(step);
  53822. return this;
  53823. };
  53824. /**
  53825. * Moves the cursor behind by the step amount
  53826. * @param step The amount to move the cursor back
  53827. * @returns This path cursor
  53828. */
  53829. PathCursor.prototype.moveBack = function (step) {
  53830. if (step === void 0) { step = 0.002; }
  53831. this.move(-step);
  53832. return this;
  53833. };
  53834. /**
  53835. * Moves the cursor by the step amount
  53836. * If the step amount is greater than one, an exception is thrown
  53837. * @param step The amount to move the cursor
  53838. * @returns This path cursor
  53839. */
  53840. PathCursor.prototype.move = function (step) {
  53841. if (Math.abs(step) > 1) {
  53842. throw "step size should be less than 1.";
  53843. }
  53844. this.value += step;
  53845. this.ensureLimits();
  53846. this.raiseOnChange();
  53847. return this;
  53848. };
  53849. /**
  53850. * Ensures that the value is limited between zero and one
  53851. * @returns This path cursor
  53852. */
  53853. PathCursor.prototype.ensureLimits = function () {
  53854. while (this.value > 1) {
  53855. this.value -= 1;
  53856. }
  53857. while (this.value < 0) {
  53858. this.value += 1;
  53859. }
  53860. return this;
  53861. };
  53862. /**
  53863. * Runs onchange callbacks on change (used by the animation engine)
  53864. * @returns This path cursor
  53865. */
  53866. PathCursor.prototype.raiseOnChange = function () {
  53867. var _this = this;
  53868. this._onchange.forEach(function (f) { return f(_this); });
  53869. return this;
  53870. };
  53871. /**
  53872. * Executes a function on change
  53873. * @param f A path cursor onchange callback
  53874. * @returns This path cursor
  53875. */
  53876. PathCursor.prototype.onchange = function (f) {
  53877. this._onchange.push(f);
  53878. return this;
  53879. };
  53880. return PathCursor;
  53881. }());
  53882. BABYLON.PathCursor = PathCursor;
  53883. /**
  53884. * Enum for the animation key frame interpolation type
  53885. */
  53886. var AnimationKeyInterpolation;
  53887. (function (AnimationKeyInterpolation) {
  53888. /**
  53889. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53890. */
  53891. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53892. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53893. /**
  53894. * Class used to store any kind of animation
  53895. */
  53896. var Animation = /** @class */ (function () {
  53897. /**
  53898. * Initializes the animation
  53899. * @param name Name of the animation
  53900. * @param targetProperty Property to animate
  53901. * @param framePerSecond The frames per second of the animation
  53902. * @param dataType The data type of the animation
  53903. * @param loopMode The loop mode of the animation
  53904. * @param enableBlendings Specifies if blending should be enabled
  53905. */
  53906. function Animation(
  53907. /**Name of the animation */
  53908. name,
  53909. /**Property to animate */
  53910. targetProperty,
  53911. /**The frames per second of the animation */
  53912. framePerSecond,
  53913. /**The data type of the animation */
  53914. dataType,
  53915. /**The loop mode of the animation */
  53916. loopMode,
  53917. /**Specifies if blending should be enabled */
  53918. enableBlending) {
  53919. this.name = name;
  53920. this.targetProperty = targetProperty;
  53921. this.framePerSecond = framePerSecond;
  53922. this.dataType = dataType;
  53923. this.loopMode = loopMode;
  53924. this.enableBlending = enableBlending;
  53925. /**
  53926. * @hidden Internal use only
  53927. */
  53928. this._runtimeAnimations = new Array();
  53929. /**
  53930. * The set of event that will be linked to this animation
  53931. */
  53932. this._events = new Array();
  53933. /**
  53934. * Stores the blending speed of the animation
  53935. */
  53936. this.blendingSpeed = 0.01;
  53937. /**
  53938. * Stores the animation ranges for the animation
  53939. */
  53940. this._ranges = {};
  53941. this.targetPropertyPath = targetProperty.split(".");
  53942. this.dataType = dataType;
  53943. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53944. }
  53945. /**
  53946. * @hidden Internal use
  53947. */
  53948. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53949. var dataType = undefined;
  53950. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53951. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53952. }
  53953. else if (from instanceof BABYLON.Quaternion) {
  53954. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53955. }
  53956. else if (from instanceof BABYLON.Vector3) {
  53957. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53958. }
  53959. else if (from instanceof BABYLON.Vector2) {
  53960. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53961. }
  53962. else if (from instanceof BABYLON.Color3) {
  53963. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53964. }
  53965. else if (from instanceof BABYLON.Size) {
  53966. dataType = Animation.ANIMATIONTYPE_SIZE;
  53967. }
  53968. if (dataType == undefined) {
  53969. return null;
  53970. }
  53971. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53972. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53973. animation.setKeys(keys);
  53974. if (easingFunction !== undefined) {
  53975. animation.setEasingFunction(easingFunction);
  53976. }
  53977. return animation;
  53978. };
  53979. /**
  53980. * Sets up an animation
  53981. * @param property The property to animate
  53982. * @param animationType The animation type to apply
  53983. * @param framePerSecond The frames per second of the animation
  53984. * @param easingFunction The easing function used in the animation
  53985. * @returns The created animation
  53986. */
  53987. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53988. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  53989. animation.setEasingFunction(easingFunction);
  53990. return animation;
  53991. };
  53992. /**
  53993. * Create and start an animation on a node
  53994. * @param name defines the name of the global animation that will be run on all nodes
  53995. * @param node defines the root node where the animation will take place
  53996. * @param targetProperty defines property to animate
  53997. * @param framePerSecond defines the number of frame per second yo use
  53998. * @param totalFrame defines the number of frames in total
  53999. * @param from defines the initial value
  54000. * @param to defines the final value
  54001. * @param loopMode defines which loop mode you want to use (off by default)
  54002. * @param easingFunction defines the easing function to use (linear by default)
  54003. * @param onAnimationEnd defines the callback to call when animation end
  54004. * @returns the animatable created for this animation
  54005. */
  54006. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54007. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54008. if (!animation) {
  54009. return null;
  54010. }
  54011. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54012. };
  54013. /**
  54014. * Create and start an animation on a node and its descendants
  54015. * @param name defines the name of the global animation that will be run on all nodes
  54016. * @param node defines the root node where the animation will take place
  54017. * @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
  54018. * @param targetProperty defines property to animate
  54019. * @param framePerSecond defines the number of frame per second to use
  54020. * @param totalFrame defines the number of frames in total
  54021. * @param from defines the initial value
  54022. * @param to defines the final value
  54023. * @param loopMode defines which loop mode you want to use (off by default)
  54024. * @param easingFunction defines the easing function to use (linear by default)
  54025. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  54026. * @returns the list of animatables created for all nodes
  54027. * @example https://www.babylonjs-playground.com/#MH0VLI
  54028. */
  54029. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54030. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54031. if (!animation) {
  54032. return null;
  54033. }
  54034. var scene = node.getScene();
  54035. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54036. };
  54037. /**
  54038. * Creates a new animation, merges it with the existing animations and starts it
  54039. * @param name Name of the animation
  54040. * @param node Node which contains the scene that begins the animations
  54041. * @param targetProperty Specifies which property to animate
  54042. * @param framePerSecond The frames per second of the animation
  54043. * @param totalFrame The total number of frames
  54044. * @param from The frame at the beginning of the animation
  54045. * @param to The frame at the end of the animation
  54046. * @param loopMode Specifies the loop mode of the animation
  54047. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  54048. * @param onAnimationEnd Callback to run once the animation is complete
  54049. * @returns Nullable animation
  54050. */
  54051. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54052. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54053. if (!animation) {
  54054. return null;
  54055. }
  54056. node.animations.push(animation);
  54057. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54058. };
  54059. /**
  54060. * Transition property of an host to the target Value
  54061. * @param property The property to transition
  54062. * @param targetValue The target Value of the property
  54063. * @param host The object where the property to animate belongs
  54064. * @param scene Scene used to run the animation
  54065. * @param frameRate Framerate (in frame/s) to use
  54066. * @param transition The transition type we want to use
  54067. * @param duration The duration of the animation, in milliseconds
  54068. * @param onAnimationEnd Callback trigger at the end of the animation
  54069. * @returns Nullable animation
  54070. */
  54071. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  54072. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  54073. if (duration <= 0) {
  54074. host[property] = targetValue;
  54075. if (onAnimationEnd) {
  54076. onAnimationEnd();
  54077. }
  54078. return null;
  54079. }
  54080. var endFrame = frameRate * (duration / 1000);
  54081. transition.setKeys([{
  54082. frame: 0,
  54083. value: host[property].clone ? host[property].clone() : host[property]
  54084. },
  54085. {
  54086. frame: endFrame,
  54087. value: targetValue
  54088. }]);
  54089. if (!host.animations) {
  54090. host.animations = [];
  54091. }
  54092. host.animations.push(transition);
  54093. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54094. animation.onAnimationEnd = onAnimationEnd;
  54095. return animation;
  54096. };
  54097. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54098. /**
  54099. * Return the array of runtime animations currently using this animation
  54100. */
  54101. get: function () {
  54102. return this._runtimeAnimations;
  54103. },
  54104. enumerable: true,
  54105. configurable: true
  54106. });
  54107. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54108. /**
  54109. * Specifies if any of the runtime animations are currently running
  54110. */
  54111. get: function () {
  54112. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54113. var runtimeAnimation = _a[_i];
  54114. if (!runtimeAnimation.isStopped) {
  54115. return true;
  54116. }
  54117. }
  54118. return false;
  54119. },
  54120. enumerable: true,
  54121. configurable: true
  54122. });
  54123. // Methods
  54124. /**
  54125. * Converts the animation to a string
  54126. * @param fullDetails support for multiple levels of logging within scene loading
  54127. * @returns String form of the animation
  54128. */
  54129. Animation.prototype.toString = function (fullDetails) {
  54130. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54131. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54132. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54133. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54134. if (fullDetails) {
  54135. ret += ", Ranges: {";
  54136. var first = true;
  54137. for (var name in this._ranges) {
  54138. if (first) {
  54139. ret += ", ";
  54140. first = false;
  54141. }
  54142. ret += name;
  54143. }
  54144. ret += "}";
  54145. }
  54146. return ret;
  54147. };
  54148. /**
  54149. * Add an event to this animation
  54150. * @param event Event to add
  54151. */
  54152. Animation.prototype.addEvent = function (event) {
  54153. this._events.push(event);
  54154. };
  54155. /**
  54156. * Remove all events found at the given frame
  54157. * @param frame The frame to remove events from
  54158. */
  54159. Animation.prototype.removeEvents = function (frame) {
  54160. for (var index = 0; index < this._events.length; index++) {
  54161. if (this._events[index].frame === frame) {
  54162. this._events.splice(index, 1);
  54163. index--;
  54164. }
  54165. }
  54166. };
  54167. /**
  54168. * Retrieves all the events from the animation
  54169. * @returns Events from the animation
  54170. */
  54171. Animation.prototype.getEvents = function () {
  54172. return this._events;
  54173. };
  54174. /**
  54175. * Creates an animation range
  54176. * @param name Name of the animation range
  54177. * @param from Starting frame of the animation range
  54178. * @param to Ending frame of the animation
  54179. */
  54180. Animation.prototype.createRange = function (name, from, to) {
  54181. // check name not already in use; could happen for bones after serialized
  54182. if (!this._ranges[name]) {
  54183. this._ranges[name] = new AnimationRange(name, from, to);
  54184. }
  54185. };
  54186. /**
  54187. * Deletes an animation range by name
  54188. * @param name Name of the animation range to delete
  54189. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54190. */
  54191. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54192. if (deleteFrames === void 0) { deleteFrames = true; }
  54193. var range = this._ranges[name];
  54194. if (!range) {
  54195. return;
  54196. }
  54197. if (deleteFrames) {
  54198. var from = range.from;
  54199. var to = range.to;
  54200. // this loop MUST go high to low for multiple splices to work
  54201. for (var key = this._keys.length - 1; key >= 0; key--) {
  54202. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54203. this._keys.splice(key, 1);
  54204. }
  54205. }
  54206. }
  54207. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54208. };
  54209. /**
  54210. * Gets the animation range by name, or null if not defined
  54211. * @param name Name of the animation range
  54212. * @returns Nullable animation range
  54213. */
  54214. Animation.prototype.getRange = function (name) {
  54215. return this._ranges[name];
  54216. };
  54217. /**
  54218. * Gets the key frames from the animation
  54219. * @returns The key frames of the animation
  54220. */
  54221. Animation.prototype.getKeys = function () {
  54222. return this._keys;
  54223. };
  54224. /**
  54225. * Gets the highest frame rate of the animation
  54226. * @returns Highest frame rate of the animation
  54227. */
  54228. Animation.prototype.getHighestFrame = function () {
  54229. var ret = 0;
  54230. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54231. if (ret < this._keys[key].frame) {
  54232. ret = this._keys[key].frame;
  54233. }
  54234. }
  54235. return ret;
  54236. };
  54237. /**
  54238. * Gets the easing function of the animation
  54239. * @returns Easing function of the animation
  54240. */
  54241. Animation.prototype.getEasingFunction = function () {
  54242. return this._easingFunction;
  54243. };
  54244. /**
  54245. * Sets the easing function of the animation
  54246. * @param easingFunction A custom mathematical formula for animation
  54247. */
  54248. Animation.prototype.setEasingFunction = function (easingFunction) {
  54249. this._easingFunction = easingFunction;
  54250. };
  54251. /**
  54252. * Interpolates a scalar linearly
  54253. * @param startValue Start value of the animation curve
  54254. * @param endValue End value of the animation curve
  54255. * @param gradient Scalar amount to interpolate
  54256. * @returns Interpolated scalar value
  54257. */
  54258. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54259. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54260. };
  54261. /**
  54262. * Interpolates a scalar cubically
  54263. * @param startValue Start value of the animation curve
  54264. * @param outTangent End tangent of the animation
  54265. * @param endValue End value of the animation curve
  54266. * @param inTangent Start tangent of the animation curve
  54267. * @param gradient Scalar amount to interpolate
  54268. * @returns Interpolated scalar value
  54269. */
  54270. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54271. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54272. };
  54273. /**
  54274. * Interpolates a quaternion using a spherical linear interpolation
  54275. * @param startValue Start value of the animation curve
  54276. * @param endValue End value of the animation curve
  54277. * @param gradient Scalar amount to interpolate
  54278. * @returns Interpolated quaternion value
  54279. */
  54280. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54281. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54282. };
  54283. /**
  54284. * Interpolates a quaternion cubically
  54285. * @param startValue Start value of the animation curve
  54286. * @param outTangent End tangent of the animation curve
  54287. * @param endValue End value of the animation curve
  54288. * @param inTangent Start tangent of the animation curve
  54289. * @param gradient Scalar amount to interpolate
  54290. * @returns Interpolated quaternion value
  54291. */
  54292. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54293. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54294. };
  54295. /**
  54296. * Interpolates a Vector3 linearl
  54297. * @param startValue Start value of the animation curve
  54298. * @param endValue End value of the animation curve
  54299. * @param gradient Scalar amount to interpolate
  54300. * @returns Interpolated scalar value
  54301. */
  54302. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54303. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54304. };
  54305. /**
  54306. * Interpolates a Vector3 cubically
  54307. * @param startValue Start value of the animation curve
  54308. * @param outTangent End tangent of the animation
  54309. * @param endValue End value of the animation curve
  54310. * @param inTangent Start tangent of the animation curve
  54311. * @param gradient Scalar amount to interpolate
  54312. * @returns InterpolatedVector3 value
  54313. */
  54314. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54315. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54316. };
  54317. /**
  54318. * Interpolates a Vector2 linearly
  54319. * @param startValue Start value of the animation curve
  54320. * @param endValue End value of the animation curve
  54321. * @param gradient Scalar amount to interpolate
  54322. * @returns Interpolated Vector2 value
  54323. */
  54324. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54325. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54326. };
  54327. /**
  54328. * Interpolates a Vector2 cubically
  54329. * @param startValue Start value of the animation curve
  54330. * @param outTangent End tangent of the animation
  54331. * @param endValue End value of the animation curve
  54332. * @param inTangent Start tangent of the animation curve
  54333. * @param gradient Scalar amount to interpolate
  54334. * @returns Interpolated Vector2 value
  54335. */
  54336. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54337. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54338. };
  54339. /**
  54340. * Interpolates a size linearly
  54341. * @param startValue Start value of the animation curve
  54342. * @param endValue End value of the animation curve
  54343. * @param gradient Scalar amount to interpolate
  54344. * @returns Interpolated Size value
  54345. */
  54346. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54347. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54348. };
  54349. /**
  54350. * Interpolates a Color3 linearly
  54351. * @param startValue Start value of the animation curve
  54352. * @param endValue End value of the animation curve
  54353. * @param gradient Scalar amount to interpolate
  54354. * @returns Interpolated Color3 value
  54355. */
  54356. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54357. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54358. };
  54359. /**
  54360. * @hidden Internal use only
  54361. */
  54362. Animation.prototype._getKeyValue = function (value) {
  54363. if (typeof value === "function") {
  54364. return value();
  54365. }
  54366. return value;
  54367. };
  54368. /**
  54369. * @hidden Internal use only
  54370. */
  54371. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54372. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54373. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54374. }
  54375. var keys = this.getKeys();
  54376. // Try to get a hash to find the right key
  54377. 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));
  54378. if (keys[startKeyIndex].frame >= currentFrame) {
  54379. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54380. startKeyIndex--;
  54381. }
  54382. }
  54383. for (var key = startKeyIndex; key < keys.length; key++) {
  54384. var endKey = keys[key + 1];
  54385. if (endKey.frame >= currentFrame) {
  54386. var startKey = keys[key];
  54387. var startValue = this._getKeyValue(startKey.value);
  54388. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54389. return startValue;
  54390. }
  54391. var endValue = this._getKeyValue(endKey.value);
  54392. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54393. var frameDelta = endKey.frame - startKey.frame;
  54394. // gradient : percent of currentFrame between the frame inf and the frame sup
  54395. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54396. // check for easingFunction and correction of gradient
  54397. var easingFunction = this.getEasingFunction();
  54398. if (easingFunction != null) {
  54399. gradient = easingFunction.ease(gradient);
  54400. }
  54401. switch (this.dataType) {
  54402. // Float
  54403. case Animation.ANIMATIONTYPE_FLOAT:
  54404. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54405. switch (loopMode) {
  54406. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54407. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54408. return floatValue;
  54409. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54410. return offsetValue * repeatCount + floatValue;
  54411. }
  54412. break;
  54413. // Quaternion
  54414. case Animation.ANIMATIONTYPE_QUATERNION:
  54415. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54416. switch (loopMode) {
  54417. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54418. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54419. return quatValue;
  54420. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54421. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54422. }
  54423. return quatValue;
  54424. // Vector3
  54425. case Animation.ANIMATIONTYPE_VECTOR3:
  54426. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54427. switch (loopMode) {
  54428. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54429. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54430. return vec3Value;
  54431. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54432. return vec3Value.add(offsetValue.scale(repeatCount));
  54433. }
  54434. // Vector2
  54435. case Animation.ANIMATIONTYPE_VECTOR2:
  54436. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54437. switch (loopMode) {
  54438. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54439. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54440. return vec2Value;
  54441. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54442. return vec2Value.add(offsetValue.scale(repeatCount));
  54443. }
  54444. // Size
  54445. case Animation.ANIMATIONTYPE_SIZE:
  54446. switch (loopMode) {
  54447. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54448. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54449. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54450. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54451. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54452. }
  54453. // Color3
  54454. case Animation.ANIMATIONTYPE_COLOR3:
  54455. switch (loopMode) {
  54456. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54457. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54458. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54459. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54460. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54461. }
  54462. // Matrix
  54463. case Animation.ANIMATIONTYPE_MATRIX:
  54464. switch (loopMode) {
  54465. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54466. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54467. if (Animation.AllowMatricesInterpolation) {
  54468. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54469. }
  54470. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54471. return startValue;
  54472. }
  54473. default:
  54474. break;
  54475. }
  54476. break;
  54477. }
  54478. }
  54479. return this._getKeyValue(keys[keys.length - 1].value);
  54480. };
  54481. /**
  54482. * Defines the function to use to interpolate matrices
  54483. * @param startValue defines the start matrix
  54484. * @param endValue defines the end matrix
  54485. * @param gradient defines the gradient between both matrices
  54486. * @param result defines an optional target matrix where to store the interpolation
  54487. * @returns the interpolated matrix
  54488. */
  54489. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54490. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54491. if (result) {
  54492. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54493. return result;
  54494. }
  54495. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54496. }
  54497. if (result) {
  54498. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54499. return result;
  54500. }
  54501. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54502. };
  54503. /**
  54504. * Makes a copy of the animation
  54505. * @returns Cloned animation
  54506. */
  54507. Animation.prototype.clone = function () {
  54508. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54509. clone.enableBlending = this.enableBlending;
  54510. clone.blendingSpeed = this.blendingSpeed;
  54511. if (this._keys) {
  54512. clone.setKeys(this._keys);
  54513. }
  54514. if (this._ranges) {
  54515. clone._ranges = {};
  54516. for (var name in this._ranges) {
  54517. var range = this._ranges[name];
  54518. if (!range) {
  54519. continue;
  54520. }
  54521. clone._ranges[name] = range.clone();
  54522. }
  54523. }
  54524. return clone;
  54525. };
  54526. /**
  54527. * Sets the key frames of the animation
  54528. * @param values The animation key frames to set
  54529. */
  54530. Animation.prototype.setKeys = function (values) {
  54531. this._keys = values.slice(0);
  54532. };
  54533. /**
  54534. * Serializes the animation to an object
  54535. * @returns Serialized object
  54536. */
  54537. Animation.prototype.serialize = function () {
  54538. var serializationObject = {};
  54539. serializationObject.name = this.name;
  54540. serializationObject.property = this.targetProperty;
  54541. serializationObject.framePerSecond = this.framePerSecond;
  54542. serializationObject.dataType = this.dataType;
  54543. serializationObject.loopBehavior = this.loopMode;
  54544. serializationObject.enableBlending = this.enableBlending;
  54545. serializationObject.blendingSpeed = this.blendingSpeed;
  54546. var dataType = this.dataType;
  54547. serializationObject.keys = [];
  54548. var keys = this.getKeys();
  54549. for (var index = 0; index < keys.length; index++) {
  54550. var animationKey = keys[index];
  54551. var key = {};
  54552. key.frame = animationKey.frame;
  54553. switch (dataType) {
  54554. case Animation.ANIMATIONTYPE_FLOAT:
  54555. key.values = [animationKey.value];
  54556. break;
  54557. case Animation.ANIMATIONTYPE_QUATERNION:
  54558. case Animation.ANIMATIONTYPE_MATRIX:
  54559. case Animation.ANIMATIONTYPE_VECTOR3:
  54560. case Animation.ANIMATIONTYPE_COLOR3:
  54561. key.values = animationKey.value.asArray();
  54562. break;
  54563. }
  54564. serializationObject.keys.push(key);
  54565. }
  54566. serializationObject.ranges = [];
  54567. for (var name in this._ranges) {
  54568. var source = this._ranges[name];
  54569. if (!source) {
  54570. continue;
  54571. }
  54572. var range = {};
  54573. range.name = name;
  54574. range.from = source.from;
  54575. range.to = source.to;
  54576. serializationObject.ranges.push(range);
  54577. }
  54578. return serializationObject;
  54579. };
  54580. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54581. /**
  54582. * Get the float animation type
  54583. */
  54584. get: function () {
  54585. return Animation._ANIMATIONTYPE_FLOAT;
  54586. },
  54587. enumerable: true,
  54588. configurable: true
  54589. });
  54590. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54591. /**
  54592. * Get the Vector3 animation type
  54593. */
  54594. get: function () {
  54595. return Animation._ANIMATIONTYPE_VECTOR3;
  54596. },
  54597. enumerable: true,
  54598. configurable: true
  54599. });
  54600. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54601. /**
  54602. * Get the Vector2 animation type
  54603. */
  54604. get: function () {
  54605. return Animation._ANIMATIONTYPE_VECTOR2;
  54606. },
  54607. enumerable: true,
  54608. configurable: true
  54609. });
  54610. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54611. /**
  54612. * Get the Size animation type
  54613. */
  54614. get: function () {
  54615. return Animation._ANIMATIONTYPE_SIZE;
  54616. },
  54617. enumerable: true,
  54618. configurable: true
  54619. });
  54620. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54621. /**
  54622. * Get the Quaternion animation type
  54623. */
  54624. get: function () {
  54625. return Animation._ANIMATIONTYPE_QUATERNION;
  54626. },
  54627. enumerable: true,
  54628. configurable: true
  54629. });
  54630. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54631. /**
  54632. * Get the Matrix animation type
  54633. */
  54634. get: function () {
  54635. return Animation._ANIMATIONTYPE_MATRIX;
  54636. },
  54637. enumerable: true,
  54638. configurable: true
  54639. });
  54640. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54641. /**
  54642. * Get the Color3 animation type
  54643. */
  54644. get: function () {
  54645. return Animation._ANIMATIONTYPE_COLOR3;
  54646. },
  54647. enumerable: true,
  54648. configurable: true
  54649. });
  54650. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54651. /**
  54652. * Get the Relative Loop Mode
  54653. */
  54654. get: function () {
  54655. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54656. },
  54657. enumerable: true,
  54658. configurable: true
  54659. });
  54660. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54661. /**
  54662. * Get the Cycle Loop Mode
  54663. */
  54664. get: function () {
  54665. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54666. },
  54667. enumerable: true,
  54668. configurable: true
  54669. });
  54670. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54671. /**
  54672. * Get the Constant Loop Mode
  54673. */
  54674. get: function () {
  54675. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54676. },
  54677. enumerable: true,
  54678. configurable: true
  54679. });
  54680. /** @hidden */
  54681. Animation._UniversalLerp = function (left, right, amount) {
  54682. var constructor = left.constructor;
  54683. if (constructor.Lerp) { // Lerp supported
  54684. return constructor.Lerp(left, right, amount);
  54685. }
  54686. else if (constructor.Slerp) { // Slerp supported
  54687. return constructor.Slerp(left, right, amount);
  54688. }
  54689. else if (left.toFixed) { // Number
  54690. return left * (1.0 - amount) + amount * right;
  54691. }
  54692. else { // Blending not supported
  54693. return right;
  54694. }
  54695. };
  54696. /**
  54697. * Parses an animation object and creates an animation
  54698. * @param parsedAnimation Parsed animation object
  54699. * @returns Animation object
  54700. */
  54701. Animation.Parse = function (parsedAnimation) {
  54702. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54703. var dataType = parsedAnimation.dataType;
  54704. var keys = [];
  54705. var data;
  54706. var index;
  54707. if (parsedAnimation.enableBlending) {
  54708. animation.enableBlending = parsedAnimation.enableBlending;
  54709. }
  54710. if (parsedAnimation.blendingSpeed) {
  54711. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54712. }
  54713. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54714. var key = parsedAnimation.keys[index];
  54715. var inTangent;
  54716. var outTangent;
  54717. switch (dataType) {
  54718. case Animation.ANIMATIONTYPE_FLOAT:
  54719. data = key.values[0];
  54720. if (key.values.length >= 1) {
  54721. inTangent = key.values[1];
  54722. }
  54723. if (key.values.length >= 2) {
  54724. outTangent = key.values[2];
  54725. }
  54726. break;
  54727. case Animation.ANIMATIONTYPE_QUATERNION:
  54728. data = BABYLON.Quaternion.FromArray(key.values);
  54729. if (key.values.length >= 8) {
  54730. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54731. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54732. inTangent = _inTangent;
  54733. }
  54734. }
  54735. if (key.values.length >= 12) {
  54736. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54737. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54738. outTangent = _outTangent;
  54739. }
  54740. }
  54741. break;
  54742. case Animation.ANIMATIONTYPE_MATRIX:
  54743. data = BABYLON.Matrix.FromArray(key.values);
  54744. break;
  54745. case Animation.ANIMATIONTYPE_COLOR3:
  54746. data = BABYLON.Color3.FromArray(key.values);
  54747. break;
  54748. case Animation.ANIMATIONTYPE_VECTOR3:
  54749. default:
  54750. data = BABYLON.Vector3.FromArray(key.values);
  54751. break;
  54752. }
  54753. var keyData = {};
  54754. keyData.frame = key.frame;
  54755. keyData.value = data;
  54756. if (inTangent != undefined) {
  54757. keyData.inTangent = inTangent;
  54758. }
  54759. if (outTangent != undefined) {
  54760. keyData.outTangent = outTangent;
  54761. }
  54762. keys.push(keyData);
  54763. }
  54764. animation.setKeys(keys);
  54765. if (parsedAnimation.ranges) {
  54766. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54767. data = parsedAnimation.ranges[index];
  54768. animation.createRange(data.name, data.from, data.to);
  54769. }
  54770. }
  54771. return animation;
  54772. };
  54773. /**
  54774. * Appends the serialized animations from the source animations
  54775. * @param source Source containing the animations
  54776. * @param destination Target to store the animations
  54777. */
  54778. Animation.AppendSerializedAnimations = function (source, destination) {
  54779. if (source.animations) {
  54780. destination.animations = [];
  54781. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54782. var animation = source.animations[animationIndex];
  54783. destination.animations.push(animation.serialize());
  54784. }
  54785. }
  54786. };
  54787. /**
  54788. * Use matrix interpolation instead of using direct key value when animating matrices
  54789. */
  54790. Animation.AllowMatricesInterpolation = false;
  54791. /**
  54792. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54793. */
  54794. Animation.AllowMatrixDecomposeForInterpolation = true;
  54795. // Statics
  54796. /**
  54797. * Float animation type
  54798. */
  54799. Animation._ANIMATIONTYPE_FLOAT = 0;
  54800. /**
  54801. * Vector3 animation type
  54802. */
  54803. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54804. /**
  54805. * Quaternion animation type
  54806. */
  54807. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54808. /**
  54809. * Matrix animation type
  54810. */
  54811. Animation._ANIMATIONTYPE_MATRIX = 3;
  54812. /**
  54813. * Color3 animation type
  54814. */
  54815. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54816. /**
  54817. * Vector2 animation type
  54818. */
  54819. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54820. /**
  54821. * Size animation type
  54822. */
  54823. Animation._ANIMATIONTYPE_SIZE = 6;
  54824. /**
  54825. * Relative Loop Mode
  54826. */
  54827. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54828. /**
  54829. * Cycle Loop Mode
  54830. */
  54831. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54832. /**
  54833. * Constant Loop Mode
  54834. */
  54835. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54836. return Animation;
  54837. }());
  54838. BABYLON.Animation = Animation;
  54839. })(BABYLON || (BABYLON = {}));
  54840. //# sourceMappingURL=babylon.animation.js.map
  54841. var BABYLON;
  54842. (function (BABYLON) {
  54843. /**
  54844. * This class defines the direct association between an animation and a target
  54845. */
  54846. var TargetedAnimation = /** @class */ (function () {
  54847. function TargetedAnimation() {
  54848. }
  54849. return TargetedAnimation;
  54850. }());
  54851. BABYLON.TargetedAnimation = TargetedAnimation;
  54852. /**
  54853. * Use this class to create coordinated animations on multiple targets
  54854. */
  54855. var AnimationGroup = /** @class */ (function () {
  54856. /**
  54857. * Instantiates a new Animation Group.
  54858. * This helps managing several animations at once.
  54859. * @see http://doc.babylonjs.com/how_to/group
  54860. * @param name Defines the name of the group
  54861. * @param scene Defines the scene the group belongs to
  54862. */
  54863. function AnimationGroup(
  54864. /** The name of the animation group */
  54865. name, scene) {
  54866. if (scene === void 0) { scene = null; }
  54867. this.name = name;
  54868. this._targetedAnimations = new Array();
  54869. this._animatables = new Array();
  54870. this._from = Number.MAX_VALUE;
  54871. this._to = -Number.MAX_VALUE;
  54872. this._speedRatio = 1;
  54873. /**
  54874. * This observable will notify when one animation have ended.
  54875. */
  54876. this.onAnimationEndObservable = new BABYLON.Observable();
  54877. /**
  54878. * This observable will notify when all animations have ended.
  54879. */
  54880. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54881. /**
  54882. * This observable will notify when all animations have paused.
  54883. */
  54884. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54885. /**
  54886. * This observable will notify when all animations are playing.
  54887. */
  54888. this.onAnimationGroupPlayObservable = new BABYLON.Observable();
  54889. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54890. this.uniqueId = this._scene.getUniqueId();
  54891. this._scene.animationGroups.push(this);
  54892. }
  54893. Object.defineProperty(AnimationGroup.prototype, "from", {
  54894. /**
  54895. * Gets the first frame
  54896. */
  54897. get: function () {
  54898. return this._from;
  54899. },
  54900. enumerable: true,
  54901. configurable: true
  54902. });
  54903. Object.defineProperty(AnimationGroup.prototype, "to", {
  54904. /**
  54905. * Gets the last frame
  54906. */
  54907. get: function () {
  54908. return this._to;
  54909. },
  54910. enumerable: true,
  54911. configurable: true
  54912. });
  54913. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54914. /**
  54915. * Define if the animations are started
  54916. */
  54917. get: function () {
  54918. return this._isStarted;
  54919. },
  54920. enumerable: true,
  54921. configurable: true
  54922. });
  54923. Object.defineProperty(AnimationGroup.prototype, "isPlaying", {
  54924. /**
  54925. * Gets a value indicating that the current group is playing
  54926. */
  54927. get: function () {
  54928. return this._isStarted && !this._isPaused;
  54929. },
  54930. enumerable: true,
  54931. configurable: true
  54932. });
  54933. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54934. /**
  54935. * Gets or sets the speed ratio to use for all animations
  54936. */
  54937. get: function () {
  54938. return this._speedRatio;
  54939. },
  54940. /**
  54941. * Gets or sets the speed ratio to use for all animations
  54942. */
  54943. set: function (value) {
  54944. if (this._speedRatio === value) {
  54945. return;
  54946. }
  54947. this._speedRatio = value;
  54948. for (var index = 0; index < this._animatables.length; index++) {
  54949. var animatable = this._animatables[index];
  54950. animatable.speedRatio = this._speedRatio;
  54951. }
  54952. },
  54953. enumerable: true,
  54954. configurable: true
  54955. });
  54956. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54957. /**
  54958. * Gets the targeted animations for this animation group
  54959. */
  54960. get: function () {
  54961. return this._targetedAnimations;
  54962. },
  54963. enumerable: true,
  54964. configurable: true
  54965. });
  54966. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54967. /**
  54968. * returning the list of animatables controlled by this animation group.
  54969. */
  54970. get: function () {
  54971. return this._animatables;
  54972. },
  54973. enumerable: true,
  54974. configurable: true
  54975. });
  54976. /**
  54977. * Add an animation (with its target) in the group
  54978. * @param animation defines the animation we want to add
  54979. * @param target defines the target of the animation
  54980. * @returns the TargetedAnimation object
  54981. */
  54982. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54983. var targetedAnimation = {
  54984. animation: animation,
  54985. target: target
  54986. };
  54987. var keys = animation.getKeys();
  54988. if (this._from > keys[0].frame) {
  54989. this._from = keys[0].frame;
  54990. }
  54991. if (this._to < keys[keys.length - 1].frame) {
  54992. this._to = keys[keys.length - 1].frame;
  54993. }
  54994. this._targetedAnimations.push(targetedAnimation);
  54995. return targetedAnimation;
  54996. };
  54997. /**
  54998. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  54999. * It can add constant keys at begin or end
  55000. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  55001. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  55002. * @returns the animation group
  55003. */
  55004. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  55005. if (beginFrame === void 0) { beginFrame = null; }
  55006. if (endFrame === void 0) { endFrame = null; }
  55007. if (beginFrame == null) {
  55008. beginFrame = this._from;
  55009. }
  55010. if (endFrame == null) {
  55011. endFrame = this._to;
  55012. }
  55013. for (var index = 0; index < this._targetedAnimations.length; index++) {
  55014. var targetedAnimation = this._targetedAnimations[index];
  55015. var keys = targetedAnimation.animation.getKeys();
  55016. var startKey = keys[0];
  55017. var endKey = keys[keys.length - 1];
  55018. if (startKey.frame > beginFrame) {
  55019. var newKey = {
  55020. frame: beginFrame,
  55021. value: startKey.value,
  55022. inTangent: startKey.inTangent,
  55023. outTangent: startKey.outTangent,
  55024. interpolation: startKey.interpolation
  55025. };
  55026. keys.splice(0, 0, newKey);
  55027. }
  55028. if (endKey.frame < endFrame) {
  55029. var newKey = {
  55030. frame: endFrame,
  55031. value: endKey.value,
  55032. inTangent: endKey.outTangent,
  55033. outTangent: endKey.outTangent,
  55034. interpolation: endKey.interpolation
  55035. };
  55036. keys.push(newKey);
  55037. }
  55038. }
  55039. this._from = beginFrame;
  55040. this._to = endFrame;
  55041. return this;
  55042. };
  55043. /**
  55044. * Start all animations on given targets
  55045. * @param loop defines if animations must loop
  55046. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  55047. * @param from defines the from key (optional)
  55048. * @param to defines the to key (optional)
  55049. * @returns the current animation group
  55050. */
  55051. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  55052. var _this = this;
  55053. if (loop === void 0) { loop = false; }
  55054. if (speedRatio === void 0) { speedRatio = 1; }
  55055. if (this._isStarted || this._targetedAnimations.length === 0) {
  55056. return this;
  55057. }
  55058. var _loop_1 = function (targetedAnimation) {
  55059. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  55060. animatable.onAnimationEnd = function () {
  55061. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  55062. _this._checkAnimationGroupEnded(animatable);
  55063. };
  55064. this_1._animatables.push(animatable);
  55065. };
  55066. var this_1 = this;
  55067. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  55068. var targetedAnimation = _a[_i];
  55069. _loop_1(targetedAnimation);
  55070. }
  55071. this._speedRatio = speedRatio;
  55072. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  55073. this._speedRatio = -speedRatio;
  55074. }
  55075. this._isStarted = true;
  55076. this._isPaused = false;
  55077. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55078. return this;
  55079. };
  55080. /**
  55081. * Pause all animations
  55082. * @returns the animation group
  55083. */
  55084. AnimationGroup.prototype.pause = function () {
  55085. if (!this._isStarted) {
  55086. return this;
  55087. }
  55088. this._isPaused = true;
  55089. for (var index = 0; index < this._animatables.length; index++) {
  55090. var animatable = this._animatables[index];
  55091. animatable.pause();
  55092. }
  55093. this.onAnimationGroupPauseObservable.notifyObservers(this);
  55094. return this;
  55095. };
  55096. /**
  55097. * Play all animations to initial state
  55098. * This function will start() the animations if they were not started or will restart() them if they were paused
  55099. * @param loop defines if animations must loop
  55100. * @returns the animation group
  55101. */
  55102. AnimationGroup.prototype.play = function (loop) {
  55103. // only if all animatables are ready and exist
  55104. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55105. if (loop !== undefined) {
  55106. for (var index = 0; index < this._animatables.length; index++) {
  55107. var animatable = this._animatables[index];
  55108. animatable.loopAnimation = loop;
  55109. }
  55110. }
  55111. this.restart();
  55112. }
  55113. else {
  55114. this.stop();
  55115. this.start(loop, this._speedRatio);
  55116. }
  55117. this._isPaused = false;
  55118. return this;
  55119. };
  55120. /**
  55121. * Reset all animations to initial state
  55122. * @returns the animation group
  55123. */
  55124. AnimationGroup.prototype.reset = function () {
  55125. if (!this._isStarted) {
  55126. return this;
  55127. }
  55128. for (var index = 0; index < this._animatables.length; index++) {
  55129. var animatable = this._animatables[index];
  55130. animatable.reset();
  55131. }
  55132. return this;
  55133. };
  55134. /**
  55135. * Restart animations from key 0
  55136. * @returns the animation group
  55137. */
  55138. AnimationGroup.prototype.restart = function () {
  55139. if (!this._isStarted) {
  55140. return this;
  55141. }
  55142. for (var index = 0; index < this._animatables.length; index++) {
  55143. var animatable = this._animatables[index];
  55144. animatable.restart();
  55145. }
  55146. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55147. return this;
  55148. };
  55149. /**
  55150. * Stop all animations
  55151. * @returns the animation group
  55152. */
  55153. AnimationGroup.prototype.stop = function () {
  55154. if (!this._isStarted) {
  55155. return this;
  55156. }
  55157. var list = this._animatables.slice();
  55158. for (var index = 0; index < list.length; index++) {
  55159. list[index].stop();
  55160. }
  55161. this._isStarted = false;
  55162. return this;
  55163. };
  55164. /**
  55165. * Set animation weight for all animatables
  55166. * @param weight defines the weight to use
  55167. * @return the animationGroup
  55168. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55169. */
  55170. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55171. for (var index = 0; index < this._animatables.length; index++) {
  55172. var animatable = this._animatables[index];
  55173. animatable.weight = weight;
  55174. }
  55175. return this;
  55176. };
  55177. /**
  55178. * Synchronize and normalize all animatables with a source animatable
  55179. * @param root defines the root animatable to synchronize with
  55180. * @return the animationGroup
  55181. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55182. */
  55183. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55184. for (var index = 0; index < this._animatables.length; index++) {
  55185. var animatable = this._animatables[index];
  55186. animatable.syncWith(root);
  55187. }
  55188. return this;
  55189. };
  55190. /**
  55191. * Goes to a specific frame in this animation group
  55192. * @param frame the frame number to go to
  55193. * @return the animationGroup
  55194. */
  55195. AnimationGroup.prototype.goToFrame = function (frame) {
  55196. if (!this._isStarted) {
  55197. return this;
  55198. }
  55199. for (var index = 0; index < this._animatables.length; index++) {
  55200. var animatable = this._animatables[index];
  55201. animatable.goToFrame(frame);
  55202. }
  55203. return this;
  55204. };
  55205. /**
  55206. * Dispose all associated resources
  55207. */
  55208. AnimationGroup.prototype.dispose = function () {
  55209. this._targetedAnimations = [];
  55210. this._animatables = [];
  55211. var index = this._scene.animationGroups.indexOf(this);
  55212. if (index > -1) {
  55213. this._scene.animationGroups.splice(index, 1);
  55214. }
  55215. };
  55216. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55217. // animatable should be taken out of the array
  55218. var idx = this._animatables.indexOf(animatable);
  55219. if (idx > -1) {
  55220. this._animatables.splice(idx, 1);
  55221. }
  55222. // all animatables were removed? animation group ended!
  55223. if (this._animatables.length === 0) {
  55224. this._isStarted = false;
  55225. this.onAnimationGroupEndObservable.notifyObservers(this);
  55226. }
  55227. };
  55228. // Statics
  55229. /**
  55230. * Returns a new AnimationGroup object parsed from the source provided.
  55231. * @param parsedAnimationGroup defines the source
  55232. * @param scene defines the scene that will receive the animationGroup
  55233. * @returns a new AnimationGroup
  55234. */
  55235. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55236. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55237. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55238. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55239. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55240. var id = targetedAnimation.targetId;
  55241. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55242. var morphTarget = scene.getMorphTargetById(id);
  55243. if (morphTarget) {
  55244. animationGroup.addTargetedAnimation(animation, morphTarget);
  55245. }
  55246. }
  55247. else {
  55248. var targetNode = scene.getNodeByID(id);
  55249. if (targetNode != null) {
  55250. animationGroup.addTargetedAnimation(animation, targetNode);
  55251. }
  55252. }
  55253. }
  55254. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55255. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55256. }
  55257. return animationGroup;
  55258. };
  55259. /**
  55260. * Returns the string "AnimationGroup"
  55261. * @returns "AnimationGroup"
  55262. */
  55263. AnimationGroup.prototype.getClassName = function () {
  55264. return "AnimationGroup";
  55265. };
  55266. /**
  55267. * Creates a detailled string about the object
  55268. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55269. * @returns a string representing the object
  55270. */
  55271. AnimationGroup.prototype.toString = function (fullDetails) {
  55272. var ret = "Name: " + this.name;
  55273. ret += ", type: " + this.getClassName();
  55274. if (fullDetails) {
  55275. ret += ", from: " + this._from;
  55276. ret += ", to: " + this._to;
  55277. ret += ", isStarted: " + this._isStarted;
  55278. ret += ", speedRatio: " + this._speedRatio;
  55279. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55280. ret += ", animatables length: " + this._animatables;
  55281. }
  55282. return ret;
  55283. };
  55284. return AnimationGroup;
  55285. }());
  55286. BABYLON.AnimationGroup = AnimationGroup;
  55287. })(BABYLON || (BABYLON = {}));
  55288. //# sourceMappingURL=babylon.animationGroup.js.map
  55289. var BABYLON;
  55290. (function (BABYLON) {
  55291. // Static values to help the garbage collector
  55292. // Quaternion
  55293. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55294. // Vector3
  55295. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55296. // Vector2
  55297. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55298. // Size
  55299. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55300. // Color3
  55301. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55302. /**
  55303. * Defines a runtime animation
  55304. */
  55305. var RuntimeAnimation = /** @class */ (function () {
  55306. /**
  55307. * Create a new RuntimeAnimation object
  55308. * @param target defines the target of the animation
  55309. * @param animation defines the source animation object
  55310. * @param scene defines the hosting scene
  55311. * @param host defines the initiating Animatable
  55312. */
  55313. function RuntimeAnimation(target, animation, scene, host) {
  55314. var _this = this;
  55315. this._events = new Array();
  55316. /**
  55317. * The current frame of the runtime animation
  55318. */
  55319. this._currentFrame = 0;
  55320. /**
  55321. * The original value of the runtime animation
  55322. */
  55323. this._originalValue = new Array();
  55324. /**
  55325. * The offsets cache of the runtime animation
  55326. */
  55327. this._offsetsCache = {};
  55328. /**
  55329. * The high limits cache of the runtime animation
  55330. */
  55331. this._highLimitsCache = {};
  55332. /**
  55333. * Specifies if the runtime animation has been stopped
  55334. */
  55335. this._stopped = false;
  55336. /**
  55337. * The blending factor of the runtime animation
  55338. */
  55339. this._blendingFactor = 0;
  55340. /**
  55341. * The target path of the runtime animation
  55342. */
  55343. this._targetPath = "";
  55344. /**
  55345. * The weight of the runtime animation
  55346. */
  55347. this._weight = 1.0;
  55348. /**
  55349. * The ratio offset of the runtime animation
  55350. */
  55351. this._ratioOffset = 0;
  55352. /**
  55353. * The previous delay of the runtime animation
  55354. */
  55355. this._previousDelay = 0;
  55356. /**
  55357. * The previous ratio of the runtime animation
  55358. */
  55359. this._previousRatio = 0;
  55360. this._animation = animation;
  55361. this._target = target;
  55362. this._scene = scene;
  55363. this._host = host;
  55364. animation._runtimeAnimations.push(this);
  55365. // Cloning events locally
  55366. var events = animation.getEvents();
  55367. if (events && events.length > 0) {
  55368. events.forEach(function (e) {
  55369. _this._events.push(e._clone());
  55370. });
  55371. }
  55372. }
  55373. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55374. /**
  55375. * Gets the current frame of the runtime animation
  55376. */
  55377. get: function () {
  55378. return this._currentFrame;
  55379. },
  55380. enumerable: true,
  55381. configurable: true
  55382. });
  55383. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55384. /**
  55385. * Gets the weight of the runtime animation
  55386. */
  55387. get: function () {
  55388. return this._weight;
  55389. },
  55390. enumerable: true,
  55391. configurable: true
  55392. });
  55393. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55394. /**
  55395. * Gets the current value of the runtime animation
  55396. */
  55397. get: function () {
  55398. return this._currentValue;
  55399. },
  55400. enumerable: true,
  55401. configurable: true
  55402. });
  55403. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55404. /**
  55405. * Gets the target path of the runtime animation
  55406. */
  55407. get: function () {
  55408. return this._targetPath;
  55409. },
  55410. enumerable: true,
  55411. configurable: true
  55412. });
  55413. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55414. /**
  55415. * Gets the actual target of the runtime animation
  55416. */
  55417. get: function () {
  55418. return this._activeTarget;
  55419. },
  55420. enumerable: true,
  55421. configurable: true
  55422. });
  55423. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55424. /**
  55425. * Gets the animation from the runtime animation
  55426. */
  55427. get: function () {
  55428. return this._animation;
  55429. },
  55430. enumerable: true,
  55431. configurable: true
  55432. });
  55433. /**
  55434. * Resets the runtime animation to the beginning
  55435. * @param restoreOriginal defines whether to restore the target property to the original value
  55436. */
  55437. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55438. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55439. if (restoreOriginal) {
  55440. if (this._target instanceof Array) {
  55441. var index = 0;
  55442. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55443. var target = _a[_i];
  55444. if (this._originalValue[index] !== undefined) {
  55445. this._setValue(target, this._originalValue[index], -1);
  55446. }
  55447. index++;
  55448. }
  55449. }
  55450. else {
  55451. if (this._originalValue[0] !== undefined) {
  55452. this._setValue(this._target, this._originalValue[0], -1);
  55453. }
  55454. }
  55455. }
  55456. this._offsetsCache = {};
  55457. this._highLimitsCache = {};
  55458. this._currentFrame = 0;
  55459. this._blendingFactor = 0;
  55460. this._originalValue = new Array();
  55461. // Events
  55462. for (var index = 0; index < this._events.length; index++) {
  55463. this._events[index].isDone = false;
  55464. }
  55465. };
  55466. /**
  55467. * Specifies if the runtime animation is stopped
  55468. * @returns Boolean specifying if the runtime animation is stopped
  55469. */
  55470. RuntimeAnimation.prototype.isStopped = function () {
  55471. return this._stopped;
  55472. };
  55473. /**
  55474. * Disposes of the runtime animation
  55475. */
  55476. RuntimeAnimation.prototype.dispose = function () {
  55477. var index = this._animation.runtimeAnimations.indexOf(this);
  55478. if (index > -1) {
  55479. this._animation.runtimeAnimations.splice(index, 1);
  55480. }
  55481. };
  55482. /**
  55483. * Interpolates the animation from the current frame
  55484. * @param currentFrame The frame to interpolate the animation to
  55485. * @param repeatCount The number of times that the animation should loop
  55486. * @param loopMode The type of looping mode to use
  55487. * @param offsetValue Animation offset value
  55488. * @param highLimitValue The high limit value
  55489. * @returns The interpolated value
  55490. */
  55491. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55492. this._currentFrame = currentFrame;
  55493. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55494. this._workValue = BABYLON.Matrix.Zero();
  55495. }
  55496. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55497. };
  55498. /**
  55499. * Apply the interpolated value to the target
  55500. * @param currentValue defines the value computed by the animation
  55501. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55502. */
  55503. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55504. if (weight === void 0) { weight = 1.0; }
  55505. if (this._target instanceof Array) {
  55506. var index = 0;
  55507. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55508. var target = _a[_i];
  55509. this._setValue(target, currentValue, weight, index);
  55510. index++;
  55511. }
  55512. }
  55513. else {
  55514. this._setValue(this._target, currentValue, weight);
  55515. }
  55516. };
  55517. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55518. if (targetIndex === void 0) { targetIndex = 0; }
  55519. // Set value
  55520. var path;
  55521. var destination;
  55522. var targetPropertyPath = this._animation.targetPropertyPath;
  55523. if (targetPropertyPath.length > 1) {
  55524. var property = target[targetPropertyPath[0]];
  55525. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55526. property = property[targetPropertyPath[index]];
  55527. }
  55528. path = targetPropertyPath[targetPropertyPath.length - 1];
  55529. destination = property;
  55530. }
  55531. else {
  55532. path = targetPropertyPath[0];
  55533. destination = target;
  55534. }
  55535. this._targetPath = path;
  55536. this._activeTarget = destination;
  55537. this._weight = weight;
  55538. if (this._originalValue[targetIndex] === undefined) {
  55539. var originalValue = void 0;
  55540. if (destination.getRestPose && path === "_matrix") { // For bones
  55541. originalValue = destination.getRestPose();
  55542. }
  55543. else {
  55544. originalValue = destination[path];
  55545. }
  55546. if (originalValue && originalValue.clone) {
  55547. this._originalValue[targetIndex] = originalValue.clone();
  55548. }
  55549. else {
  55550. this._originalValue[targetIndex] = originalValue;
  55551. }
  55552. }
  55553. // Blending
  55554. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55555. if (enableBlending && this._blendingFactor <= 1.0) {
  55556. if (!this._originalBlendValue) {
  55557. var originalValue = destination[path];
  55558. if (originalValue.clone) {
  55559. this._originalBlendValue = originalValue.clone();
  55560. }
  55561. else {
  55562. this._originalBlendValue = originalValue;
  55563. }
  55564. }
  55565. if (this._originalBlendValue.m) { // Matrix
  55566. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55567. if (this._currentValue) {
  55568. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55569. }
  55570. else {
  55571. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55572. }
  55573. }
  55574. else {
  55575. if (this._currentValue) {
  55576. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55577. }
  55578. else {
  55579. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55580. }
  55581. }
  55582. }
  55583. else {
  55584. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55585. }
  55586. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55587. this._blendingFactor += blendingSpeed;
  55588. }
  55589. else {
  55590. this._currentValue = currentValue;
  55591. }
  55592. if (weight !== -1.0) {
  55593. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55594. }
  55595. else {
  55596. destination[path] = this._currentValue;
  55597. }
  55598. if (target.markAsDirty) {
  55599. target.markAsDirty(this._animation.targetProperty);
  55600. }
  55601. };
  55602. /**
  55603. * Gets the loop pmode of the runtime animation
  55604. * @returns Loop Mode
  55605. */
  55606. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55607. if (this._target && this._target.animationPropertiesOverride) {
  55608. return this._target.animationPropertiesOverride.loopMode;
  55609. }
  55610. return this._animation.loopMode;
  55611. };
  55612. /**
  55613. * Move the current animation to a given frame
  55614. * @param frame defines the frame to move to
  55615. */
  55616. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55617. var keys = this._animation.getKeys();
  55618. if (frame < keys[0].frame) {
  55619. frame = keys[0].frame;
  55620. }
  55621. else if (frame > keys[keys.length - 1].frame) {
  55622. frame = keys[keys.length - 1].frame;
  55623. }
  55624. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55625. this.setValue(currentValue, -1);
  55626. };
  55627. /**
  55628. * @hidden Internal use only
  55629. */
  55630. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55631. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55632. this._ratioOffset = this._previousRatio - newRatio;
  55633. };
  55634. /**
  55635. * Execute the current animation
  55636. * @param delay defines the delay to add to the current frame
  55637. * @param from defines the lower bound of the animation range
  55638. * @param to defines the upper bound of the animation range
  55639. * @param loop defines if the current animation must loop
  55640. * @param speedRatio defines the current speed ratio
  55641. * @param weight defines the weight of the animation (default is -1 so no weight)
  55642. * @returns a boolean indicating if the animation is running
  55643. */
  55644. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight) {
  55645. if (weight === void 0) { weight = -1.0; }
  55646. var targetPropertyPath = this._animation.targetPropertyPath;
  55647. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55648. this._stopped = true;
  55649. return false;
  55650. }
  55651. var returnValue = true;
  55652. var keys = this._animation.getKeys();
  55653. // Adding a start key at frame 0 if missing
  55654. if (keys[0].frame !== 0) {
  55655. var newKey = { frame: 0, value: keys[0].value };
  55656. keys.splice(0, 0, newKey);
  55657. }
  55658. // Adding a duplicate key when there is only one key at frame zero
  55659. else if (keys.length === 1) {
  55660. var newKey = { frame: 0.001, value: keys[0].value };
  55661. keys.push(newKey);
  55662. }
  55663. // Check limits
  55664. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55665. from = keys[0].frame;
  55666. }
  55667. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55668. to = keys[keys.length - 1].frame;
  55669. }
  55670. //to and from cannot be the same key
  55671. if (from === to) {
  55672. if (from > keys[0].frame) {
  55673. from--;
  55674. }
  55675. else if (to < keys[keys.length - 1].frame) {
  55676. to++;
  55677. }
  55678. }
  55679. // Compute ratio
  55680. var range = to - from;
  55681. var offsetValue;
  55682. // ratio represents the frame delta between from and to
  55683. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55684. var highLimitValue = 0;
  55685. this._previousDelay = delay;
  55686. this._previousRatio = ratio;
  55687. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55688. returnValue = false;
  55689. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55690. }
  55691. else {
  55692. // Get max value if required
  55693. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55694. var keyOffset = to.toString() + from.toString();
  55695. if (!this._offsetsCache[keyOffset]) {
  55696. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55697. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55698. switch (this._animation.dataType) {
  55699. // Float
  55700. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55701. this._offsetsCache[keyOffset] = toValue - fromValue;
  55702. break;
  55703. // Quaternion
  55704. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55705. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55706. break;
  55707. // Vector3
  55708. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55709. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55710. // Vector2
  55711. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55712. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55713. // Size
  55714. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55715. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55716. // Color3
  55717. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55718. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55719. default:
  55720. break;
  55721. }
  55722. this._highLimitsCache[keyOffset] = toValue;
  55723. }
  55724. highLimitValue = this._highLimitsCache[keyOffset];
  55725. offsetValue = this._offsetsCache[keyOffset];
  55726. }
  55727. }
  55728. if (offsetValue === undefined) {
  55729. switch (this._animation.dataType) {
  55730. // Float
  55731. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55732. offsetValue = 0;
  55733. break;
  55734. // Quaternion
  55735. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55736. offsetValue = _staticOffsetValueQuaternion;
  55737. break;
  55738. // Vector3
  55739. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55740. offsetValue = _staticOffsetValueVector3;
  55741. break;
  55742. // Vector2
  55743. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55744. offsetValue = _staticOffsetValueVector2;
  55745. break;
  55746. // Size
  55747. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55748. offsetValue = _staticOffsetValueSize;
  55749. break;
  55750. // Color3
  55751. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55752. offsetValue = _staticOffsetValueColor3;
  55753. }
  55754. }
  55755. // Compute value
  55756. var repeatCount = (ratio / range) >> 0;
  55757. var currentFrame = returnValue ? from + ratio % range : to;
  55758. // Need to normalize?
  55759. if (this._host && this._host.syncRoot) {
  55760. var syncRoot = this._host.syncRoot;
  55761. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55762. currentFrame = from + (to - from) * hostNormalizedFrame;
  55763. }
  55764. // Reset events if looping
  55765. var events = this._events;
  55766. if (range > 0 && this.currentFrame > currentFrame ||
  55767. range < 0 && this.currentFrame < currentFrame) {
  55768. // Need to reset animation events
  55769. for (var index = 0; index < events.length; index++) {
  55770. if (!events[index].onlyOnce) {
  55771. // reset event, the animation is looping
  55772. events[index].isDone = false;
  55773. }
  55774. }
  55775. }
  55776. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55777. // Set value
  55778. this.setValue(currentValue, weight);
  55779. // Check events
  55780. for (var index = 0; index < events.length; index++) {
  55781. // Make sure current frame has passed event frame and that event frame is within the current range
  55782. // Also, handle both forward and reverse animations
  55783. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55784. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55785. var event = events[index];
  55786. if (!event.isDone) {
  55787. // If event should be done only once, remove it.
  55788. if (event.onlyOnce) {
  55789. events.splice(index, 1);
  55790. index--;
  55791. }
  55792. event.isDone = true;
  55793. event.action(currentFrame);
  55794. } // Don't do anything if the event has already be done.
  55795. }
  55796. }
  55797. if (!returnValue) {
  55798. this._stopped = true;
  55799. }
  55800. return returnValue;
  55801. };
  55802. return RuntimeAnimation;
  55803. }());
  55804. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55805. })(BABYLON || (BABYLON = {}));
  55806. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55807. var BABYLON;
  55808. (function (BABYLON) {
  55809. /**
  55810. * Class used to store an actual running animation
  55811. */
  55812. var Animatable = /** @class */ (function () {
  55813. /**
  55814. * Creates a new Animatable
  55815. * @param scene defines the hosting scene
  55816. * @param target defines the target object
  55817. * @param fromFrame defines the starting frame number (default is 0)
  55818. * @param toFrame defines the ending frame number (default is 100)
  55819. * @param loopAnimation defines if the animation must loop (default is false)
  55820. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55821. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55822. * @param animations defines a group of animation to add to the new Animatable
  55823. */
  55824. function Animatable(scene,
  55825. /** defines the target object */
  55826. target,
  55827. /** defines the starting frame number (default is 0) */
  55828. fromFrame,
  55829. /** defines the ending frame number (default is 100) */
  55830. toFrame,
  55831. /** defines if the animation must loop (default is false) */
  55832. loopAnimation, speedRatio,
  55833. /** defines a callback to call when animation ends if it is not looping */
  55834. onAnimationEnd, animations) {
  55835. if (fromFrame === void 0) { fromFrame = 0; }
  55836. if (toFrame === void 0) { toFrame = 100; }
  55837. if (loopAnimation === void 0) { loopAnimation = false; }
  55838. if (speedRatio === void 0) { speedRatio = 1.0; }
  55839. this.target = target;
  55840. this.fromFrame = fromFrame;
  55841. this.toFrame = toFrame;
  55842. this.loopAnimation = loopAnimation;
  55843. this.onAnimationEnd = onAnimationEnd;
  55844. this._localDelayOffset = null;
  55845. this._pausedDelay = null;
  55846. this._runtimeAnimations = new Array();
  55847. this._paused = false;
  55848. this._speedRatio = 1;
  55849. this._weight = -1.0;
  55850. /**
  55851. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55852. * This will only apply for non looping animation (default is true)
  55853. */
  55854. this.disposeOnEnd = true;
  55855. /**
  55856. * Gets a boolean indicating if the animation has started
  55857. */
  55858. this.animationStarted = false;
  55859. /**
  55860. * Observer raised when the animation ends
  55861. */
  55862. this.onAnimationEndObservable = new BABYLON.Observable();
  55863. this._scene = scene;
  55864. if (animations) {
  55865. this.appendAnimations(target, animations);
  55866. }
  55867. this._speedRatio = speedRatio;
  55868. scene._activeAnimatables.push(this);
  55869. }
  55870. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55871. /**
  55872. * Gets the root Animatable used to synchronize and normalize animations
  55873. */
  55874. get: function () {
  55875. return this._syncRoot;
  55876. },
  55877. enumerable: true,
  55878. configurable: true
  55879. });
  55880. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55881. /**
  55882. * Gets the current frame of the first RuntimeAnimation
  55883. * Used to synchronize Animatables
  55884. */
  55885. get: function () {
  55886. if (this._runtimeAnimations.length === 0) {
  55887. return 0;
  55888. }
  55889. return this._runtimeAnimations[0].currentFrame;
  55890. },
  55891. enumerable: true,
  55892. configurable: true
  55893. });
  55894. Object.defineProperty(Animatable.prototype, "weight", {
  55895. /**
  55896. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55897. */
  55898. get: function () {
  55899. return this._weight;
  55900. },
  55901. set: function (value) {
  55902. if (value === -1) { // -1 is ok and means no weight
  55903. this._weight = -1;
  55904. return;
  55905. }
  55906. // Else weight must be in [0, 1] range
  55907. this._weight = Math.min(Math.max(value, 0), 1.0);
  55908. },
  55909. enumerable: true,
  55910. configurable: true
  55911. });
  55912. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55913. /**
  55914. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55915. */
  55916. get: function () {
  55917. return this._speedRatio;
  55918. },
  55919. set: function (value) {
  55920. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55921. var animation = this._runtimeAnimations[index];
  55922. animation._prepareForSpeedRatioChange(value);
  55923. }
  55924. this._speedRatio = value;
  55925. },
  55926. enumerable: true,
  55927. configurable: true
  55928. });
  55929. // Methods
  55930. /**
  55931. * Synchronize and normalize current Animatable with a source Animatable
  55932. * This is useful when using animation weights and when animations are not of the same length
  55933. * @param root defines the root Animatable to synchronize with
  55934. * @returns the current Animatable
  55935. */
  55936. Animatable.prototype.syncWith = function (root) {
  55937. this._syncRoot = root;
  55938. if (root) {
  55939. // Make sure this animatable will animate after the root
  55940. var index = this._scene._activeAnimatables.indexOf(this);
  55941. if (index > -1) {
  55942. this._scene._activeAnimatables.splice(index, 1);
  55943. this._scene._activeAnimatables.push(this);
  55944. }
  55945. }
  55946. return this;
  55947. };
  55948. /**
  55949. * Gets the list of runtime animations
  55950. * @returns an array of RuntimeAnimation
  55951. */
  55952. Animatable.prototype.getAnimations = function () {
  55953. return this._runtimeAnimations;
  55954. };
  55955. /**
  55956. * Adds more animations to the current animatable
  55957. * @param target defines the target of the animations
  55958. * @param animations defines the new animations to add
  55959. */
  55960. Animatable.prototype.appendAnimations = function (target, animations) {
  55961. for (var index = 0; index < animations.length; index++) {
  55962. var animation = animations[index];
  55963. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55964. }
  55965. };
  55966. /**
  55967. * Gets the source animation for a specific property
  55968. * @param property defines the propertyu to look for
  55969. * @returns null or the source animation for the given property
  55970. */
  55971. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  55972. var runtimeAnimations = this._runtimeAnimations;
  55973. for (var index = 0; index < runtimeAnimations.length; index++) {
  55974. if (runtimeAnimations[index].animation.targetProperty === property) {
  55975. return runtimeAnimations[index].animation;
  55976. }
  55977. }
  55978. return null;
  55979. };
  55980. /**
  55981. * Gets the runtime animation for a specific property
  55982. * @param property defines the propertyu to look for
  55983. * @returns null or the runtime animation for the given property
  55984. */
  55985. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  55986. var runtimeAnimations = this._runtimeAnimations;
  55987. for (var index = 0; index < runtimeAnimations.length; index++) {
  55988. if (runtimeAnimations[index].animation.targetProperty === property) {
  55989. return runtimeAnimations[index];
  55990. }
  55991. }
  55992. return null;
  55993. };
  55994. /**
  55995. * Resets the animatable to its original state
  55996. */
  55997. Animatable.prototype.reset = function () {
  55998. var runtimeAnimations = this._runtimeAnimations;
  55999. for (var index = 0; index < runtimeAnimations.length; index++) {
  56000. runtimeAnimations[index].reset(true);
  56001. }
  56002. this._localDelayOffset = null;
  56003. this._pausedDelay = null;
  56004. };
  56005. /**
  56006. * Allows the animatable to blend with current running animations
  56007. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56008. * @param blendingSpeed defines the blending speed to use
  56009. */
  56010. Animatable.prototype.enableBlending = function (blendingSpeed) {
  56011. var runtimeAnimations = this._runtimeAnimations;
  56012. for (var index = 0; index < runtimeAnimations.length; index++) {
  56013. runtimeAnimations[index].animation.enableBlending = true;
  56014. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  56015. }
  56016. };
  56017. /**
  56018. * Disable animation blending
  56019. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56020. */
  56021. Animatable.prototype.disableBlending = function () {
  56022. var runtimeAnimations = this._runtimeAnimations;
  56023. for (var index = 0; index < runtimeAnimations.length; index++) {
  56024. runtimeAnimations[index].animation.enableBlending = false;
  56025. }
  56026. };
  56027. /**
  56028. * Jump directly to a given frame
  56029. * @param frame defines the frame to jump to
  56030. */
  56031. Animatable.prototype.goToFrame = function (frame) {
  56032. var runtimeAnimations = this._runtimeAnimations;
  56033. if (runtimeAnimations[0]) {
  56034. var fps = runtimeAnimations[0].animation.framePerSecond;
  56035. var currentFrame = runtimeAnimations[0].currentFrame;
  56036. var adjustTime = frame - currentFrame;
  56037. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  56038. if (this._localDelayOffset === null) {
  56039. this._localDelayOffset = 0;
  56040. }
  56041. this._localDelayOffset -= delay;
  56042. }
  56043. for (var index = 0; index < runtimeAnimations.length; index++) {
  56044. runtimeAnimations[index].goToFrame(frame);
  56045. }
  56046. };
  56047. /**
  56048. * Pause the animation
  56049. */
  56050. Animatable.prototype.pause = function () {
  56051. if (this._paused) {
  56052. return;
  56053. }
  56054. this._paused = true;
  56055. };
  56056. /**
  56057. * Restart the animation
  56058. */
  56059. Animatable.prototype.restart = function () {
  56060. this._paused = false;
  56061. };
  56062. Animatable.prototype._raiseOnAnimationEnd = function () {
  56063. if (this.onAnimationEnd) {
  56064. this.onAnimationEnd();
  56065. }
  56066. this.onAnimationEndObservable.notifyObservers(this);
  56067. };
  56068. /**
  56069. * Stop and delete the current animation
  56070. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  56071. * @param targetMask - a function that determines if the animation should be stopped based on its target (all animations will be stopped if both this and animationName are empty)
  56072. */
  56073. Animatable.prototype.stop = function (animationName, targetMask) {
  56074. if (animationName || targetMask) {
  56075. var idx = this._scene._activeAnimatables.indexOf(this);
  56076. if (idx > -1) {
  56077. var runtimeAnimations = this._runtimeAnimations;
  56078. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  56079. var runtimeAnimation = runtimeAnimations[index];
  56080. if (animationName && runtimeAnimation.animation.name != animationName) {
  56081. continue;
  56082. }
  56083. if (targetMask && !targetMask(runtimeAnimation.target)) {
  56084. continue;
  56085. }
  56086. runtimeAnimation.dispose();
  56087. runtimeAnimations.splice(index, 1);
  56088. }
  56089. if (runtimeAnimations.length == 0) {
  56090. this._scene._activeAnimatables.splice(idx, 1);
  56091. this._raiseOnAnimationEnd();
  56092. }
  56093. }
  56094. }
  56095. else {
  56096. var index = this._scene._activeAnimatables.indexOf(this);
  56097. if (index > -1) {
  56098. this._scene._activeAnimatables.splice(index, 1);
  56099. var runtimeAnimations = this._runtimeAnimations;
  56100. for (var index = 0; index < runtimeAnimations.length; index++) {
  56101. runtimeAnimations[index].dispose();
  56102. }
  56103. this._raiseOnAnimationEnd();
  56104. }
  56105. }
  56106. };
  56107. /**
  56108. * Wait asynchronously for the animation to end
  56109. * @returns a promise which will be fullfilled when the animation ends
  56110. */
  56111. Animatable.prototype.waitAsync = function () {
  56112. var _this = this;
  56113. return new Promise(function (resolve, reject) {
  56114. _this.onAnimationEndObservable.add(function () {
  56115. resolve(_this);
  56116. }, undefined, undefined, _this, true);
  56117. });
  56118. };
  56119. /** @hidden */
  56120. Animatable.prototype._animate = function (delay) {
  56121. if (this._paused) {
  56122. this.animationStarted = false;
  56123. if (this._pausedDelay === null) {
  56124. this._pausedDelay = delay;
  56125. }
  56126. return true;
  56127. }
  56128. if (this._localDelayOffset === null) {
  56129. this._localDelayOffset = delay;
  56130. this._pausedDelay = null;
  56131. }
  56132. else if (this._pausedDelay !== null) {
  56133. this._localDelayOffset += delay - this._pausedDelay;
  56134. this._pausedDelay = null;
  56135. }
  56136. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56137. return true;
  56138. }
  56139. // Animating
  56140. var running = false;
  56141. var runtimeAnimations = this._runtimeAnimations;
  56142. var index;
  56143. for (index = 0; index < runtimeAnimations.length; index++) {
  56144. var animation = runtimeAnimations[index];
  56145. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight);
  56146. running = running || isRunning;
  56147. }
  56148. this.animationStarted = running;
  56149. if (!running) {
  56150. if (this.disposeOnEnd) {
  56151. // Remove from active animatables
  56152. index = this._scene._activeAnimatables.indexOf(this);
  56153. this._scene._activeAnimatables.splice(index, 1);
  56154. // Dispose all runtime animations
  56155. for (index = 0; index < runtimeAnimations.length; index++) {
  56156. runtimeAnimations[index].dispose();
  56157. }
  56158. }
  56159. this._raiseOnAnimationEnd();
  56160. if (this.disposeOnEnd) {
  56161. this.onAnimationEnd = null;
  56162. this.onAnimationEndObservable.clear();
  56163. }
  56164. }
  56165. return running;
  56166. };
  56167. return Animatable;
  56168. }());
  56169. BABYLON.Animatable = Animatable;
  56170. })(BABYLON || (BABYLON = {}));
  56171. //# sourceMappingURL=babylon.animatable.js.map
  56172. var BABYLON;
  56173. (function (BABYLON) {
  56174. /**
  56175. * Base class used for every default easing function.
  56176. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56177. */
  56178. var EasingFunction = /** @class */ (function () {
  56179. function EasingFunction() {
  56180. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56181. }
  56182. /**
  56183. * Sets the easing mode of the current function.
  56184. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56185. */
  56186. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56187. var n = Math.min(Math.max(easingMode, 0), 2);
  56188. this._easingMode = n;
  56189. };
  56190. /**
  56191. * Gets the current easing mode.
  56192. * @returns the easing mode
  56193. */
  56194. EasingFunction.prototype.getEasingMode = function () {
  56195. return this._easingMode;
  56196. };
  56197. /**
  56198. * @hidden
  56199. */
  56200. EasingFunction.prototype.easeInCore = function (gradient) {
  56201. throw new Error('You must implement this method');
  56202. };
  56203. /**
  56204. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56205. * of the easing function.
  56206. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56207. * @returns the corresponding value on the curve defined by the easing function
  56208. */
  56209. EasingFunction.prototype.ease = function (gradient) {
  56210. switch (this._easingMode) {
  56211. case EasingFunction.EASINGMODE_EASEIN:
  56212. return this.easeInCore(gradient);
  56213. case EasingFunction.EASINGMODE_EASEOUT:
  56214. return (1 - this.easeInCore(1 - gradient));
  56215. }
  56216. if (gradient >= 0.5) {
  56217. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56218. }
  56219. return (this.easeInCore(gradient * 2) * 0.5);
  56220. };
  56221. /**
  56222. * Interpolation follows the mathematical formula associated with the easing function.
  56223. */
  56224. EasingFunction.EASINGMODE_EASEIN = 0;
  56225. /**
  56226. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56227. */
  56228. EasingFunction.EASINGMODE_EASEOUT = 1;
  56229. /**
  56230. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56231. */
  56232. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56233. return EasingFunction;
  56234. }());
  56235. BABYLON.EasingFunction = EasingFunction;
  56236. /**
  56237. * Easing function with a circle shape (see link below).
  56238. * @see https://easings.net/#easeInCirc
  56239. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56240. */
  56241. var CircleEase = /** @class */ (function (_super) {
  56242. __extends(CircleEase, _super);
  56243. function CircleEase() {
  56244. return _super !== null && _super.apply(this, arguments) || this;
  56245. }
  56246. /** @hidden */
  56247. CircleEase.prototype.easeInCore = function (gradient) {
  56248. gradient = Math.max(0, Math.min(1, gradient));
  56249. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56250. };
  56251. return CircleEase;
  56252. }(EasingFunction));
  56253. BABYLON.CircleEase = CircleEase;
  56254. /**
  56255. * Easing function with a ease back shape (see link below).
  56256. * @see https://easings.net/#easeInBack
  56257. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56258. */
  56259. var BackEase = /** @class */ (function (_super) {
  56260. __extends(BackEase, _super);
  56261. /**
  56262. * Instantiates a back ease easing
  56263. * @see https://easings.net/#easeInBack
  56264. * @param amplitude Defines the amplitude of the function
  56265. */
  56266. function BackEase(
  56267. /** Defines the amplitude of the function */
  56268. amplitude) {
  56269. if (amplitude === void 0) { amplitude = 1; }
  56270. var _this = _super.call(this) || this;
  56271. _this.amplitude = amplitude;
  56272. return _this;
  56273. }
  56274. /** @hidden */
  56275. BackEase.prototype.easeInCore = function (gradient) {
  56276. var num = Math.max(0, this.amplitude);
  56277. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56278. };
  56279. return BackEase;
  56280. }(EasingFunction));
  56281. BABYLON.BackEase = BackEase;
  56282. /**
  56283. * Easing function with a bouncing shape (see link below).
  56284. * @see https://easings.net/#easeInBounce
  56285. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56286. */
  56287. var BounceEase = /** @class */ (function (_super) {
  56288. __extends(BounceEase, _super);
  56289. /**
  56290. * Instantiates a bounce easing
  56291. * @see https://easings.net/#easeInBounce
  56292. * @param bounces Defines the number of bounces
  56293. * @param bounciness Defines the amplitude of the bounce
  56294. */
  56295. function BounceEase(
  56296. /** Defines the number of bounces */
  56297. bounces,
  56298. /** Defines the amplitude of the bounce */
  56299. bounciness) {
  56300. if (bounces === void 0) { bounces = 3; }
  56301. if (bounciness === void 0) { bounciness = 2; }
  56302. var _this = _super.call(this) || this;
  56303. _this.bounces = bounces;
  56304. _this.bounciness = bounciness;
  56305. return _this;
  56306. }
  56307. /** @hidden */
  56308. BounceEase.prototype.easeInCore = function (gradient) {
  56309. var y = Math.max(0.0, this.bounces);
  56310. var bounciness = this.bounciness;
  56311. if (bounciness <= 1.0) {
  56312. bounciness = 1.001;
  56313. }
  56314. var num9 = Math.pow(bounciness, y);
  56315. var num5 = 1.0 - bounciness;
  56316. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56317. var num15 = gradient * num4;
  56318. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56319. var num3 = Math.floor(num65);
  56320. var num13 = num3 + 1.0;
  56321. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56322. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56323. var num7 = (num8 + num12) * 0.5;
  56324. var num6 = gradient - num7;
  56325. var num2 = num7 - num8;
  56326. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56327. };
  56328. return BounceEase;
  56329. }(EasingFunction));
  56330. BABYLON.BounceEase = BounceEase;
  56331. /**
  56332. * Easing function with a power of 3 shape (see link below).
  56333. * @see https://easings.net/#easeInCubic
  56334. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56335. */
  56336. var CubicEase = /** @class */ (function (_super) {
  56337. __extends(CubicEase, _super);
  56338. function CubicEase() {
  56339. return _super !== null && _super.apply(this, arguments) || this;
  56340. }
  56341. /** @hidden */
  56342. CubicEase.prototype.easeInCore = function (gradient) {
  56343. return (gradient * gradient * gradient);
  56344. };
  56345. return CubicEase;
  56346. }(EasingFunction));
  56347. BABYLON.CubicEase = CubicEase;
  56348. /**
  56349. * Easing function with an elastic shape (see link below).
  56350. * @see https://easings.net/#easeInElastic
  56351. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56352. */
  56353. var ElasticEase = /** @class */ (function (_super) {
  56354. __extends(ElasticEase, _super);
  56355. /**
  56356. * Instantiates an elastic easing function
  56357. * @see https://easings.net/#easeInElastic
  56358. * @param oscillations Defines the number of oscillations
  56359. * @param springiness Defines the amplitude of the oscillations
  56360. */
  56361. function ElasticEase(
  56362. /** Defines the number of oscillations*/
  56363. oscillations,
  56364. /** Defines the amplitude of the oscillations*/
  56365. springiness) {
  56366. if (oscillations === void 0) { oscillations = 3; }
  56367. if (springiness === void 0) { springiness = 3; }
  56368. var _this = _super.call(this) || this;
  56369. _this.oscillations = oscillations;
  56370. _this.springiness = springiness;
  56371. return _this;
  56372. }
  56373. /** @hidden */
  56374. ElasticEase.prototype.easeInCore = function (gradient) {
  56375. var num2;
  56376. var num3 = Math.max(0.0, this.oscillations);
  56377. var num = Math.max(0.0, this.springiness);
  56378. if (num == 0) {
  56379. num2 = gradient;
  56380. }
  56381. else {
  56382. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56383. }
  56384. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56385. };
  56386. return ElasticEase;
  56387. }(EasingFunction));
  56388. BABYLON.ElasticEase = ElasticEase;
  56389. /**
  56390. * Easing function with an exponential shape (see link below).
  56391. * @see https://easings.net/#easeInExpo
  56392. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56393. */
  56394. var ExponentialEase = /** @class */ (function (_super) {
  56395. __extends(ExponentialEase, _super);
  56396. /**
  56397. * Instantiates an exponential easing function
  56398. * @see https://easings.net/#easeInExpo
  56399. * @param exponent Defines the exponent of the function
  56400. */
  56401. function ExponentialEase(
  56402. /** Defines the exponent of the function */
  56403. exponent) {
  56404. if (exponent === void 0) { exponent = 2; }
  56405. var _this = _super.call(this) || this;
  56406. _this.exponent = exponent;
  56407. return _this;
  56408. }
  56409. /** @hidden */
  56410. ExponentialEase.prototype.easeInCore = function (gradient) {
  56411. if (this.exponent <= 0) {
  56412. return gradient;
  56413. }
  56414. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56415. };
  56416. return ExponentialEase;
  56417. }(EasingFunction));
  56418. BABYLON.ExponentialEase = ExponentialEase;
  56419. /**
  56420. * Easing function with a power shape (see link below).
  56421. * @see https://easings.net/#easeInQuad
  56422. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56423. */
  56424. var PowerEase = /** @class */ (function (_super) {
  56425. __extends(PowerEase, _super);
  56426. /**
  56427. * Instantiates an power base easing function
  56428. * @see https://easings.net/#easeInQuad
  56429. * @param power Defines the power of the function
  56430. */
  56431. function PowerEase(
  56432. /** Defines the power of the function */
  56433. power) {
  56434. if (power === void 0) { power = 2; }
  56435. var _this = _super.call(this) || this;
  56436. _this.power = power;
  56437. return _this;
  56438. }
  56439. /** @hidden */
  56440. PowerEase.prototype.easeInCore = function (gradient) {
  56441. var y = Math.max(0.0, this.power);
  56442. return Math.pow(gradient, y);
  56443. };
  56444. return PowerEase;
  56445. }(EasingFunction));
  56446. BABYLON.PowerEase = PowerEase;
  56447. /**
  56448. * Easing function with a power of 2 shape (see link below).
  56449. * @see https://easings.net/#easeInQuad
  56450. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56451. */
  56452. var QuadraticEase = /** @class */ (function (_super) {
  56453. __extends(QuadraticEase, _super);
  56454. function QuadraticEase() {
  56455. return _super !== null && _super.apply(this, arguments) || this;
  56456. }
  56457. /** @hidden */
  56458. QuadraticEase.prototype.easeInCore = function (gradient) {
  56459. return (gradient * gradient);
  56460. };
  56461. return QuadraticEase;
  56462. }(EasingFunction));
  56463. BABYLON.QuadraticEase = QuadraticEase;
  56464. /**
  56465. * Easing function with a power of 4 shape (see link below).
  56466. * @see https://easings.net/#easeInQuart
  56467. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56468. */
  56469. var QuarticEase = /** @class */ (function (_super) {
  56470. __extends(QuarticEase, _super);
  56471. function QuarticEase() {
  56472. return _super !== null && _super.apply(this, arguments) || this;
  56473. }
  56474. /** @hidden */
  56475. QuarticEase.prototype.easeInCore = function (gradient) {
  56476. return (gradient * gradient * gradient * gradient);
  56477. };
  56478. return QuarticEase;
  56479. }(EasingFunction));
  56480. BABYLON.QuarticEase = QuarticEase;
  56481. /**
  56482. * Easing function with a power of 5 shape (see link below).
  56483. * @see https://easings.net/#easeInQuint
  56484. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56485. */
  56486. var QuinticEase = /** @class */ (function (_super) {
  56487. __extends(QuinticEase, _super);
  56488. function QuinticEase() {
  56489. return _super !== null && _super.apply(this, arguments) || this;
  56490. }
  56491. /** @hidden */
  56492. QuinticEase.prototype.easeInCore = function (gradient) {
  56493. return (gradient * gradient * gradient * gradient * gradient);
  56494. };
  56495. return QuinticEase;
  56496. }(EasingFunction));
  56497. BABYLON.QuinticEase = QuinticEase;
  56498. /**
  56499. * Easing function with a sin shape (see link below).
  56500. * @see https://easings.net/#easeInSine
  56501. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56502. */
  56503. var SineEase = /** @class */ (function (_super) {
  56504. __extends(SineEase, _super);
  56505. function SineEase() {
  56506. return _super !== null && _super.apply(this, arguments) || this;
  56507. }
  56508. /** @hidden */
  56509. SineEase.prototype.easeInCore = function (gradient) {
  56510. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56511. };
  56512. return SineEase;
  56513. }(EasingFunction));
  56514. BABYLON.SineEase = SineEase;
  56515. /**
  56516. * Easing function with a bezier shape (see link below).
  56517. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56518. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56519. */
  56520. var BezierCurveEase = /** @class */ (function (_super) {
  56521. __extends(BezierCurveEase, _super);
  56522. /**
  56523. * Instantiates a bezier function
  56524. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56525. * @param x1 Defines the x component of the start tangent in the bezier curve
  56526. * @param y1 Defines the y component of the start tangent in the bezier curve
  56527. * @param x2 Defines the x component of the end tangent in the bezier curve
  56528. * @param y2 Defines the y component of the end tangent in the bezier curve
  56529. */
  56530. function BezierCurveEase(
  56531. /** Defines the x component of the start tangent in the bezier curve */
  56532. x1,
  56533. /** Defines the y component of the start tangent in the bezier curve */
  56534. y1,
  56535. /** Defines the x component of the end tangent in the bezier curve */
  56536. x2,
  56537. /** Defines the y component of the end tangent in the bezier curve */
  56538. y2) {
  56539. if (x1 === void 0) { x1 = 0; }
  56540. if (y1 === void 0) { y1 = 0; }
  56541. if (x2 === void 0) { x2 = 1; }
  56542. if (y2 === void 0) { y2 = 1; }
  56543. var _this = _super.call(this) || this;
  56544. _this.x1 = x1;
  56545. _this.y1 = y1;
  56546. _this.x2 = x2;
  56547. _this.y2 = y2;
  56548. return _this;
  56549. }
  56550. /** @hidden */
  56551. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56552. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56553. };
  56554. return BezierCurveEase;
  56555. }(EasingFunction));
  56556. BABYLON.BezierCurveEase = BezierCurveEase;
  56557. })(BABYLON || (BABYLON = {}));
  56558. //# sourceMappingURL=babylon.easing.js.map
  56559. var BABYLON;
  56560. (function (BABYLON) {
  56561. /**
  56562. * A Condition applied to an Action
  56563. */
  56564. var Condition = /** @class */ (function () {
  56565. /**
  56566. * Creates a new Condition
  56567. * @param actionManager the manager of the action the condition is applied to
  56568. */
  56569. function Condition(actionManager) {
  56570. this._actionManager = actionManager;
  56571. }
  56572. /**
  56573. * Check if the current condition is valid
  56574. * @returns a boolean
  56575. */
  56576. Condition.prototype.isValid = function () {
  56577. return true;
  56578. };
  56579. /**
  56580. * Internal only
  56581. * @hidden
  56582. */
  56583. Condition.prototype._getProperty = function (propertyPath) {
  56584. return this._actionManager._getProperty(propertyPath);
  56585. };
  56586. /**
  56587. * Internal only
  56588. * @hidden
  56589. */
  56590. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56591. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56592. };
  56593. /**
  56594. * Serialize placeholder for child classes
  56595. * @returns the serialized object
  56596. */
  56597. Condition.prototype.serialize = function () {
  56598. };
  56599. /**
  56600. * Internal only
  56601. * @hidden
  56602. */
  56603. Condition.prototype._serialize = function (serializedCondition) {
  56604. return {
  56605. type: 2,
  56606. children: [],
  56607. name: serializedCondition.name,
  56608. properties: serializedCondition.properties
  56609. };
  56610. };
  56611. return Condition;
  56612. }());
  56613. BABYLON.Condition = Condition;
  56614. /**
  56615. * Defines specific conditional operators as extensions of Condition
  56616. */
  56617. var ValueCondition = /** @class */ (function (_super) {
  56618. __extends(ValueCondition, _super);
  56619. /**
  56620. * Creates a new ValueCondition
  56621. * @param actionManager manager for the action the condition applies to
  56622. * @param target for the action
  56623. * @param propertyPath path to specify the property of the target the conditional operator uses
  56624. * @param value the value compared by the conditional operator against the current value of the property
  56625. * @param operator the conditional operator, default ValueCondition.IsEqual
  56626. */
  56627. function ValueCondition(actionManager, target,
  56628. /** path to specify the property of the target the conditional operator uses */
  56629. propertyPath,
  56630. /** the value compared by the conditional operator against the current value of the property */
  56631. value,
  56632. /** the conditional operator, default ValueCondition.IsEqual */
  56633. operator) {
  56634. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56635. var _this = _super.call(this, actionManager) || this;
  56636. _this.propertyPath = propertyPath;
  56637. _this.value = value;
  56638. _this.operator = operator;
  56639. _this._target = target;
  56640. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56641. _this._property = _this._getProperty(_this.propertyPath);
  56642. return _this;
  56643. }
  56644. Object.defineProperty(ValueCondition, "IsEqual", {
  56645. /**
  56646. * returns the number for IsEqual
  56647. */
  56648. get: function () {
  56649. return ValueCondition._IsEqual;
  56650. },
  56651. enumerable: true,
  56652. configurable: true
  56653. });
  56654. Object.defineProperty(ValueCondition, "IsDifferent", {
  56655. /**
  56656. * Returns the number for IsDifferent
  56657. */
  56658. get: function () {
  56659. return ValueCondition._IsDifferent;
  56660. },
  56661. enumerable: true,
  56662. configurable: true
  56663. });
  56664. Object.defineProperty(ValueCondition, "IsGreater", {
  56665. /**
  56666. * Returns the number for IsGreater
  56667. */
  56668. get: function () {
  56669. return ValueCondition._IsGreater;
  56670. },
  56671. enumerable: true,
  56672. configurable: true
  56673. });
  56674. Object.defineProperty(ValueCondition, "IsLesser", {
  56675. /**
  56676. * Returns the number for IsLesser
  56677. */
  56678. get: function () {
  56679. return ValueCondition._IsLesser;
  56680. },
  56681. enumerable: true,
  56682. configurable: true
  56683. });
  56684. /**
  56685. * Compares the given value with the property value for the specified conditional operator
  56686. * @returns the result of the comparison
  56687. */
  56688. ValueCondition.prototype.isValid = function () {
  56689. switch (this.operator) {
  56690. case ValueCondition.IsGreater:
  56691. return this._effectiveTarget[this._property] > this.value;
  56692. case ValueCondition.IsLesser:
  56693. return this._effectiveTarget[this._property] < this.value;
  56694. case ValueCondition.IsEqual:
  56695. case ValueCondition.IsDifferent:
  56696. var check;
  56697. if (this.value.equals) {
  56698. check = this.value.equals(this._effectiveTarget[this._property]);
  56699. }
  56700. else {
  56701. check = this.value === this._effectiveTarget[this._property];
  56702. }
  56703. return this.operator === ValueCondition.IsEqual ? check : !check;
  56704. }
  56705. return false;
  56706. };
  56707. /**
  56708. * Serialize the ValueCondition into a JSON compatible object
  56709. * @returns serialization object
  56710. */
  56711. ValueCondition.prototype.serialize = function () {
  56712. return this._serialize({
  56713. name: "ValueCondition",
  56714. properties: [
  56715. BABYLON.Action._GetTargetProperty(this._target),
  56716. { name: "propertyPath", value: this.propertyPath },
  56717. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56718. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56719. ]
  56720. });
  56721. };
  56722. /**
  56723. * Gets the name of the conditional operator for the ValueCondition
  56724. * @param operator the conditional operator
  56725. * @returns the name
  56726. */
  56727. ValueCondition.GetOperatorName = function (operator) {
  56728. switch (operator) {
  56729. case ValueCondition._IsEqual: return "IsEqual";
  56730. case ValueCondition._IsDifferent: return "IsDifferent";
  56731. case ValueCondition._IsGreater: return "IsGreater";
  56732. case ValueCondition._IsLesser: return "IsLesser";
  56733. default: return "";
  56734. }
  56735. };
  56736. /**
  56737. * Internal only
  56738. * @hidden
  56739. */
  56740. ValueCondition._IsEqual = 0;
  56741. /**
  56742. * Internal only
  56743. * @hidden
  56744. */
  56745. ValueCondition._IsDifferent = 1;
  56746. /**
  56747. * Internal only
  56748. * @hidden
  56749. */
  56750. ValueCondition._IsGreater = 2;
  56751. /**
  56752. * Internal only
  56753. * @hidden
  56754. */
  56755. ValueCondition._IsLesser = 3;
  56756. return ValueCondition;
  56757. }(Condition));
  56758. BABYLON.ValueCondition = ValueCondition;
  56759. /**
  56760. * Defines a predicate condition as an extension of Condition
  56761. */
  56762. var PredicateCondition = /** @class */ (function (_super) {
  56763. __extends(PredicateCondition, _super);
  56764. /**
  56765. * Creates a new PredicateCondition
  56766. * @param actionManager manager for the action the condition applies to
  56767. * @param predicate defines the predicate function used to validate the condition
  56768. */
  56769. function PredicateCondition(actionManager,
  56770. /** defines the predicate function used to validate the condition */
  56771. predicate) {
  56772. var _this = _super.call(this, actionManager) || this;
  56773. _this.predicate = predicate;
  56774. return _this;
  56775. }
  56776. /**
  56777. * @returns the validity of the predicate condition
  56778. */
  56779. PredicateCondition.prototype.isValid = function () {
  56780. return this.predicate();
  56781. };
  56782. return PredicateCondition;
  56783. }(Condition));
  56784. BABYLON.PredicateCondition = PredicateCondition;
  56785. /**
  56786. * Defines a state condition as an extension of Condition
  56787. */
  56788. var StateCondition = /** @class */ (function (_super) {
  56789. __extends(StateCondition, _super);
  56790. /**
  56791. * Creates a new StateCondition
  56792. * @param actionManager manager for the action the condition applies to
  56793. * @param target of the condition
  56794. * @param value to compare with target state
  56795. */
  56796. function StateCondition(actionManager, target,
  56797. /** Value to compare with target state */
  56798. value) {
  56799. var _this = _super.call(this, actionManager) || this;
  56800. _this.value = value;
  56801. _this._target = target;
  56802. return _this;
  56803. }
  56804. /**
  56805. * Gets a boolean indicating if the current condition is met
  56806. * @returns the validity of the state
  56807. */
  56808. StateCondition.prototype.isValid = function () {
  56809. return this._target.state === this.value;
  56810. };
  56811. /**
  56812. * Serialize the StateCondition into a JSON compatible object
  56813. * @returns serialization object
  56814. */
  56815. StateCondition.prototype.serialize = function () {
  56816. return this._serialize({
  56817. name: "StateCondition",
  56818. properties: [
  56819. BABYLON.Action._GetTargetProperty(this._target),
  56820. { name: "value", value: this.value }
  56821. ]
  56822. });
  56823. };
  56824. return StateCondition;
  56825. }(Condition));
  56826. BABYLON.StateCondition = StateCondition;
  56827. })(BABYLON || (BABYLON = {}));
  56828. //# sourceMappingURL=babylon.condition.js.map
  56829. var BABYLON;
  56830. (function (BABYLON) {
  56831. /**
  56832. * The action to be carried out following a trigger
  56833. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56834. */
  56835. var Action = /** @class */ (function () {
  56836. /**
  56837. * Creates a new Action
  56838. * @param triggerOptions the trigger, with or without parameters, for the action
  56839. * @param condition an optional determinant of action
  56840. */
  56841. function Action(
  56842. /** the trigger, with or without parameters, for the action */
  56843. triggerOptions, condition) {
  56844. this.triggerOptions = triggerOptions;
  56845. /**
  56846. * An event triggered prior to action being executed.
  56847. */
  56848. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56849. if (triggerOptions.parameter) {
  56850. this.trigger = triggerOptions.trigger;
  56851. this._triggerParameter = triggerOptions.parameter;
  56852. }
  56853. else if (triggerOptions.trigger) {
  56854. this.trigger = triggerOptions.trigger;
  56855. }
  56856. else {
  56857. this.trigger = triggerOptions;
  56858. }
  56859. this._nextActiveAction = this;
  56860. this._condition = condition;
  56861. }
  56862. /**
  56863. * Internal only
  56864. * @hidden
  56865. */
  56866. Action.prototype._prepare = function () {
  56867. };
  56868. /**
  56869. * Gets the trigger parameters
  56870. * @returns the trigger parameters
  56871. */
  56872. Action.prototype.getTriggerParameter = function () {
  56873. return this._triggerParameter;
  56874. };
  56875. /**
  56876. * Internal only - executes current action event
  56877. * @hidden
  56878. */
  56879. Action.prototype._executeCurrent = function (evt) {
  56880. if (this._nextActiveAction._condition) {
  56881. var condition = this._nextActiveAction._condition;
  56882. var currentRenderId = this._actionManager.getScene().getRenderId();
  56883. // We cache the current evaluation for the current frame
  56884. if (condition._evaluationId === currentRenderId) {
  56885. if (!condition._currentResult) {
  56886. return;
  56887. }
  56888. }
  56889. else {
  56890. condition._evaluationId = currentRenderId;
  56891. if (!condition.isValid()) {
  56892. condition._currentResult = false;
  56893. return;
  56894. }
  56895. condition._currentResult = true;
  56896. }
  56897. }
  56898. this.onBeforeExecuteObservable.notifyObservers(this);
  56899. this._nextActiveAction.execute(evt);
  56900. this.skipToNextActiveAction();
  56901. };
  56902. /**
  56903. * Execute placeholder for child classes
  56904. * @param evt optional action event
  56905. */
  56906. Action.prototype.execute = function (evt) {
  56907. };
  56908. /**
  56909. * Skips to next active action
  56910. */
  56911. Action.prototype.skipToNextActiveAction = function () {
  56912. if (this._nextActiveAction._child) {
  56913. if (!this._nextActiveAction._child._actionManager) {
  56914. this._nextActiveAction._child._actionManager = this._actionManager;
  56915. }
  56916. this._nextActiveAction = this._nextActiveAction._child;
  56917. }
  56918. else {
  56919. this._nextActiveAction = this;
  56920. }
  56921. };
  56922. /**
  56923. * Adds action to chain of actions, may be a DoNothingAction
  56924. * @param action defines the next action to execute
  56925. * @returns The action passed in
  56926. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56927. */
  56928. Action.prototype.then = function (action) {
  56929. this._child = action;
  56930. action._actionManager = this._actionManager;
  56931. action._prepare();
  56932. return action;
  56933. };
  56934. /**
  56935. * Internal only
  56936. * @hidden
  56937. */
  56938. Action.prototype._getProperty = function (propertyPath) {
  56939. return this._actionManager._getProperty(propertyPath);
  56940. };
  56941. /**
  56942. * Internal only
  56943. * @hidden
  56944. */
  56945. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56946. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56947. };
  56948. /**
  56949. * Serialize placeholder for child classes
  56950. * @param parent of child
  56951. * @returns the serialized object
  56952. */
  56953. Action.prototype.serialize = function (parent) {
  56954. };
  56955. /**
  56956. * Internal only called by serialize
  56957. * @hidden
  56958. */
  56959. Action.prototype._serialize = function (serializedAction, parent) {
  56960. var serializationObject = {
  56961. type: 1,
  56962. children: [],
  56963. name: serializedAction.name,
  56964. properties: serializedAction.properties || []
  56965. };
  56966. // Serialize child
  56967. if (this._child) {
  56968. this._child.serialize(serializationObject);
  56969. }
  56970. // Check if "this" has a condition
  56971. if (this._condition) {
  56972. var serializedCondition = this._condition.serialize();
  56973. serializedCondition.children.push(serializationObject);
  56974. if (parent) {
  56975. parent.children.push(serializedCondition);
  56976. }
  56977. return serializedCondition;
  56978. }
  56979. if (parent) {
  56980. parent.children.push(serializationObject);
  56981. }
  56982. return serializationObject;
  56983. };
  56984. /**
  56985. * Internal only
  56986. * @hidden
  56987. */
  56988. Action._SerializeValueAsString = function (value) {
  56989. if (typeof value === "number") {
  56990. return value.toString();
  56991. }
  56992. if (typeof value === "boolean") {
  56993. return value ? "true" : "false";
  56994. }
  56995. if (value instanceof BABYLON.Vector2) {
  56996. return value.x + ", " + value.y;
  56997. }
  56998. if (value instanceof BABYLON.Vector3) {
  56999. return value.x + ", " + value.y + ", " + value.z;
  57000. }
  57001. if (value instanceof BABYLON.Color3) {
  57002. return value.r + ", " + value.g + ", " + value.b;
  57003. }
  57004. if (value instanceof BABYLON.Color4) {
  57005. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  57006. }
  57007. return value; // string
  57008. };
  57009. /**
  57010. * Internal only
  57011. * @hidden
  57012. */
  57013. Action._GetTargetProperty = function (target) {
  57014. return {
  57015. name: "target",
  57016. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  57017. : target instanceof BABYLON.Light ? "LightProperties"
  57018. : target instanceof BABYLON.Camera ? "CameraProperties"
  57019. : "SceneProperties",
  57020. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  57021. };
  57022. };
  57023. return Action;
  57024. }());
  57025. BABYLON.Action = Action;
  57026. })(BABYLON || (BABYLON = {}));
  57027. //# sourceMappingURL=babylon.action.js.map
  57028. var BABYLON;
  57029. (function (BABYLON) {
  57030. /**
  57031. * ActionEvent is the event being sent when an action is triggered.
  57032. */
  57033. var ActionEvent = /** @class */ (function () {
  57034. /**
  57035. * Creates a new ActionEvent
  57036. * @param source The mesh or sprite that triggered the action
  57037. * @param pointerX The X mouse cursor position at the time of the event
  57038. * @param pointerY The Y mouse cursor position at the time of the event
  57039. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  57040. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  57041. * @param additionalData additional data for the event
  57042. */
  57043. function ActionEvent(
  57044. /** The mesh or sprite that triggered the action */
  57045. source,
  57046. /** The X mouse cursor position at the time of the event */
  57047. pointerX,
  57048. /** The Y mouse cursor position at the time of the event */
  57049. pointerY,
  57050. /** The mesh that is currently pointed at (can be null) */
  57051. meshUnderPointer,
  57052. /** the original (browser) event that triggered the ActionEvent */
  57053. sourceEvent,
  57054. /** additional data for the event */
  57055. additionalData) {
  57056. this.source = source;
  57057. this.pointerX = pointerX;
  57058. this.pointerY = pointerY;
  57059. this.meshUnderPointer = meshUnderPointer;
  57060. this.sourceEvent = sourceEvent;
  57061. this.additionalData = additionalData;
  57062. }
  57063. /**
  57064. * Helper function to auto-create an ActionEvent from a source mesh.
  57065. * @param source The source mesh that triggered the event
  57066. * @param evt The original (browser) event
  57067. * @param additionalData additional data for the event
  57068. * @returns the new ActionEvent
  57069. */
  57070. ActionEvent.CreateNew = function (source, evt, additionalData) {
  57071. var scene = source.getScene();
  57072. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57073. };
  57074. /**
  57075. * Helper function to auto-create an ActionEvent from a source sprite
  57076. * @param source The source sprite that triggered the event
  57077. * @param scene Scene associated with the sprite
  57078. * @param evt The original (browser) event
  57079. * @param additionalData additional data for the event
  57080. * @returns the new ActionEvent
  57081. */
  57082. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  57083. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57084. };
  57085. /**
  57086. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  57087. * @param scene the scene where the event occurred
  57088. * @param evt The original (browser) event
  57089. * @returns the new ActionEvent
  57090. */
  57091. ActionEvent.CreateNewFromScene = function (scene, evt) {
  57092. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  57093. };
  57094. /**
  57095. * Helper function to auto-create an ActionEvent from a primitive
  57096. * @param prim defines the target primitive
  57097. * @param pointerPos defines the pointer position
  57098. * @param evt The original (browser) event
  57099. * @param additionalData additional data for the event
  57100. * @returns the new ActionEvent
  57101. */
  57102. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57103. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57104. };
  57105. return ActionEvent;
  57106. }());
  57107. BABYLON.ActionEvent = ActionEvent;
  57108. /**
  57109. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57110. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57111. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57112. */
  57113. var ActionManager = /** @class */ (function () {
  57114. /**
  57115. * Creates a new action manager
  57116. * @param scene defines the hosting scene
  57117. */
  57118. function ActionManager(scene) {
  57119. // Members
  57120. /** Gets the list of actions */
  57121. this.actions = new Array();
  57122. /** Gets the cursor to use when hovering items */
  57123. this.hoverCursor = '';
  57124. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57125. scene.actionManagers.push(this);
  57126. }
  57127. // Methods
  57128. /**
  57129. * Releases all associated resources
  57130. */
  57131. ActionManager.prototype.dispose = function () {
  57132. var index = this._scene.actionManagers.indexOf(this);
  57133. for (var i = 0; i < this.actions.length; i++) {
  57134. var action = this.actions[i];
  57135. ActionManager.Triggers[action.trigger]--;
  57136. if (ActionManager.Triggers[action.trigger] === 0) {
  57137. delete ActionManager.Triggers[action.trigger];
  57138. }
  57139. }
  57140. if (index > -1) {
  57141. this._scene.actionManagers.splice(index, 1);
  57142. }
  57143. };
  57144. /**
  57145. * Gets hosting scene
  57146. * @returns the hosting scene
  57147. */
  57148. ActionManager.prototype.getScene = function () {
  57149. return this._scene;
  57150. };
  57151. /**
  57152. * Does this action manager handles actions of any of the given triggers
  57153. * @param triggers defines the triggers to be tested
  57154. * @return a boolean indicating whether one (or more) of the triggers is handled
  57155. */
  57156. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57157. for (var index = 0; index < this.actions.length; index++) {
  57158. var action = this.actions[index];
  57159. if (triggers.indexOf(action.trigger) > -1) {
  57160. return true;
  57161. }
  57162. }
  57163. return false;
  57164. };
  57165. /**
  57166. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57167. * speed.
  57168. * @param triggerA defines the trigger to be tested
  57169. * @param triggerB defines the trigger to be tested
  57170. * @return a boolean indicating whether one (or more) of the triggers is handled
  57171. */
  57172. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57173. for (var index = 0; index < this.actions.length; index++) {
  57174. var action = this.actions[index];
  57175. if (triggerA == action.trigger || triggerB == action.trigger) {
  57176. return true;
  57177. }
  57178. }
  57179. return false;
  57180. };
  57181. /**
  57182. * Does this action manager handles actions of a given trigger
  57183. * @param trigger defines the trigger to be tested
  57184. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57185. * @return whether the trigger is handled
  57186. */
  57187. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57188. for (var index = 0; index < this.actions.length; index++) {
  57189. var action = this.actions[index];
  57190. if (action.trigger === trigger) {
  57191. if (parameterPredicate) {
  57192. if (parameterPredicate(action.getTriggerParameter())) {
  57193. return true;
  57194. }
  57195. }
  57196. else {
  57197. return true;
  57198. }
  57199. }
  57200. }
  57201. return false;
  57202. };
  57203. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57204. /**
  57205. * Does this action manager has pointer triggers
  57206. */
  57207. get: function () {
  57208. for (var index = 0; index < this.actions.length; index++) {
  57209. var action = this.actions[index];
  57210. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57211. return true;
  57212. }
  57213. }
  57214. return false;
  57215. },
  57216. enumerable: true,
  57217. configurable: true
  57218. });
  57219. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57220. /**
  57221. * Does this action manager has pick triggers
  57222. */
  57223. get: function () {
  57224. for (var index = 0; index < this.actions.length; index++) {
  57225. var action = this.actions[index];
  57226. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57227. return true;
  57228. }
  57229. }
  57230. return false;
  57231. },
  57232. enumerable: true,
  57233. configurable: true
  57234. });
  57235. Object.defineProperty(ActionManager, "HasTriggers", {
  57236. /**
  57237. * Does exist one action manager with at least one trigger
  57238. **/
  57239. get: function () {
  57240. for (var t in ActionManager.Triggers) {
  57241. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57242. return true;
  57243. }
  57244. }
  57245. return false;
  57246. },
  57247. enumerable: true,
  57248. configurable: true
  57249. });
  57250. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57251. /**
  57252. * Does exist one action manager with at least one pick trigger
  57253. **/
  57254. get: function () {
  57255. for (var t in ActionManager.Triggers) {
  57256. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57257. var t_int = parseInt(t);
  57258. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57259. return true;
  57260. }
  57261. }
  57262. }
  57263. return false;
  57264. },
  57265. enumerable: true,
  57266. configurable: true
  57267. });
  57268. /**
  57269. * Does exist one action manager that handles actions of a given trigger
  57270. * @param trigger defines the trigger to be tested
  57271. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57272. **/
  57273. ActionManager.HasSpecificTrigger = function (trigger) {
  57274. for (var t in ActionManager.Triggers) {
  57275. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57276. var t_int = parseInt(t);
  57277. if (t_int === trigger) {
  57278. return true;
  57279. }
  57280. }
  57281. }
  57282. return false;
  57283. };
  57284. /**
  57285. * Registers an action to this action manager
  57286. * @param action defines the action to be registered
  57287. * @return the action amended (prepared) after registration
  57288. */
  57289. ActionManager.prototype.registerAction = function (action) {
  57290. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57291. if (this.getScene().actionManager !== this) {
  57292. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57293. return null;
  57294. }
  57295. }
  57296. this.actions.push(action);
  57297. if (ActionManager.Triggers[action.trigger]) {
  57298. ActionManager.Triggers[action.trigger]++;
  57299. }
  57300. else {
  57301. ActionManager.Triggers[action.trigger] = 1;
  57302. }
  57303. action._actionManager = this;
  57304. action._prepare();
  57305. return action;
  57306. };
  57307. /**
  57308. * Unregisters an action to this action manager
  57309. * @param action defines the action to be unregistered
  57310. * @return a boolean indicating whether the action has been unregistered
  57311. */
  57312. ActionManager.prototype.unregisterAction = function (action) {
  57313. var index = this.actions.indexOf(action);
  57314. if (index !== -1) {
  57315. this.actions.splice(index, 1);
  57316. ActionManager.Triggers[action.trigger] -= 1;
  57317. if (ActionManager.Triggers[action.trigger] === 0) {
  57318. delete ActionManager.Triggers[action.trigger];
  57319. }
  57320. delete action._actionManager;
  57321. return true;
  57322. }
  57323. return false;
  57324. };
  57325. /**
  57326. * Process a specific trigger
  57327. * @param trigger defines the trigger to process
  57328. * @param evt defines the event details to be processed
  57329. */
  57330. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57331. for (var index = 0; index < this.actions.length; index++) {
  57332. var action = this.actions[index];
  57333. if (action.trigger === trigger) {
  57334. if (evt) {
  57335. if (trigger === ActionManager.OnKeyUpTrigger
  57336. || trigger === ActionManager.OnKeyDownTrigger) {
  57337. var parameter = action.getTriggerParameter();
  57338. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57339. if (!parameter.toLowerCase) {
  57340. continue;
  57341. }
  57342. var lowerCase = parameter.toLowerCase();
  57343. if (lowerCase !== evt.sourceEvent.key) {
  57344. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57345. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57346. if (actualkey !== lowerCase) {
  57347. continue;
  57348. }
  57349. }
  57350. }
  57351. }
  57352. }
  57353. action._executeCurrent(evt);
  57354. }
  57355. }
  57356. };
  57357. /** @hidden */
  57358. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57359. var properties = propertyPath.split(".");
  57360. for (var index = 0; index < properties.length - 1; index++) {
  57361. target = target[properties[index]];
  57362. }
  57363. return target;
  57364. };
  57365. /** @hidden */
  57366. ActionManager.prototype._getProperty = function (propertyPath) {
  57367. var properties = propertyPath.split(".");
  57368. return properties[properties.length - 1];
  57369. };
  57370. /**
  57371. * Serialize this manager to a JSON object
  57372. * @param name defines the property name to store this manager
  57373. * @returns a JSON representation of this manager
  57374. */
  57375. ActionManager.prototype.serialize = function (name) {
  57376. var root = {
  57377. children: new Array(),
  57378. name: name,
  57379. type: 3,
  57380. properties: new Array() // Empty for root but required
  57381. };
  57382. for (var i = 0; i < this.actions.length; i++) {
  57383. var triggerObject = {
  57384. type: 0,
  57385. children: new Array(),
  57386. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57387. properties: new Array()
  57388. };
  57389. var triggerOptions = this.actions[i].triggerOptions;
  57390. if (triggerOptions && typeof triggerOptions !== "number") {
  57391. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57392. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57393. }
  57394. else {
  57395. var parameter = {};
  57396. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57397. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57398. parameter._meshId = triggerOptions.parameter.mesh.id;
  57399. }
  57400. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57401. }
  57402. }
  57403. // Serialize child action, recursively
  57404. this.actions[i].serialize(triggerObject);
  57405. // Add serialized trigger
  57406. root.children.push(triggerObject);
  57407. }
  57408. return root;
  57409. };
  57410. /**
  57411. * Creates a new ActionManager from a JSON data
  57412. * @param parsedActions defines the JSON data to read from
  57413. * @param object defines the hosting mesh
  57414. * @param scene defines the hosting scene
  57415. */
  57416. ActionManager.Parse = function (parsedActions, object, scene) {
  57417. var actionManager = new ActionManager(scene);
  57418. if (object === null) {
  57419. scene.actionManager = actionManager;
  57420. }
  57421. else {
  57422. object.actionManager = actionManager;
  57423. }
  57424. // instanciate a new object
  57425. var instanciate = function (name, params) {
  57426. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57427. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57428. newInstance.constructor.apply(newInstance, params);
  57429. return newInstance;
  57430. };
  57431. var parseParameter = function (name, value, target, propertyPath) {
  57432. if (propertyPath === null) {
  57433. // String, boolean or float
  57434. var floatValue = parseFloat(value);
  57435. if (value === "true" || value === "false") {
  57436. return value === "true";
  57437. }
  57438. else {
  57439. return isNaN(floatValue) ? value : floatValue;
  57440. }
  57441. }
  57442. var effectiveTarget = propertyPath.split(".");
  57443. var values = value.split(",");
  57444. // Get effective Target
  57445. for (var i = 0; i < effectiveTarget.length; i++) {
  57446. target = target[effectiveTarget[i]];
  57447. }
  57448. // Return appropriate value with its type
  57449. if (typeof (target) === "boolean") {
  57450. return values[0] === "true";
  57451. }
  57452. if (typeof (target) === "string") {
  57453. return values[0];
  57454. }
  57455. // Parameters with multiple values such as Vector3 etc.
  57456. var split = new Array();
  57457. for (var i = 0; i < values.length; i++) {
  57458. split.push(parseFloat(values[i]));
  57459. }
  57460. if (target instanceof BABYLON.Vector3) {
  57461. return BABYLON.Vector3.FromArray(split);
  57462. }
  57463. if (target instanceof BABYLON.Vector4) {
  57464. return BABYLON.Vector4.FromArray(split);
  57465. }
  57466. if (target instanceof BABYLON.Color3) {
  57467. return BABYLON.Color3.FromArray(split);
  57468. }
  57469. if (target instanceof BABYLON.Color4) {
  57470. return BABYLON.Color4.FromArray(split);
  57471. }
  57472. return parseFloat(values[0]);
  57473. };
  57474. // traverse graph per trigger
  57475. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57476. if (combineArray === void 0) { combineArray = null; }
  57477. if (parsedAction.detached) {
  57478. return;
  57479. }
  57480. var parameters = new Array();
  57481. var target = null;
  57482. var propertyPath = null;
  57483. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57484. // Parameters
  57485. if (parsedAction.type === 2) {
  57486. parameters.push(actionManager);
  57487. }
  57488. else {
  57489. parameters.push(trigger);
  57490. }
  57491. if (combine) {
  57492. var actions = new Array();
  57493. for (var j = 0; j < parsedAction.combine.length; j++) {
  57494. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57495. }
  57496. parameters.push(actions);
  57497. }
  57498. else {
  57499. for (var i = 0; i < parsedAction.properties.length; i++) {
  57500. var value = parsedAction.properties[i].value;
  57501. var name = parsedAction.properties[i].name;
  57502. var targetType = parsedAction.properties[i].targetType;
  57503. if (name === "target") {
  57504. if (targetType !== null && targetType === "SceneProperties") {
  57505. value = target = scene;
  57506. }
  57507. else {
  57508. value = target = scene.getNodeByName(value);
  57509. }
  57510. }
  57511. else if (name === "parent") {
  57512. value = scene.getNodeByName(value);
  57513. }
  57514. else if (name === "sound") {
  57515. // Can not externalize to component, so only checks for the presence off the API.
  57516. if (scene.getSoundByName) {
  57517. value = scene.getSoundByName(value);
  57518. }
  57519. }
  57520. else if (name !== "propertyPath") {
  57521. if (parsedAction.type === 2 && name === "operator") {
  57522. value = BABYLON.ValueCondition[value];
  57523. }
  57524. else {
  57525. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57526. }
  57527. }
  57528. else {
  57529. propertyPath = value;
  57530. }
  57531. parameters.push(value);
  57532. }
  57533. }
  57534. if (combineArray === null) {
  57535. parameters.push(condition);
  57536. }
  57537. else {
  57538. parameters.push(null);
  57539. }
  57540. // If interpolate value action
  57541. if (parsedAction.name === "InterpolateValueAction") {
  57542. var param = parameters[parameters.length - 2];
  57543. parameters[parameters.length - 1] = param;
  57544. parameters[parameters.length - 2] = condition;
  57545. }
  57546. // Action or condition(s) and not CombineAction
  57547. var newAction = instanciate(parsedAction.name, parameters);
  57548. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57549. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57550. if (action) {
  57551. action.then(nothing);
  57552. }
  57553. else {
  57554. actionManager.registerAction(nothing);
  57555. }
  57556. action = nothing;
  57557. }
  57558. if (combineArray === null) {
  57559. if (newAction instanceof BABYLON.Condition) {
  57560. condition = newAction;
  57561. newAction = action;
  57562. }
  57563. else {
  57564. condition = null;
  57565. if (action) {
  57566. action.then(newAction);
  57567. }
  57568. else {
  57569. actionManager.registerAction(newAction);
  57570. }
  57571. }
  57572. }
  57573. else {
  57574. combineArray.push(newAction);
  57575. }
  57576. for (var i = 0; i < parsedAction.children.length; i++) {
  57577. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57578. }
  57579. };
  57580. // triggers
  57581. for (var i = 0; i < parsedActions.children.length; i++) {
  57582. var triggerParams;
  57583. var trigger = parsedActions.children[i];
  57584. if (trigger.properties.length > 0) {
  57585. var param = trigger.properties[0].value;
  57586. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57587. if (value._meshId) {
  57588. value.mesh = scene.getMeshByID(value._meshId);
  57589. }
  57590. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57591. }
  57592. else {
  57593. triggerParams = ActionManager[trigger.name];
  57594. }
  57595. for (var j = 0; j < trigger.children.length; j++) {
  57596. if (!trigger.detached) {
  57597. traverse(trigger.children[j], triggerParams, null, null);
  57598. }
  57599. }
  57600. }
  57601. };
  57602. /**
  57603. * Get a trigger name by index
  57604. * @param trigger defines the trigger index
  57605. * @returns a trigger name
  57606. */
  57607. ActionManager.GetTriggerName = function (trigger) {
  57608. switch (trigger) {
  57609. case 0: return "NothingTrigger";
  57610. case 1: return "OnPickTrigger";
  57611. case 2: return "OnLeftPickTrigger";
  57612. case 3: return "OnRightPickTrigger";
  57613. case 4: return "OnCenterPickTrigger";
  57614. case 5: return "OnPickDownTrigger";
  57615. case 6: return "OnPickUpTrigger";
  57616. case 7: return "OnLongPressTrigger";
  57617. case 8: return "OnPointerOverTrigger";
  57618. case 9: return "OnPointerOutTrigger";
  57619. case 10: return "OnEveryFrameTrigger";
  57620. case 11: return "OnIntersectionEnterTrigger";
  57621. case 12: return "OnIntersectionExitTrigger";
  57622. case 13: return "OnKeyDownTrigger";
  57623. case 14: return "OnKeyUpTrigger";
  57624. case 15: return "OnPickOutTrigger";
  57625. default: return "";
  57626. }
  57627. };
  57628. /**
  57629. * Nothing
  57630. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57631. */
  57632. ActionManager.NothingTrigger = 0;
  57633. /**
  57634. * On pick
  57635. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57636. */
  57637. ActionManager.OnPickTrigger = 1;
  57638. /**
  57639. * On left pick
  57640. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57641. */
  57642. ActionManager.OnLeftPickTrigger = 2;
  57643. /**
  57644. * On right pick
  57645. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57646. */
  57647. ActionManager.OnRightPickTrigger = 3;
  57648. /**
  57649. * On center pick
  57650. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57651. */
  57652. ActionManager.OnCenterPickTrigger = 4;
  57653. /**
  57654. * On pick down
  57655. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57656. */
  57657. ActionManager.OnPickDownTrigger = 5;
  57658. /**
  57659. * On double pick
  57660. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57661. */
  57662. ActionManager.OnDoublePickTrigger = 6;
  57663. /**
  57664. * On pick up
  57665. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57666. */
  57667. ActionManager.OnPickUpTrigger = 7;
  57668. /**
  57669. * On pick out.
  57670. * This trigger will only be raised if you also declared a OnPickDown
  57671. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57672. */
  57673. ActionManager.OnPickOutTrigger = 16;
  57674. /**
  57675. * On long press
  57676. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57677. */
  57678. ActionManager.OnLongPressTrigger = 8;
  57679. /**
  57680. * On pointer over
  57681. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57682. */
  57683. ActionManager.OnPointerOverTrigger = 9;
  57684. /**
  57685. * On pointer out
  57686. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57687. */
  57688. ActionManager.OnPointerOutTrigger = 10;
  57689. /**
  57690. * On every frame
  57691. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57692. */
  57693. ActionManager.OnEveryFrameTrigger = 11;
  57694. /**
  57695. * On intersection enter
  57696. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57697. */
  57698. ActionManager.OnIntersectionEnterTrigger = 12;
  57699. /**
  57700. * On intersection exit
  57701. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57702. */
  57703. ActionManager.OnIntersectionExitTrigger = 13;
  57704. /**
  57705. * On key down
  57706. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57707. */
  57708. ActionManager.OnKeyDownTrigger = 14;
  57709. /**
  57710. * On key up
  57711. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57712. */
  57713. ActionManager.OnKeyUpTrigger = 15;
  57714. /** Gets the list of active triggers */
  57715. ActionManager.Triggers = {};
  57716. return ActionManager;
  57717. }());
  57718. BABYLON.ActionManager = ActionManager;
  57719. })(BABYLON || (BABYLON = {}));
  57720. //# sourceMappingURL=babylon.actionManager.js.map
  57721. var BABYLON;
  57722. (function (BABYLON) {
  57723. /**
  57724. * This defines an action responsible to change the value of a property
  57725. * by interpolating between its current value and the newly set one once triggered.
  57726. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57727. */
  57728. var InterpolateValueAction = /** @class */ (function (_super) {
  57729. __extends(InterpolateValueAction, _super);
  57730. /**
  57731. * Instantiate the action
  57732. * @param triggerOptions defines the trigger options
  57733. * @param target defines the object containing the value to interpolate
  57734. * @param propertyPath defines the path to the property in the target object
  57735. * @param value defines the target value at the end of the interpolation
  57736. * @param duration deines the time it will take for the property to interpolate to the value.
  57737. * @param condition defines the trigger related conditions
  57738. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57739. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57740. */
  57741. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57742. if (duration === void 0) { duration = 1000; }
  57743. var _this = _super.call(this, triggerOptions, condition) || this;
  57744. /**
  57745. * Defines the time it will take for the property to interpolate to the value.
  57746. */
  57747. _this.duration = 1000;
  57748. /**
  57749. * Observable triggered once the interpolation animation has been done.
  57750. */
  57751. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57752. _this.propertyPath = propertyPath;
  57753. _this.value = value;
  57754. _this.duration = duration;
  57755. _this.stopOtherAnimations = stopOtherAnimations;
  57756. _this.onInterpolationDone = onInterpolationDone;
  57757. _this._target = _this._effectiveTarget = target;
  57758. return _this;
  57759. }
  57760. /** @hidden */
  57761. InterpolateValueAction.prototype._prepare = function () {
  57762. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57763. this._property = this._getProperty(this.propertyPath);
  57764. };
  57765. /**
  57766. * Execute the action starts the value interpolation.
  57767. */
  57768. InterpolateValueAction.prototype.execute = function () {
  57769. var _this = this;
  57770. var scene = this._actionManager.getScene();
  57771. var keys = [
  57772. {
  57773. frame: 0,
  57774. value: this._effectiveTarget[this._property]
  57775. }, {
  57776. frame: 100,
  57777. value: this.value
  57778. }
  57779. ];
  57780. var dataType;
  57781. if (typeof this.value === "number") {
  57782. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57783. }
  57784. else if (this.value instanceof BABYLON.Color3) {
  57785. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57786. }
  57787. else if (this.value instanceof BABYLON.Vector3) {
  57788. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57789. }
  57790. else if (this.value instanceof BABYLON.Matrix) {
  57791. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57792. }
  57793. else if (this.value instanceof BABYLON.Quaternion) {
  57794. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57795. }
  57796. else {
  57797. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57798. return;
  57799. }
  57800. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57801. animation.setKeys(keys);
  57802. if (this.stopOtherAnimations) {
  57803. scene.stopAnimation(this._effectiveTarget);
  57804. }
  57805. var wrapper = function () {
  57806. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57807. if (_this.onInterpolationDone) {
  57808. _this.onInterpolationDone();
  57809. }
  57810. };
  57811. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57812. };
  57813. /**
  57814. * Serializes the actions and its related information.
  57815. * @param parent defines the object to serialize in
  57816. * @returns the serialized object
  57817. */
  57818. InterpolateValueAction.prototype.serialize = function (parent) {
  57819. return _super.prototype._serialize.call(this, {
  57820. name: "InterpolateValueAction",
  57821. properties: [
  57822. BABYLON.Action._GetTargetProperty(this._target),
  57823. { name: "propertyPath", value: this.propertyPath },
  57824. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57825. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57826. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57827. ]
  57828. }, parent);
  57829. };
  57830. return InterpolateValueAction;
  57831. }(BABYLON.Action));
  57832. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57833. })(BABYLON || (BABYLON = {}));
  57834. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57835. var BABYLON;
  57836. (function (BABYLON) {
  57837. /**
  57838. * This defines an action responsible to toggle a boolean once triggered.
  57839. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57840. */
  57841. var SwitchBooleanAction = /** @class */ (function (_super) {
  57842. __extends(SwitchBooleanAction, _super);
  57843. /**
  57844. * Instantiate the action
  57845. * @param triggerOptions defines the trigger options
  57846. * @param target defines the object containing the boolean
  57847. * @param propertyPath defines the path to the boolean property in the target object
  57848. * @param condition defines the trigger related conditions
  57849. */
  57850. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57851. var _this = _super.call(this, triggerOptions, condition) || this;
  57852. _this.propertyPath = propertyPath;
  57853. _this._target = _this._effectiveTarget = target;
  57854. return _this;
  57855. }
  57856. /** @hidden */
  57857. SwitchBooleanAction.prototype._prepare = function () {
  57858. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57859. this._property = this._getProperty(this.propertyPath);
  57860. };
  57861. /**
  57862. * Execute the action toggle the boolean value.
  57863. */
  57864. SwitchBooleanAction.prototype.execute = function () {
  57865. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57866. };
  57867. /**
  57868. * Serializes the actions and its related information.
  57869. * @param parent defines the object to serialize in
  57870. * @returns the serialized object
  57871. */
  57872. SwitchBooleanAction.prototype.serialize = function (parent) {
  57873. return _super.prototype._serialize.call(this, {
  57874. name: "SwitchBooleanAction",
  57875. properties: [
  57876. BABYLON.Action._GetTargetProperty(this._target),
  57877. { name: "propertyPath", value: this.propertyPath }
  57878. ]
  57879. }, parent);
  57880. };
  57881. return SwitchBooleanAction;
  57882. }(BABYLON.Action));
  57883. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57884. /**
  57885. * This defines an action responsible to set a the state field of the target
  57886. * to a desired value once triggered.
  57887. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57888. */
  57889. var SetStateAction = /** @class */ (function (_super) {
  57890. __extends(SetStateAction, _super);
  57891. /**
  57892. * Instantiate the action
  57893. * @param triggerOptions defines the trigger options
  57894. * @param target defines the object containing the state property
  57895. * @param value defines the value to store in the state field
  57896. * @param condition defines the trigger related conditions
  57897. */
  57898. function SetStateAction(triggerOptions, target, value, condition) {
  57899. var _this = _super.call(this, triggerOptions, condition) || this;
  57900. _this.value = value;
  57901. _this._target = target;
  57902. return _this;
  57903. }
  57904. /**
  57905. * Execute the action and store the value on the target state property.
  57906. */
  57907. SetStateAction.prototype.execute = function () {
  57908. this._target.state = this.value;
  57909. };
  57910. /**
  57911. * Serializes the actions and its related information.
  57912. * @param parent defines the object to serialize in
  57913. * @returns the serialized object
  57914. */
  57915. SetStateAction.prototype.serialize = function (parent) {
  57916. return _super.prototype._serialize.call(this, {
  57917. name: "SetStateAction",
  57918. properties: [
  57919. BABYLON.Action._GetTargetProperty(this._target),
  57920. { name: "value", value: this.value }
  57921. ]
  57922. }, parent);
  57923. };
  57924. return SetStateAction;
  57925. }(BABYLON.Action));
  57926. BABYLON.SetStateAction = SetStateAction;
  57927. /**
  57928. * This defines an action responsible to set a property of the target
  57929. * to a desired value once triggered.
  57930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57931. */
  57932. var SetValueAction = /** @class */ (function (_super) {
  57933. __extends(SetValueAction, _super);
  57934. /**
  57935. * Instantiate the action
  57936. * @param triggerOptions defines the trigger options
  57937. * @param target defines the object containing the property
  57938. * @param propertyPath defines the path of the property to set in the target
  57939. * @param value defines the value to set in the property
  57940. * @param condition defines the trigger related conditions
  57941. */
  57942. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57943. var _this = _super.call(this, triggerOptions, condition) || this;
  57944. _this.propertyPath = propertyPath;
  57945. _this.value = value;
  57946. _this._target = _this._effectiveTarget = target;
  57947. return _this;
  57948. }
  57949. /** @hidden */
  57950. SetValueAction.prototype._prepare = function () {
  57951. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57952. this._property = this._getProperty(this.propertyPath);
  57953. };
  57954. /**
  57955. * Execute the action and set the targetted property to the desired value.
  57956. */
  57957. SetValueAction.prototype.execute = function () {
  57958. this._effectiveTarget[this._property] = this.value;
  57959. if (this._target.markAsDirty) {
  57960. this._target.markAsDirty(this._property);
  57961. }
  57962. };
  57963. /**
  57964. * Serializes the actions and its related information.
  57965. * @param parent defines the object to serialize in
  57966. * @returns the serialized object
  57967. */
  57968. SetValueAction.prototype.serialize = function (parent) {
  57969. return _super.prototype._serialize.call(this, {
  57970. name: "SetValueAction",
  57971. properties: [
  57972. BABYLON.Action._GetTargetProperty(this._target),
  57973. { name: "propertyPath", value: this.propertyPath },
  57974. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  57975. ]
  57976. }, parent);
  57977. };
  57978. return SetValueAction;
  57979. }(BABYLON.Action));
  57980. BABYLON.SetValueAction = SetValueAction;
  57981. /**
  57982. * This defines an action responsible to increment the target value
  57983. * to a desired value once triggered.
  57984. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57985. */
  57986. var IncrementValueAction = /** @class */ (function (_super) {
  57987. __extends(IncrementValueAction, _super);
  57988. /**
  57989. * Instantiate the action
  57990. * @param triggerOptions defines the trigger options
  57991. * @param target defines the object containing the property
  57992. * @param propertyPath defines the path of the property to increment in the target
  57993. * @param value defines the value value we should increment the property by
  57994. * @param condition defines the trigger related conditions
  57995. */
  57996. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  57997. var _this = _super.call(this, triggerOptions, condition) || this;
  57998. _this.propertyPath = propertyPath;
  57999. _this.value = value;
  58000. _this._target = _this._effectiveTarget = target;
  58001. return _this;
  58002. }
  58003. /** @hidden */
  58004. IncrementValueAction.prototype._prepare = function () {
  58005. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  58006. this._property = this._getProperty(this.propertyPath);
  58007. if (typeof this._effectiveTarget[this._property] !== "number") {
  58008. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  58009. }
  58010. };
  58011. /**
  58012. * Execute the action and increment the target of the value amount.
  58013. */
  58014. IncrementValueAction.prototype.execute = function () {
  58015. this._effectiveTarget[this._property] += this.value;
  58016. if (this._target.markAsDirty) {
  58017. this._target.markAsDirty(this._property);
  58018. }
  58019. };
  58020. /**
  58021. * Serializes the actions and its related information.
  58022. * @param parent defines the object to serialize in
  58023. * @returns the serialized object
  58024. */
  58025. IncrementValueAction.prototype.serialize = function (parent) {
  58026. return _super.prototype._serialize.call(this, {
  58027. name: "IncrementValueAction",
  58028. properties: [
  58029. BABYLON.Action._GetTargetProperty(this._target),
  58030. { name: "propertyPath", value: this.propertyPath },
  58031. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58032. ]
  58033. }, parent);
  58034. };
  58035. return IncrementValueAction;
  58036. }(BABYLON.Action));
  58037. BABYLON.IncrementValueAction = IncrementValueAction;
  58038. /**
  58039. * This defines an action responsible to start an animation once triggered.
  58040. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58041. */
  58042. var PlayAnimationAction = /** @class */ (function (_super) {
  58043. __extends(PlayAnimationAction, _super);
  58044. /**
  58045. * Instantiate the action
  58046. * @param triggerOptions defines the trigger options
  58047. * @param target defines the target animation or animation name
  58048. * @param from defines from where the animation should start (animation frame)
  58049. * @param end defines where the animation should stop (animation frame)
  58050. * @param loop defines if the animation should loop or stop after the first play
  58051. * @param condition defines the trigger related conditions
  58052. */
  58053. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  58054. var _this = _super.call(this, triggerOptions, condition) || this;
  58055. _this.from = from;
  58056. _this.to = to;
  58057. _this.loop = loop;
  58058. _this._target = target;
  58059. return _this;
  58060. }
  58061. /** @hidden */
  58062. PlayAnimationAction.prototype._prepare = function () {
  58063. };
  58064. /**
  58065. * Execute the action and play the animation.
  58066. */
  58067. PlayAnimationAction.prototype.execute = function () {
  58068. var scene = this._actionManager.getScene();
  58069. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  58070. };
  58071. /**
  58072. * Serializes the actions and its related information.
  58073. * @param parent defines the object to serialize in
  58074. * @returns the serialized object
  58075. */
  58076. PlayAnimationAction.prototype.serialize = function (parent) {
  58077. return _super.prototype._serialize.call(this, {
  58078. name: "PlayAnimationAction",
  58079. properties: [
  58080. BABYLON.Action._GetTargetProperty(this._target),
  58081. { name: "from", value: String(this.from) },
  58082. { name: "to", value: String(this.to) },
  58083. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  58084. ]
  58085. }, parent);
  58086. };
  58087. return PlayAnimationAction;
  58088. }(BABYLON.Action));
  58089. BABYLON.PlayAnimationAction = PlayAnimationAction;
  58090. /**
  58091. * This defines an action responsible to stop an animation once triggered.
  58092. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58093. */
  58094. var StopAnimationAction = /** @class */ (function (_super) {
  58095. __extends(StopAnimationAction, _super);
  58096. /**
  58097. * Instantiate the action
  58098. * @param triggerOptions defines the trigger options
  58099. * @param target defines the target animation or animation name
  58100. * @param condition defines the trigger related conditions
  58101. */
  58102. function StopAnimationAction(triggerOptions, target, condition) {
  58103. var _this = _super.call(this, triggerOptions, condition) || this;
  58104. _this._target = target;
  58105. return _this;
  58106. }
  58107. /** @hidden */
  58108. StopAnimationAction.prototype._prepare = function () {
  58109. };
  58110. /**
  58111. * Execute the action and stop the animation.
  58112. */
  58113. StopAnimationAction.prototype.execute = function () {
  58114. var scene = this._actionManager.getScene();
  58115. scene.stopAnimation(this._target);
  58116. };
  58117. /**
  58118. * Serializes the actions and its related information.
  58119. * @param parent defines the object to serialize in
  58120. * @returns the serialized object
  58121. */
  58122. StopAnimationAction.prototype.serialize = function (parent) {
  58123. return _super.prototype._serialize.call(this, {
  58124. name: "StopAnimationAction",
  58125. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58126. }, parent);
  58127. };
  58128. return StopAnimationAction;
  58129. }(BABYLON.Action));
  58130. BABYLON.StopAnimationAction = StopAnimationAction;
  58131. /**
  58132. * This defines an action responsible that does nothing once triggered.
  58133. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58134. */
  58135. var DoNothingAction = /** @class */ (function (_super) {
  58136. __extends(DoNothingAction, _super);
  58137. /**
  58138. * Instantiate the action
  58139. * @param triggerOptions defines the trigger options
  58140. * @param condition defines the trigger related conditions
  58141. */
  58142. function DoNothingAction(triggerOptions, condition) {
  58143. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58144. return _super.call(this, triggerOptions, condition) || this;
  58145. }
  58146. /**
  58147. * Execute the action and do nothing.
  58148. */
  58149. DoNothingAction.prototype.execute = function () {
  58150. };
  58151. /**
  58152. * Serializes the actions and its related information.
  58153. * @param parent defines the object to serialize in
  58154. * @returns the serialized object
  58155. */
  58156. DoNothingAction.prototype.serialize = function (parent) {
  58157. return _super.prototype._serialize.call(this, {
  58158. name: "DoNothingAction",
  58159. properties: []
  58160. }, parent);
  58161. };
  58162. return DoNothingAction;
  58163. }(BABYLON.Action));
  58164. BABYLON.DoNothingAction = DoNothingAction;
  58165. /**
  58166. * This defines an action responsible to trigger several actions once triggered.
  58167. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58168. */
  58169. var CombineAction = /** @class */ (function (_super) {
  58170. __extends(CombineAction, _super);
  58171. /**
  58172. * Instantiate the action
  58173. * @param triggerOptions defines the trigger options
  58174. * @param children defines the list of aggregated animations to run
  58175. * @param condition defines the trigger related conditions
  58176. */
  58177. function CombineAction(triggerOptions, children, condition) {
  58178. var _this = _super.call(this, triggerOptions, condition) || this;
  58179. _this.children = children;
  58180. return _this;
  58181. }
  58182. /** @hidden */
  58183. CombineAction.prototype._prepare = function () {
  58184. for (var index = 0; index < this.children.length; index++) {
  58185. this.children[index]._actionManager = this._actionManager;
  58186. this.children[index]._prepare();
  58187. }
  58188. };
  58189. /**
  58190. * Execute the action and executes all the aggregated actions.
  58191. */
  58192. CombineAction.prototype.execute = function (evt) {
  58193. for (var index = 0; index < this.children.length; index++) {
  58194. this.children[index].execute(evt);
  58195. }
  58196. };
  58197. /**
  58198. * Serializes the actions and its related information.
  58199. * @param parent defines the object to serialize in
  58200. * @returns the serialized object
  58201. */
  58202. CombineAction.prototype.serialize = function (parent) {
  58203. var serializationObject = _super.prototype._serialize.call(this, {
  58204. name: "CombineAction",
  58205. properties: [],
  58206. combine: []
  58207. }, parent);
  58208. for (var i = 0; i < this.children.length; i++) {
  58209. serializationObject.combine.push(this.children[i].serialize(null));
  58210. }
  58211. return serializationObject;
  58212. };
  58213. return CombineAction;
  58214. }(BABYLON.Action));
  58215. BABYLON.CombineAction = CombineAction;
  58216. /**
  58217. * This defines an action responsible to run code (external event) once triggered.
  58218. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58219. */
  58220. var ExecuteCodeAction = /** @class */ (function (_super) {
  58221. __extends(ExecuteCodeAction, _super);
  58222. /**
  58223. * Instantiate the action
  58224. * @param triggerOptions defines the trigger options
  58225. * @param func defines the callback function to run
  58226. * @param condition defines the trigger related conditions
  58227. */
  58228. function ExecuteCodeAction(triggerOptions, func, condition) {
  58229. var _this = _super.call(this, triggerOptions, condition) || this;
  58230. _this.func = func;
  58231. return _this;
  58232. }
  58233. /**
  58234. * Execute the action and run the attached code.
  58235. */
  58236. ExecuteCodeAction.prototype.execute = function (evt) {
  58237. this.func(evt);
  58238. };
  58239. return ExecuteCodeAction;
  58240. }(BABYLON.Action));
  58241. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58242. /**
  58243. * This defines an action responsible to set the parent property of the target once triggered.
  58244. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58245. */
  58246. var SetParentAction = /** @class */ (function (_super) {
  58247. __extends(SetParentAction, _super);
  58248. /**
  58249. * Instantiate the action
  58250. * @param triggerOptions defines the trigger options
  58251. * @param target defines the target containing the parent property
  58252. * @param parent defines from where the animation should start (animation frame)
  58253. * @param condition defines the trigger related conditions
  58254. */
  58255. function SetParentAction(triggerOptions, target, parent, condition) {
  58256. var _this = _super.call(this, triggerOptions, condition) || this;
  58257. _this._target = target;
  58258. _this._parent = parent;
  58259. return _this;
  58260. }
  58261. /** @hidden */
  58262. SetParentAction.prototype._prepare = function () {
  58263. };
  58264. /**
  58265. * Execute the action and set the parent property.
  58266. */
  58267. SetParentAction.prototype.execute = function () {
  58268. if (this._target.parent === this._parent) {
  58269. return;
  58270. }
  58271. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58272. invertParentWorldMatrix.invert();
  58273. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58274. this._target.parent = this._parent;
  58275. };
  58276. /**
  58277. * Serializes the actions and its related information.
  58278. * @param parent defines the object to serialize in
  58279. * @returns the serialized object
  58280. */
  58281. SetParentAction.prototype.serialize = function (parent) {
  58282. return _super.prototype._serialize.call(this, {
  58283. name: "SetParentAction",
  58284. properties: [
  58285. BABYLON.Action._GetTargetProperty(this._target),
  58286. BABYLON.Action._GetTargetProperty(this._parent),
  58287. ]
  58288. }, parent);
  58289. };
  58290. return SetParentAction;
  58291. }(BABYLON.Action));
  58292. BABYLON.SetParentAction = SetParentAction;
  58293. })(BABYLON || (BABYLON = {}));
  58294. //# sourceMappingURL=babylon.directActions.js.map
  58295. var BABYLON;
  58296. (function (BABYLON) {
  58297. /**
  58298. * Class used to manage multiple sprites on the same spritesheet
  58299. * @see http://doc.babylonjs.com/babylon101/sprites
  58300. */
  58301. var SpriteManager = /** @class */ (function () {
  58302. /**
  58303. * Creates a new sprite manager
  58304. * @param name defines the manager's name
  58305. * @param imgUrl defines the sprite sheet url
  58306. * @param capacity defines the maximum allowed number of sprites
  58307. * @param cellSize defines the size of a sprite cell
  58308. * @param scene defines the hosting scene
  58309. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58310. * @param samplingMode defines the smapling mode to use with spritesheet
  58311. */
  58312. function SpriteManager(
  58313. /** defines the manager's name */
  58314. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58315. if (epsilon === void 0) { epsilon = 0.01; }
  58316. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58317. this.name = name;
  58318. /** Gets the list of sprites */
  58319. this.sprites = new Array();
  58320. /** Gets or sets the rendering group id (0 by default) */
  58321. this.renderingGroupId = 0;
  58322. /** Gets or sets camera layer mask */
  58323. this.layerMask = 0x0FFFFFFF;
  58324. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58325. this.fogEnabled = true;
  58326. /** Gets or sets a boolean indicating if the sprites are pickable */
  58327. this.isPickable = false;
  58328. /**
  58329. * An event triggered when the manager is disposed.
  58330. */
  58331. this.onDisposeObservable = new BABYLON.Observable();
  58332. this._vertexBuffers = {};
  58333. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58334. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58335. }
  58336. this._capacity = capacity;
  58337. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58338. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58339. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58340. if (cellSize.width && cellSize.height) {
  58341. this.cellWidth = cellSize.width;
  58342. this.cellHeight = cellSize.height;
  58343. }
  58344. else if (cellSize !== undefined) {
  58345. this.cellWidth = cellSize;
  58346. this.cellHeight = cellSize;
  58347. }
  58348. else {
  58349. return;
  58350. }
  58351. this._epsilon = epsilon;
  58352. this._scene = scene;
  58353. this._scene.spriteManagers.push(this);
  58354. var indices = [];
  58355. var index = 0;
  58356. for (var count = 0; count < capacity; count++) {
  58357. indices.push(index);
  58358. indices.push(index + 1);
  58359. indices.push(index + 2);
  58360. indices.push(index);
  58361. indices.push(index + 2);
  58362. indices.push(index + 3);
  58363. index += 4;
  58364. }
  58365. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58366. // VBO
  58367. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58368. this._vertexData = new Float32Array(capacity * 16 * 4);
  58369. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58370. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58371. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58372. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58373. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58374. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58375. this._vertexBuffers["options"] = options;
  58376. this._vertexBuffers["cellInfo"] = cellInfo;
  58377. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58378. // Effects
  58379. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58380. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58381. }
  58382. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58383. /**
  58384. * Callback called when the manager is disposed
  58385. */
  58386. set: function (callback) {
  58387. if (this._onDisposeObserver) {
  58388. this.onDisposeObservable.remove(this._onDisposeObserver);
  58389. }
  58390. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58391. },
  58392. enumerable: true,
  58393. configurable: true
  58394. });
  58395. Object.defineProperty(SpriteManager.prototype, "texture", {
  58396. /**
  58397. * Gets or sets the spritesheet texture
  58398. */
  58399. get: function () {
  58400. return this._spriteTexture;
  58401. },
  58402. set: function (value) {
  58403. this._spriteTexture = value;
  58404. },
  58405. enumerable: true,
  58406. configurable: true
  58407. });
  58408. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58409. var arrayOffset = index * 16;
  58410. if (offsetX === 0) {
  58411. offsetX = this._epsilon;
  58412. }
  58413. else if (offsetX === 1) {
  58414. offsetX = 1 - this._epsilon;
  58415. }
  58416. if (offsetY === 0) {
  58417. offsetY = this._epsilon;
  58418. }
  58419. else if (offsetY === 1) {
  58420. offsetY = 1 - this._epsilon;
  58421. }
  58422. this._vertexData[arrayOffset] = sprite.position.x;
  58423. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58424. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58425. this._vertexData[arrayOffset + 3] = sprite.angle;
  58426. this._vertexData[arrayOffset + 4] = sprite.width;
  58427. this._vertexData[arrayOffset + 5] = sprite.height;
  58428. this._vertexData[arrayOffset + 6] = offsetX;
  58429. this._vertexData[arrayOffset + 7] = offsetY;
  58430. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58431. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58432. var offset = (sprite.cellIndex / rowSize) >> 0;
  58433. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58434. this._vertexData[arrayOffset + 11] = offset;
  58435. // Color
  58436. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58437. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58438. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58439. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58440. };
  58441. /**
  58442. * Intersects the sprites with a ray
  58443. * @param ray defines the ray to intersect with
  58444. * @param camera defines the current active camera
  58445. * @param predicate defines a predicate used to select candidate sprites
  58446. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58447. * @returns null if no hit or a PickingInfo
  58448. */
  58449. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58450. var count = Math.min(this._capacity, this.sprites.length);
  58451. var min = BABYLON.Vector3.Zero();
  58452. var max = BABYLON.Vector3.Zero();
  58453. var distance = Number.MAX_VALUE;
  58454. var currentSprite = null;
  58455. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58456. var cameraView = camera.getViewMatrix();
  58457. for (var index = 0; index < count; index++) {
  58458. var sprite = this.sprites[index];
  58459. if (!sprite) {
  58460. continue;
  58461. }
  58462. if (predicate) {
  58463. if (!predicate(sprite)) {
  58464. continue;
  58465. }
  58466. }
  58467. else if (!sprite.isPickable) {
  58468. continue;
  58469. }
  58470. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58471. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58472. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58473. if (ray.intersectsBoxMinMax(min, max)) {
  58474. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58475. if (distance > currentDistance) {
  58476. distance = currentDistance;
  58477. currentSprite = sprite;
  58478. if (fastCheck) {
  58479. break;
  58480. }
  58481. }
  58482. }
  58483. }
  58484. if (currentSprite) {
  58485. var result = new BABYLON.PickingInfo();
  58486. result.hit = true;
  58487. result.pickedSprite = currentSprite;
  58488. result.distance = distance;
  58489. return result;
  58490. }
  58491. return null;
  58492. };
  58493. /**
  58494. * Render all child sprites
  58495. */
  58496. SpriteManager.prototype.render = function () {
  58497. // Check
  58498. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58499. return;
  58500. }
  58501. var engine = this._scene.getEngine();
  58502. var baseSize = this._spriteTexture.getBaseSize();
  58503. // Sprites
  58504. var deltaTime = engine.getDeltaTime();
  58505. var max = Math.min(this._capacity, this.sprites.length);
  58506. var rowSize = baseSize.width / this.cellWidth;
  58507. var offset = 0;
  58508. for (var index = 0; index < max; index++) {
  58509. var sprite = this.sprites[index];
  58510. if (!sprite || !sprite.isVisible) {
  58511. continue;
  58512. }
  58513. sprite._animate(deltaTime);
  58514. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58515. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58516. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58517. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58518. }
  58519. this._buffer.update(this._vertexData);
  58520. // Render
  58521. var effect = this._effectBase;
  58522. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58523. effect = this._effectFog;
  58524. }
  58525. engine.enableEffect(effect);
  58526. var viewMatrix = this._scene.getViewMatrix();
  58527. effect.setTexture("diffuseSampler", this._spriteTexture);
  58528. effect.setMatrix("view", viewMatrix);
  58529. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58530. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58531. // Fog
  58532. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58533. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58534. effect.setColor3("vFogColor", this._scene.fogColor);
  58535. }
  58536. // VBOs
  58537. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58538. // Draw order
  58539. engine.setDepthFunctionToLessOrEqual();
  58540. effect.setBool("alphaTest", true);
  58541. engine.setColorWrite(false);
  58542. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58543. engine.setColorWrite(true);
  58544. effect.setBool("alphaTest", false);
  58545. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58546. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58547. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58548. };
  58549. /**
  58550. * Release associated resources
  58551. */
  58552. SpriteManager.prototype.dispose = function () {
  58553. if (this._buffer) {
  58554. this._buffer.dispose();
  58555. this._buffer = null;
  58556. }
  58557. if (this._indexBuffer) {
  58558. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58559. this._indexBuffer = null;
  58560. }
  58561. if (this._spriteTexture) {
  58562. this._spriteTexture.dispose();
  58563. this._spriteTexture = null;
  58564. }
  58565. // Remove from scene
  58566. var index = this._scene.spriteManagers.indexOf(this);
  58567. this._scene.spriteManagers.splice(index, 1);
  58568. // Callback
  58569. this.onDisposeObservable.notifyObservers(this);
  58570. this.onDisposeObservable.clear();
  58571. };
  58572. return SpriteManager;
  58573. }());
  58574. BABYLON.SpriteManager = SpriteManager;
  58575. })(BABYLON || (BABYLON = {}));
  58576. //# sourceMappingURL=babylon.spriteManager.js.map
  58577. var BABYLON;
  58578. (function (BABYLON) {
  58579. /**
  58580. * Class used to represent a sprite
  58581. * @see http://doc.babylonjs.com/babylon101/sprites
  58582. */
  58583. var Sprite = /** @class */ (function () {
  58584. /**
  58585. * Creates a new Sprite
  58586. * @param name defines the name
  58587. * @param manager defines the manager
  58588. */
  58589. function Sprite(
  58590. /** defines the name */
  58591. name, manager) {
  58592. this.name = name;
  58593. /** Gets or sets the main color */
  58594. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58595. /** Gets or sets the width */
  58596. this.width = 1.0;
  58597. /** Gets or sets the height */
  58598. this.height = 1.0;
  58599. /** Gets or sets rotation angle */
  58600. this.angle = 0;
  58601. /** Gets or sets the cell index in the sprite sheet */
  58602. this.cellIndex = 0;
  58603. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58604. this.invertU = 0;
  58605. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58606. this.invertV = 0;
  58607. /** Gets the list of attached animations */
  58608. this.animations = new Array();
  58609. /** Gets or sets a boolean indicating if the sprite can be picked */
  58610. this.isPickable = false;
  58611. this._animationStarted = false;
  58612. this._loopAnimation = false;
  58613. this._fromIndex = 0;
  58614. this._toIndex = 0;
  58615. this._delay = 0;
  58616. this._direction = 1;
  58617. this._time = 0;
  58618. /**
  58619. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58620. */
  58621. this.isVisible = true;
  58622. this._manager = manager;
  58623. this._manager.sprites.push(this);
  58624. this.position = BABYLON.Vector3.Zero();
  58625. }
  58626. Object.defineProperty(Sprite.prototype, "size", {
  58627. /**
  58628. * Gets or sets the sprite size
  58629. */
  58630. get: function () {
  58631. return this.width;
  58632. },
  58633. set: function (value) {
  58634. this.width = value;
  58635. this.height = value;
  58636. },
  58637. enumerable: true,
  58638. configurable: true
  58639. });
  58640. /**
  58641. * Starts an animation
  58642. * @param from defines the initial key
  58643. * @param to defines the end key
  58644. * @param loop defines if the animation must loop
  58645. * @param delay defines the start delay (in ms)
  58646. * @param onAnimationEnd defines a callback to call when animation ends
  58647. */
  58648. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58649. this._fromIndex = from;
  58650. this._toIndex = to;
  58651. this._loopAnimation = loop;
  58652. this._delay = delay;
  58653. this._animationStarted = true;
  58654. this._direction = from < to ? 1 : -1;
  58655. this.cellIndex = from;
  58656. this._time = 0;
  58657. this._onAnimationEnd = onAnimationEnd;
  58658. };
  58659. /** Stops current animation (if any) */
  58660. Sprite.prototype.stopAnimation = function () {
  58661. this._animationStarted = false;
  58662. };
  58663. /** @hidden */
  58664. Sprite.prototype._animate = function (deltaTime) {
  58665. if (!this._animationStarted) {
  58666. return;
  58667. }
  58668. this._time += deltaTime;
  58669. if (this._time > this._delay) {
  58670. this._time = this._time % this._delay;
  58671. this.cellIndex += this._direction;
  58672. if (this.cellIndex > this._toIndex) {
  58673. if (this._loopAnimation) {
  58674. this.cellIndex = this._fromIndex;
  58675. }
  58676. else {
  58677. this.cellIndex = this._toIndex;
  58678. this._animationStarted = false;
  58679. if (this._onAnimationEnd) {
  58680. this._onAnimationEnd();
  58681. }
  58682. if (this.disposeWhenFinishedAnimating) {
  58683. this.dispose();
  58684. }
  58685. }
  58686. }
  58687. }
  58688. };
  58689. /** Release associated resources */
  58690. Sprite.prototype.dispose = function () {
  58691. for (var i = 0; i < this._manager.sprites.length; i++) {
  58692. if (this._manager.sprites[i] == this) {
  58693. this._manager.sprites.splice(i, 1);
  58694. }
  58695. }
  58696. };
  58697. return Sprite;
  58698. }());
  58699. BABYLON.Sprite = Sprite;
  58700. })(BABYLON || (BABYLON = {}));
  58701. //# sourceMappingURL=babylon.sprite.js.map
  58702. var BABYLON;
  58703. (function (BABYLON) {
  58704. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58705. if (!BABYLON.PickingInfo) {
  58706. return null;
  58707. }
  58708. var pickingInfo = null;
  58709. if (!camera) {
  58710. if (!this.activeCamera) {
  58711. return null;
  58712. }
  58713. camera = this.activeCamera;
  58714. }
  58715. if (this.spriteManagers.length > 0) {
  58716. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58717. var spriteManager = this.spriteManagers[spriteIndex];
  58718. if (!spriteManager.isPickable) {
  58719. continue;
  58720. }
  58721. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58722. if (!result || !result.hit) {
  58723. continue;
  58724. }
  58725. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58726. continue;
  58727. }
  58728. pickingInfo = result;
  58729. if (fastCheck) {
  58730. break;
  58731. }
  58732. }
  58733. }
  58734. return pickingInfo || new BABYLON.PickingInfo();
  58735. };
  58736. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58737. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58738. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58739. };
  58740. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58741. if (!this._tempSpritePickingRay) {
  58742. return null;
  58743. }
  58744. if (!camera) {
  58745. if (!this.activeCamera) {
  58746. return null;
  58747. }
  58748. camera = this.activeCamera;
  58749. }
  58750. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58751. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58752. };
  58753. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58754. if (this._pointerOverSprite === sprite) {
  58755. return;
  58756. }
  58757. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58758. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58759. }
  58760. this._pointerOverSprite = sprite;
  58761. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58762. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58763. }
  58764. };
  58765. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58766. return this._pointerOverSprite;
  58767. };
  58768. /**
  58769. * Defines the sprite scene component responsible to manage sprites
  58770. * in a given scene.
  58771. */
  58772. var SpriteSceneComponent = /** @class */ (function () {
  58773. /**
  58774. * Creates a new instance of the component for the given scene
  58775. * @param scene Defines the scene to register the component in
  58776. */
  58777. function SpriteSceneComponent(scene) {
  58778. /**
  58779. * The component name helpfull to identify the component in the list of scene components.
  58780. */
  58781. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58782. this.scene = scene;
  58783. this.scene.spriteManagers = new Array();
  58784. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58785. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58786. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58787. this._spritePredicate = function (sprite) {
  58788. if (!sprite.actionManager) {
  58789. return false;
  58790. }
  58791. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58792. };
  58793. }
  58794. /**
  58795. * Registers the component in a given scene
  58796. */
  58797. SpriteSceneComponent.prototype.register = function () {
  58798. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58799. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58800. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58801. };
  58802. /**
  58803. * Rebuilds the elements related to this component in case of
  58804. * context lost for instance.
  58805. */
  58806. SpriteSceneComponent.prototype.rebuild = function () {
  58807. /** Nothing to do for sprites */
  58808. };
  58809. /**
  58810. * Disposes the component and the associated ressources.
  58811. */
  58812. SpriteSceneComponent.prototype.dispose = function () {
  58813. this.scene.onBeforeSpritesRenderingObservable.clear();
  58814. this.scene.onAfterSpritesRenderingObservable.clear();
  58815. var spriteManagers = this.scene.spriteManagers;
  58816. while (spriteManagers.length) {
  58817. spriteManagers[0].dispose();
  58818. }
  58819. };
  58820. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58821. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58822. if (result) {
  58823. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58824. }
  58825. return result;
  58826. };
  58827. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58828. var scene = this.scene;
  58829. if (isMeshPicked) {
  58830. scene.setPointerOverSprite(null);
  58831. }
  58832. else {
  58833. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58834. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58835. scene.setPointerOverSprite(pickResult.pickedSprite);
  58836. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58837. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58838. }
  58839. else {
  58840. canvas.style.cursor = scene.hoverCursor;
  58841. }
  58842. }
  58843. else {
  58844. scene.setPointerOverSprite(null);
  58845. }
  58846. }
  58847. return pickResult;
  58848. };
  58849. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58850. var scene = this.scene;
  58851. scene._pickedDownSprite = null;
  58852. if (scene.spriteManagers.length > 0) {
  58853. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58854. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58855. if (pickResult.pickedSprite.actionManager) {
  58856. scene._pickedDownSprite = pickResult.pickedSprite;
  58857. switch (evt.button) {
  58858. case 0:
  58859. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58860. break;
  58861. case 1:
  58862. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58863. break;
  58864. case 2:
  58865. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58866. break;
  58867. }
  58868. if (pickResult.pickedSprite.actionManager) {
  58869. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58870. }
  58871. }
  58872. }
  58873. }
  58874. return pickResult;
  58875. };
  58876. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58877. var scene = this.scene;
  58878. if (scene.spriteManagers.length > 0) {
  58879. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58880. if (spritePickResult) {
  58881. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58882. if (spritePickResult.pickedSprite.actionManager) {
  58883. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58884. if (spritePickResult.pickedSprite.actionManager) {
  58885. if (!this.scene._isPointerSwiping()) {
  58886. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58887. }
  58888. }
  58889. }
  58890. }
  58891. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58892. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58893. }
  58894. }
  58895. }
  58896. return pickResult;
  58897. };
  58898. return SpriteSceneComponent;
  58899. }());
  58900. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58901. })(BABYLON || (BABYLON = {}));
  58902. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58903. var BABYLON;
  58904. (function (BABYLON) {
  58905. /**
  58906. * @hidden
  58907. */
  58908. var IntersectionInfo = /** @class */ (function () {
  58909. function IntersectionInfo(bu, bv, distance) {
  58910. this.bu = bu;
  58911. this.bv = bv;
  58912. this.distance = distance;
  58913. this.faceId = 0;
  58914. this.subMeshId = 0;
  58915. }
  58916. return IntersectionInfo;
  58917. }());
  58918. BABYLON.IntersectionInfo = IntersectionInfo;
  58919. /**
  58920. * Information about the result of picking within a scene
  58921. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58922. */
  58923. var PickingInfo = /** @class */ (function () {
  58924. function PickingInfo() {
  58925. /**
  58926. * If the pick collided with an object
  58927. */
  58928. this.hit = false;
  58929. /**
  58930. * Distance away where the pick collided
  58931. */
  58932. this.distance = 0;
  58933. /**
  58934. * The location of pick collision
  58935. */
  58936. this.pickedPoint = null;
  58937. /**
  58938. * The mesh corresponding the the pick collision
  58939. */
  58940. this.pickedMesh = null;
  58941. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58942. this.bu = 0;
  58943. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58944. this.bv = 0;
  58945. /** The id of the face on the mesh that was picked */
  58946. this.faceId = -1;
  58947. /** Id of the the submesh that was picked */
  58948. this.subMeshId = 0;
  58949. /** If a sprite was picked, this will be the sprite the pick collided with */
  58950. this.pickedSprite = null;
  58951. /**
  58952. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58953. */
  58954. this.originMesh = null;
  58955. /**
  58956. * The ray that was used to perform the picking.
  58957. */
  58958. this.ray = null;
  58959. }
  58960. /**
  58961. * Gets the normal correspodning to the face the pick collided with
  58962. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  58963. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  58964. * @returns The normal correspodning to the face the pick collided with
  58965. */
  58966. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  58967. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  58968. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  58969. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  58970. return null;
  58971. }
  58972. var indices = this.pickedMesh.getIndices();
  58973. if (!indices) {
  58974. return null;
  58975. }
  58976. var result;
  58977. if (useVerticesNormals) {
  58978. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  58979. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  58980. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  58981. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  58982. normal0 = normal0.scale(this.bu);
  58983. normal1 = normal1.scale(this.bv);
  58984. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  58985. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  58986. }
  58987. else {
  58988. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  58989. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  58990. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  58991. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  58992. var p1p2 = vertex1.subtract(vertex2);
  58993. var p3p2 = vertex3.subtract(vertex2);
  58994. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  58995. }
  58996. if (useWorldCoordinates) {
  58997. var wm = this.pickedMesh.getWorldMatrix();
  58998. if (this.pickedMesh.nonUniformScaling) {
  58999. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  59000. wm = BABYLON.Tmp.Matrix[0];
  59001. wm.setTranslationFromFloats(0, 0, 0);
  59002. wm.invert();
  59003. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  59004. wm = BABYLON.Tmp.Matrix[1];
  59005. }
  59006. result = BABYLON.Vector3.TransformNormal(result, wm);
  59007. }
  59008. result.normalize();
  59009. return result;
  59010. };
  59011. /**
  59012. * Gets the texture coordinates of where the pick occured
  59013. * @returns the vector containing the coordnates of the texture
  59014. */
  59015. PickingInfo.prototype.getTextureCoordinates = function () {
  59016. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  59017. return null;
  59018. }
  59019. var indices = this.pickedMesh.getIndices();
  59020. if (!indices) {
  59021. return null;
  59022. }
  59023. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  59024. if (!uvs) {
  59025. return null;
  59026. }
  59027. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  59028. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  59029. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  59030. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  59031. uv1 = uv1.scale(this.bu);
  59032. uv2 = uv2.scale(this.bv);
  59033. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  59034. };
  59035. return PickingInfo;
  59036. }());
  59037. BABYLON.PickingInfo = PickingInfo;
  59038. })(BABYLON || (BABYLON = {}));
  59039. //# sourceMappingURL=babylon.pickingInfo.js.map
  59040. var BABYLON;
  59041. (function (BABYLON) {
  59042. /**
  59043. * Class representing a ray with position and direction
  59044. */
  59045. var Ray = /** @class */ (function () {
  59046. /**
  59047. * Creates a new ray
  59048. * @param origin origin point
  59049. * @param direction direction
  59050. * @param length length of the ray
  59051. */
  59052. function Ray(
  59053. /** origin point */
  59054. origin,
  59055. /** direction */
  59056. direction,
  59057. /** length of the ray */
  59058. length) {
  59059. if (length === void 0) { length = Number.MAX_VALUE; }
  59060. this.origin = origin;
  59061. this.direction = direction;
  59062. this.length = length;
  59063. }
  59064. // Methods
  59065. /**
  59066. * Checks if the ray intersects a box
  59067. * @param minimum bound of the box
  59068. * @param maximum bound of the box
  59069. * @param intersectionTreshold extra extend to be added to the box in all direction
  59070. * @returns if the box was hit
  59071. */
  59072. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  59073. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59074. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  59075. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  59076. var d = 0.0;
  59077. var maxValue = Number.MAX_VALUE;
  59078. var inv;
  59079. var min;
  59080. var max;
  59081. var temp;
  59082. if (Math.abs(this.direction.x) < 0.0000001) {
  59083. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  59084. return false;
  59085. }
  59086. }
  59087. else {
  59088. inv = 1.0 / this.direction.x;
  59089. min = (newMinimum.x - this.origin.x) * inv;
  59090. max = (newMaximum.x - this.origin.x) * inv;
  59091. if (max === -Infinity) {
  59092. max = Infinity;
  59093. }
  59094. if (min > max) {
  59095. temp = min;
  59096. min = max;
  59097. max = temp;
  59098. }
  59099. d = Math.max(min, d);
  59100. maxValue = Math.min(max, maxValue);
  59101. if (d > maxValue) {
  59102. return false;
  59103. }
  59104. }
  59105. if (Math.abs(this.direction.y) < 0.0000001) {
  59106. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59107. return false;
  59108. }
  59109. }
  59110. else {
  59111. inv = 1.0 / this.direction.y;
  59112. min = (newMinimum.y - this.origin.y) * inv;
  59113. max = (newMaximum.y - this.origin.y) * inv;
  59114. if (max === -Infinity) {
  59115. max = Infinity;
  59116. }
  59117. if (min > max) {
  59118. temp = min;
  59119. min = max;
  59120. max = temp;
  59121. }
  59122. d = Math.max(min, d);
  59123. maxValue = Math.min(max, maxValue);
  59124. if (d > maxValue) {
  59125. return false;
  59126. }
  59127. }
  59128. if (Math.abs(this.direction.z) < 0.0000001) {
  59129. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59130. return false;
  59131. }
  59132. }
  59133. else {
  59134. inv = 1.0 / this.direction.z;
  59135. min = (newMinimum.z - this.origin.z) * inv;
  59136. max = (newMaximum.z - this.origin.z) * inv;
  59137. if (max === -Infinity) {
  59138. max = Infinity;
  59139. }
  59140. if (min > max) {
  59141. temp = min;
  59142. min = max;
  59143. max = temp;
  59144. }
  59145. d = Math.max(min, d);
  59146. maxValue = Math.min(max, maxValue);
  59147. if (d > maxValue) {
  59148. return false;
  59149. }
  59150. }
  59151. return true;
  59152. };
  59153. /**
  59154. * Checks if the ray intersects a box
  59155. * @param box the bounding box to check
  59156. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59157. * @returns if the box was hit
  59158. */
  59159. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59160. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59161. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59162. };
  59163. /**
  59164. * If the ray hits a sphere
  59165. * @param sphere the bounding sphere to check
  59166. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59167. * @returns true if it hits the sphere
  59168. */
  59169. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59170. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59171. var x = sphere.center.x - this.origin.x;
  59172. var y = sphere.center.y - this.origin.y;
  59173. var z = sphere.center.z - this.origin.z;
  59174. var pyth = (x * x) + (y * y) + (z * z);
  59175. var radius = sphere.radius + intersectionTreshold;
  59176. var rr = radius * radius;
  59177. if (pyth <= rr) {
  59178. return true;
  59179. }
  59180. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59181. if (dot < 0.0) {
  59182. return false;
  59183. }
  59184. var temp = pyth - (dot * dot);
  59185. return temp <= rr;
  59186. };
  59187. /**
  59188. * If the ray hits a triange
  59189. * @param vertex0 triangle vertex
  59190. * @param vertex1 triangle vertex
  59191. * @param vertex2 triangle vertex
  59192. * @returns intersection information if hit
  59193. */
  59194. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59195. var edge1 = Ray.TmpVector3[0];
  59196. var edge2 = Ray.TmpVector3[1];
  59197. var pvec = Ray.TmpVector3[2];
  59198. var tvec = Ray.TmpVector3[3];
  59199. var qvec = Ray.TmpVector3[4];
  59200. vertex1.subtractToRef(vertex0, edge1);
  59201. vertex2.subtractToRef(vertex0, edge2);
  59202. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59203. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59204. if (det === 0) {
  59205. return null;
  59206. }
  59207. var invdet = 1 / det;
  59208. this.origin.subtractToRef(vertex0, tvec);
  59209. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59210. if (bu < 0 || bu > 1.0) {
  59211. return null;
  59212. }
  59213. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59214. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59215. if (bv < 0 || bu + bv > 1.0) {
  59216. return null;
  59217. }
  59218. //check if the distance is longer than the predefined length.
  59219. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59220. if (distance > this.length) {
  59221. return null;
  59222. }
  59223. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59224. };
  59225. /**
  59226. * Checks if ray intersects a plane
  59227. * @param plane the plane to check
  59228. * @returns the distance away it was hit
  59229. */
  59230. Ray.prototype.intersectsPlane = function (plane) {
  59231. var distance;
  59232. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59233. if (Math.abs(result1) < 9.99999997475243E-07) {
  59234. return null;
  59235. }
  59236. else {
  59237. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59238. distance = (-plane.d - result2) / result1;
  59239. if (distance < 0.0) {
  59240. if (distance < -9.99999997475243E-07) {
  59241. return null;
  59242. }
  59243. else {
  59244. return 0;
  59245. }
  59246. }
  59247. return distance;
  59248. }
  59249. };
  59250. /**
  59251. * Checks if ray intersects a mesh
  59252. * @param mesh the mesh to check
  59253. * @param fastCheck if only the bounding box should checked
  59254. * @returns picking info of the intersecton
  59255. */
  59256. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59257. var tm = BABYLON.Tmp.Matrix[0];
  59258. mesh.getWorldMatrix().invertToRef(tm);
  59259. if (this._tmpRay) {
  59260. Ray.TransformToRef(this, tm, this._tmpRay);
  59261. }
  59262. else {
  59263. this._tmpRay = Ray.Transform(this, tm);
  59264. }
  59265. return mesh.intersects(this._tmpRay, fastCheck);
  59266. };
  59267. /**
  59268. * Checks if ray intersects a mesh
  59269. * @param meshes the meshes to check
  59270. * @param fastCheck if only the bounding box should checked
  59271. * @param results array to store result in
  59272. * @returns Array of picking infos
  59273. */
  59274. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59275. if (results) {
  59276. results.length = 0;
  59277. }
  59278. else {
  59279. results = [];
  59280. }
  59281. for (var i = 0; i < meshes.length; i++) {
  59282. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59283. if (pickInfo.hit) {
  59284. results.push(pickInfo);
  59285. }
  59286. }
  59287. results.sort(this._comparePickingInfo);
  59288. return results;
  59289. };
  59290. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59291. if (pickingInfoA.distance < pickingInfoB.distance) {
  59292. return -1;
  59293. }
  59294. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59295. return 1;
  59296. }
  59297. else {
  59298. return 0;
  59299. }
  59300. };
  59301. /**
  59302. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59303. * @param sega the first point of the segment to test the intersection against
  59304. * @param segb the second point of the segment to test the intersection against
  59305. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59306. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59307. */
  59308. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59309. var o = this.origin;
  59310. var u = BABYLON.Tmp.Vector3[0];
  59311. var rsegb = BABYLON.Tmp.Vector3[1];
  59312. var v = BABYLON.Tmp.Vector3[2];
  59313. var w = BABYLON.Tmp.Vector3[3];
  59314. segb.subtractToRef(sega, u);
  59315. this.direction.scaleToRef(Ray.rayl, v);
  59316. o.addToRef(v, rsegb);
  59317. sega.subtractToRef(o, w);
  59318. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59319. var b = BABYLON.Vector3.Dot(u, v);
  59320. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59321. var d = BABYLON.Vector3.Dot(u, w);
  59322. var e = BABYLON.Vector3.Dot(v, w);
  59323. var D = a * c - b * b; // always >= 0
  59324. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59325. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59326. // compute the line parameters of the two closest points
  59327. if (D < Ray.smallnum) { // the lines are almost parallel
  59328. sN = 0.0; // force using point P0 on segment S1
  59329. sD = 1.0; // to prevent possible division by 0.0 later
  59330. tN = e;
  59331. tD = c;
  59332. }
  59333. else { // get the closest points on the infinite lines
  59334. sN = (b * e - c * d);
  59335. tN = (a * e - b * d);
  59336. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59337. sN = 0.0;
  59338. tN = e;
  59339. tD = c;
  59340. }
  59341. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59342. sN = sD;
  59343. tN = e + b;
  59344. tD = c;
  59345. }
  59346. }
  59347. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59348. tN = 0.0;
  59349. // recompute sc for this edge
  59350. if (-d < 0.0) {
  59351. sN = 0.0;
  59352. }
  59353. else if (-d > a) {
  59354. sN = sD;
  59355. }
  59356. else {
  59357. sN = -d;
  59358. sD = a;
  59359. }
  59360. }
  59361. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59362. tN = tD;
  59363. // recompute sc for this edge
  59364. if ((-d + b) < 0.0) {
  59365. sN = 0;
  59366. }
  59367. else if ((-d + b) > a) {
  59368. sN = sD;
  59369. }
  59370. else {
  59371. sN = (-d + b);
  59372. sD = a;
  59373. }
  59374. }
  59375. // finally do the division to get sc and tc
  59376. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59377. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59378. // get the difference of the two closest points
  59379. var qtc = BABYLON.Tmp.Vector3[4];
  59380. v.scaleToRef(tc, qtc);
  59381. var qsc = BABYLON.Tmp.Vector3[5];
  59382. u.scaleToRef(sc, qsc);
  59383. qsc.addInPlace(w);
  59384. var dP = BABYLON.Tmp.Vector3[6];
  59385. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59386. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59387. if (isIntersected) {
  59388. return qsc.length();
  59389. }
  59390. return -1;
  59391. };
  59392. /**
  59393. * Update the ray from viewport position
  59394. * @param x position
  59395. * @param y y position
  59396. * @param viewportWidth viewport width
  59397. * @param viewportHeight viewport height
  59398. * @param world world matrix
  59399. * @param view view matrix
  59400. * @param projection projection matrix
  59401. * @returns this ray updated
  59402. */
  59403. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59404. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59405. return this;
  59406. };
  59407. // Statics
  59408. /**
  59409. * Creates a ray with origin and direction of 0,0,0
  59410. * @returns the new ray
  59411. */
  59412. Ray.Zero = function () {
  59413. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59414. };
  59415. /**
  59416. * Creates a new ray from screen space and viewport
  59417. * @param x position
  59418. * @param y y position
  59419. * @param viewportWidth viewport width
  59420. * @param viewportHeight viewport height
  59421. * @param world world matrix
  59422. * @param view view matrix
  59423. * @param projection projection matrix
  59424. * @returns new ray
  59425. */
  59426. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59427. var result = Ray.Zero();
  59428. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59429. };
  59430. /**
  59431. * 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
  59432. * transformed to the given world matrix.
  59433. * @param origin The origin point
  59434. * @param end The end point
  59435. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59436. * @returns the new ray
  59437. */
  59438. Ray.CreateNewFromTo = function (origin, end, world) {
  59439. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59440. var direction = end.subtract(origin);
  59441. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59442. direction.normalize();
  59443. return Ray.Transform(new Ray(origin, direction, length), world);
  59444. };
  59445. /**
  59446. * Transforms a ray by a matrix
  59447. * @param ray ray to transform
  59448. * @param matrix matrix to apply
  59449. * @returns the resulting new ray
  59450. */
  59451. Ray.Transform = function (ray, matrix) {
  59452. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59453. Ray.TransformToRef(ray, matrix, result);
  59454. return result;
  59455. };
  59456. /**
  59457. * Transforms a ray by a matrix
  59458. * @param ray ray to transform
  59459. * @param matrix matrix to apply
  59460. * @param result ray to store result in
  59461. */
  59462. Ray.TransformToRef = function (ray, matrix, result) {
  59463. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59464. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59465. result.length = ray.length;
  59466. var dir = result.direction;
  59467. var len = dir.length();
  59468. if (!(len === 0 || len === 1)) {
  59469. var num = 1.0 / len;
  59470. dir.x *= num;
  59471. dir.y *= num;
  59472. dir.z *= num;
  59473. result.length *= len;
  59474. }
  59475. };
  59476. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59477. Ray.smallnum = 0.00000001;
  59478. Ray.rayl = 10e8;
  59479. return Ray;
  59480. }());
  59481. BABYLON.Ray = Ray;
  59482. })(BABYLON || (BABYLON = {}));
  59483. //# sourceMappingURL=babylon.ray.js.map
  59484. var BABYLON;
  59485. (function (BABYLON) {
  59486. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59487. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59488. return false;
  59489. }
  59490. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59491. return false;
  59492. }
  59493. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59494. return false;
  59495. }
  59496. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59497. return false;
  59498. }
  59499. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59500. return false;
  59501. }
  59502. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59503. return false;
  59504. }
  59505. return true;
  59506. };
  59507. var getLowestRoot = (function () {
  59508. var result = { root: 0, found: false };
  59509. return function (a, b, c, maxR) {
  59510. result.root = 0;
  59511. result.found = false;
  59512. var determinant = b * b - 4.0 * a * c;
  59513. if (determinant < 0) {
  59514. return result;
  59515. }
  59516. var sqrtD = Math.sqrt(determinant);
  59517. var r1 = (-b - sqrtD) / (2.0 * a);
  59518. var r2 = (-b + sqrtD) / (2.0 * a);
  59519. if (r1 > r2) {
  59520. var temp = r2;
  59521. r2 = r1;
  59522. r1 = temp;
  59523. }
  59524. if (r1 > 0 && r1 < maxR) {
  59525. result.root = r1;
  59526. result.found = true;
  59527. return result;
  59528. }
  59529. if (r2 > 0 && r2 < maxR) {
  59530. result.root = r2;
  59531. result.found = true;
  59532. return result;
  59533. }
  59534. return result;
  59535. };
  59536. })();
  59537. /** @hidden */
  59538. var Collider = /** @class */ (function () {
  59539. function Collider() {
  59540. this._collisionPoint = BABYLON.Vector3.Zero();
  59541. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59542. this._tempVector = BABYLON.Vector3.Zero();
  59543. this._tempVector2 = BABYLON.Vector3.Zero();
  59544. this._tempVector3 = BABYLON.Vector3.Zero();
  59545. this._tempVector4 = BABYLON.Vector3.Zero();
  59546. this._edge = BABYLON.Vector3.Zero();
  59547. this._baseToVertex = BABYLON.Vector3.Zero();
  59548. this._destinationPoint = BABYLON.Vector3.Zero();
  59549. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59550. this._displacementVector = BABYLON.Vector3.Zero();
  59551. /** @hidden */
  59552. this._radius = BABYLON.Vector3.One();
  59553. /** @hidden */
  59554. this._retry = 0;
  59555. /** @hidden */
  59556. this._basePointWorld = BABYLON.Vector3.Zero();
  59557. this._velocityWorld = BABYLON.Vector3.Zero();
  59558. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59559. this._collisionMask = -1;
  59560. }
  59561. Object.defineProperty(Collider.prototype, "collisionMask", {
  59562. get: function () {
  59563. return this._collisionMask;
  59564. },
  59565. set: function (mask) {
  59566. this._collisionMask = !isNaN(mask) ? mask : -1;
  59567. },
  59568. enumerable: true,
  59569. configurable: true
  59570. });
  59571. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59572. /**
  59573. * Gets the plane normal used to compute the sliding response (in local space)
  59574. */
  59575. get: function () {
  59576. return this._slidePlaneNormal;
  59577. },
  59578. enumerable: true,
  59579. configurable: true
  59580. });
  59581. // Methods
  59582. /** @hidden */
  59583. Collider.prototype._initialize = function (source, dir, e) {
  59584. this._velocity = dir;
  59585. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59586. this._basePoint = source;
  59587. source.multiplyToRef(this._radius, this._basePointWorld);
  59588. dir.multiplyToRef(this._radius, this._velocityWorld);
  59589. this._velocityWorldLength = this._velocityWorld.length();
  59590. this._epsilon = e;
  59591. this.collisionFound = false;
  59592. };
  59593. /** @hidden */
  59594. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59595. pa.subtractToRef(point, this._tempVector);
  59596. pb.subtractToRef(point, this._tempVector2);
  59597. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59598. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59599. if (d < 0) {
  59600. return false;
  59601. }
  59602. pc.subtractToRef(point, this._tempVector3);
  59603. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59604. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59605. if (d < 0) {
  59606. return false;
  59607. }
  59608. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59609. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59610. return d >= 0;
  59611. };
  59612. /** @hidden */
  59613. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59614. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59615. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59616. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59617. return false;
  59618. }
  59619. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59620. return false;
  59621. }
  59622. return true;
  59623. };
  59624. /** @hidden */
  59625. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59626. var t0;
  59627. var embeddedInPlane = false;
  59628. //defensive programming, actually not needed.
  59629. if (!trianglePlaneArray) {
  59630. trianglePlaneArray = [];
  59631. }
  59632. if (!trianglePlaneArray[faceIndex]) {
  59633. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59634. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59635. }
  59636. var trianglePlane = trianglePlaneArray[faceIndex];
  59637. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59638. return;
  59639. }
  59640. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59641. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59642. if (normalDotVelocity == 0) {
  59643. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59644. return;
  59645. }
  59646. embeddedInPlane = true;
  59647. t0 = 0;
  59648. }
  59649. else {
  59650. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59651. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59652. if (t0 > t1) {
  59653. var temp = t1;
  59654. t1 = t0;
  59655. t0 = temp;
  59656. }
  59657. if (t0 > 1.0 || t1 < 0.0) {
  59658. return;
  59659. }
  59660. if (t0 < 0) {
  59661. t0 = 0;
  59662. }
  59663. if (t0 > 1.0) {
  59664. t0 = 1.0;
  59665. }
  59666. }
  59667. this._collisionPoint.copyFromFloats(0, 0, 0);
  59668. var found = false;
  59669. var t = 1.0;
  59670. if (!embeddedInPlane) {
  59671. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59672. this._velocity.scaleToRef(t0, this._tempVector);
  59673. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59674. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59675. found = true;
  59676. t = t0;
  59677. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59678. }
  59679. }
  59680. if (!found) {
  59681. var velocitySquaredLength = this._velocity.lengthSquared();
  59682. var a = velocitySquaredLength;
  59683. this._basePoint.subtractToRef(p1, this._tempVector);
  59684. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59685. var c = this._tempVector.lengthSquared() - 1.0;
  59686. var lowestRoot = getLowestRoot(a, b, c, t);
  59687. if (lowestRoot.found) {
  59688. t = lowestRoot.root;
  59689. found = true;
  59690. this._collisionPoint.copyFrom(p1);
  59691. }
  59692. this._basePoint.subtractToRef(p2, this._tempVector);
  59693. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59694. c = this._tempVector.lengthSquared() - 1.0;
  59695. lowestRoot = getLowestRoot(a, b, c, t);
  59696. if (lowestRoot.found) {
  59697. t = lowestRoot.root;
  59698. found = true;
  59699. this._collisionPoint.copyFrom(p2);
  59700. }
  59701. this._basePoint.subtractToRef(p3, this._tempVector);
  59702. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59703. c = this._tempVector.lengthSquared() - 1.0;
  59704. lowestRoot = getLowestRoot(a, b, c, t);
  59705. if (lowestRoot.found) {
  59706. t = lowestRoot.root;
  59707. found = true;
  59708. this._collisionPoint.copyFrom(p3);
  59709. }
  59710. p2.subtractToRef(p1, this._edge);
  59711. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59712. var edgeSquaredLength = this._edge.lengthSquared();
  59713. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59714. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59715. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59716. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59717. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59718. lowestRoot = getLowestRoot(a, b, c, t);
  59719. if (lowestRoot.found) {
  59720. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59721. if (f >= 0.0 && f <= 1.0) {
  59722. t = lowestRoot.root;
  59723. found = true;
  59724. this._edge.scaleInPlace(f);
  59725. p1.addToRef(this._edge, this._collisionPoint);
  59726. }
  59727. }
  59728. p3.subtractToRef(p2, this._edge);
  59729. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59730. edgeSquaredLength = this._edge.lengthSquared();
  59731. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59732. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59733. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59734. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59735. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59736. lowestRoot = getLowestRoot(a, b, c, t);
  59737. if (lowestRoot.found) {
  59738. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59739. if (f >= 0.0 && f <= 1.0) {
  59740. t = lowestRoot.root;
  59741. found = true;
  59742. this._edge.scaleInPlace(f);
  59743. p2.addToRef(this._edge, this._collisionPoint);
  59744. }
  59745. }
  59746. p1.subtractToRef(p3, this._edge);
  59747. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59748. edgeSquaredLength = this._edge.lengthSquared();
  59749. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59750. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59751. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59752. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59753. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59754. lowestRoot = getLowestRoot(a, b, c, t);
  59755. if (lowestRoot.found) {
  59756. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59757. if (f >= 0.0 && f <= 1.0) {
  59758. t = lowestRoot.root;
  59759. found = true;
  59760. this._edge.scaleInPlace(f);
  59761. p3.addToRef(this._edge, this._collisionPoint);
  59762. }
  59763. }
  59764. }
  59765. if (found) {
  59766. var distToCollision = t * this._velocity.length();
  59767. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59768. if (!this.intersectionPoint) {
  59769. this.intersectionPoint = this._collisionPoint.clone();
  59770. }
  59771. else {
  59772. this.intersectionPoint.copyFrom(this._collisionPoint);
  59773. }
  59774. this._nearestDistance = distToCollision;
  59775. this.collisionFound = true;
  59776. }
  59777. }
  59778. };
  59779. /** @hidden */
  59780. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59781. for (var i = indexStart; i < indexEnd; i += 3) {
  59782. var p1 = pts[indices[i] - decal];
  59783. var p2 = pts[indices[i + 1] - decal];
  59784. var p3 = pts[indices[i + 2] - decal];
  59785. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59786. }
  59787. };
  59788. /** @hidden */
  59789. Collider.prototype._getResponse = function (pos, vel) {
  59790. pos.addToRef(vel, this._destinationPoint);
  59791. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59792. this._basePoint.addToRef(vel, pos);
  59793. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59794. this._slidePlaneNormal.normalize();
  59795. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59796. pos.addInPlace(this._displacementVector);
  59797. this.intersectionPoint.addInPlace(this._displacementVector);
  59798. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59799. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59800. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59801. };
  59802. return Collider;
  59803. }());
  59804. BABYLON.Collider = Collider;
  59805. })(BABYLON || (BABYLON = {}));
  59806. //# sourceMappingURL=babylon.collider.js.map
  59807. var BABYLON;
  59808. (function (BABYLON) {
  59809. //WebWorker code will be inserted to this variable.
  59810. /** @hidden */
  59811. BABYLON.CollisionWorker = "";
  59812. /** Defines supported task for worker process */
  59813. var WorkerTaskType;
  59814. (function (WorkerTaskType) {
  59815. /** Initialization */
  59816. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59817. /** Update of geometry */
  59818. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59819. /** Evaluate collision */
  59820. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59821. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59822. /** Defines kind of replies returned by worker */
  59823. var WorkerReplyType;
  59824. (function (WorkerReplyType) {
  59825. /** Success */
  59826. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59827. /** Unkown error */
  59828. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59829. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59830. /** @hidden */
  59831. var CollisionCoordinatorWorker = /** @class */ (function () {
  59832. function CollisionCoordinatorWorker() {
  59833. var _this = this;
  59834. this._scaledPosition = BABYLON.Vector3.Zero();
  59835. this._scaledVelocity = BABYLON.Vector3.Zero();
  59836. this.onMeshUpdated = function (transformNode) {
  59837. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59838. };
  59839. this.onGeometryUpdated = function (geometry) {
  59840. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59841. };
  59842. this._afterRender = function () {
  59843. if (!_this._init) {
  59844. return;
  59845. }
  59846. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59847. return;
  59848. }
  59849. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59850. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59851. if (_this._runningUpdated > 4) {
  59852. return;
  59853. }
  59854. ++_this._runningUpdated;
  59855. var payload = {
  59856. updatedMeshes: _this._addUpdateMeshesList,
  59857. updatedGeometries: _this._addUpdateGeometriesList,
  59858. removedGeometries: _this._toRemoveGeometryArray,
  59859. removedMeshes: _this._toRemoveMeshesArray
  59860. };
  59861. var message = {
  59862. payload: payload,
  59863. taskType: WorkerTaskType.UPDATE
  59864. };
  59865. var serializable = [];
  59866. for (var id in payload.updatedGeometries) {
  59867. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59868. //prepare transferables
  59869. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59870. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59871. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59872. }
  59873. }
  59874. _this._worker.postMessage(message, serializable);
  59875. _this._addUpdateMeshesList = {};
  59876. _this._addUpdateGeometriesList = {};
  59877. _this._toRemoveGeometryArray = [];
  59878. _this._toRemoveMeshesArray = [];
  59879. };
  59880. this._onMessageFromWorker = function (e) {
  59881. var returnData = e.data;
  59882. if (returnData.error != WorkerReplyType.SUCCESS) {
  59883. //TODO what errors can be returned from the worker?
  59884. BABYLON.Tools.Warn("error returned from worker!");
  59885. return;
  59886. }
  59887. switch (returnData.taskType) {
  59888. case WorkerTaskType.INIT:
  59889. _this._init = true;
  59890. //Update the worked with ALL of the scene's current state
  59891. _this._scene.meshes.forEach(function (mesh) {
  59892. _this.onMeshAdded(mesh);
  59893. });
  59894. _this._scene.getGeometries().forEach(function (geometry) {
  59895. _this.onGeometryAdded(geometry);
  59896. });
  59897. break;
  59898. case WorkerTaskType.UPDATE:
  59899. _this._runningUpdated--;
  59900. break;
  59901. case WorkerTaskType.COLLIDE:
  59902. var returnPayload = returnData.payload;
  59903. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59904. return;
  59905. }
  59906. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59907. if (callback) {
  59908. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59909. if (mesh) {
  59910. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59911. }
  59912. }
  59913. //cleanup
  59914. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59915. break;
  59916. }
  59917. };
  59918. this._collisionsCallbackArray = [];
  59919. this._init = false;
  59920. this._runningUpdated = 0;
  59921. this._addUpdateMeshesList = {};
  59922. this._addUpdateGeometriesList = {};
  59923. this._toRemoveGeometryArray = [];
  59924. this._toRemoveMeshesArray = [];
  59925. }
  59926. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59927. if (!this._init) {
  59928. return;
  59929. }
  59930. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59931. return;
  59932. }
  59933. position.divideToRef(collider._radius, this._scaledPosition);
  59934. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59935. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59936. var payload = {
  59937. collider: {
  59938. position: this._scaledPosition.asArray(),
  59939. velocity: this._scaledVelocity.asArray(),
  59940. radius: collider._radius.asArray()
  59941. },
  59942. collisionId: collisionIndex,
  59943. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59944. maximumRetry: maximumRetry
  59945. };
  59946. var message = {
  59947. payload: payload,
  59948. taskType: WorkerTaskType.COLLIDE
  59949. };
  59950. this._worker.postMessage(message);
  59951. };
  59952. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59953. this._scene = scene;
  59954. this._scene.registerAfterRender(this._afterRender);
  59955. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59956. this._worker = new Worker(workerUrl);
  59957. this._worker.onmessage = this._onMessageFromWorker;
  59958. var message = {
  59959. payload: {},
  59960. taskType: WorkerTaskType.INIT
  59961. };
  59962. this._worker.postMessage(message);
  59963. };
  59964. CollisionCoordinatorWorker.prototype.destroy = function () {
  59965. this._scene.unregisterAfterRender(this._afterRender);
  59966. this._worker.terminate();
  59967. };
  59968. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  59969. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  59970. this.onMeshUpdated(mesh);
  59971. };
  59972. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  59973. this._toRemoveMeshesArray.push(mesh.uniqueId);
  59974. };
  59975. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  59976. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  59977. geometry.onGeometryUpdated = this.onGeometryUpdated;
  59978. this.onGeometryUpdated(geometry);
  59979. };
  59980. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  59981. this._toRemoveGeometryArray.push(geometry.id);
  59982. };
  59983. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  59984. var submeshes = [];
  59985. if (mesh.subMeshes) {
  59986. submeshes = mesh.subMeshes.map(function (sm, idx) {
  59987. var boundingInfo = sm.getBoundingInfo();
  59988. return {
  59989. position: idx,
  59990. verticesStart: sm.verticesStart,
  59991. verticesCount: sm.verticesCount,
  59992. indexStart: sm.indexStart,
  59993. indexCount: sm.indexCount,
  59994. hasMaterial: !!sm.getMaterial(),
  59995. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  59996. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  59997. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  59998. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  59999. };
  60000. });
  60001. }
  60002. var geometryId = null;
  60003. if (mesh instanceof BABYLON.Mesh) {
  60004. var geometry = mesh.geometry;
  60005. geometryId = geometry ? geometry.id : null;
  60006. }
  60007. else if (mesh instanceof BABYLON.InstancedMesh) {
  60008. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  60009. geometryId = geometry ? geometry.id : null;
  60010. }
  60011. var boundingInfo = mesh.getBoundingInfo();
  60012. return {
  60013. uniqueId: mesh.uniqueId,
  60014. id: mesh.id,
  60015. name: mesh.name,
  60016. geometryId: geometryId,
  60017. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60018. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60019. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60020. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  60021. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  60022. subMeshes: submeshes,
  60023. checkCollisions: mesh.checkCollisions
  60024. };
  60025. };
  60026. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  60027. return {
  60028. id: geometry.id,
  60029. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  60030. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  60031. indices: new Uint32Array(geometry.getIndices() || []),
  60032. };
  60033. };
  60034. return CollisionCoordinatorWorker;
  60035. }());
  60036. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  60037. /** @hidden */
  60038. var CollisionCoordinatorLegacy = /** @class */ (function () {
  60039. function CollisionCoordinatorLegacy() {
  60040. this._scaledPosition = BABYLON.Vector3.Zero();
  60041. this._scaledVelocity = BABYLON.Vector3.Zero();
  60042. this._finalPosition = BABYLON.Vector3.Zero();
  60043. }
  60044. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60045. position.divideToRef(collider._radius, this._scaledPosition);
  60046. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60047. collider.collidedMesh = null;
  60048. collider._retry = 0;
  60049. collider._initialVelocity = this._scaledVelocity;
  60050. collider._initialPosition = this._scaledPosition;
  60051. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  60052. this._finalPosition.multiplyInPlace(collider._radius);
  60053. //run the callback
  60054. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  60055. };
  60056. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  60057. this._scene = scene;
  60058. };
  60059. CollisionCoordinatorLegacy.prototype.destroy = function () {
  60060. //Legacy need no destruction method.
  60061. };
  60062. //No update in legacy mode
  60063. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  60064. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  60065. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  60066. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  60067. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  60068. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  60069. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  60070. if (excludedMesh === void 0) { excludedMesh = null; }
  60071. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  60072. if (collider._retry >= maximumRetry) {
  60073. finalPosition.copyFrom(position);
  60074. return;
  60075. }
  60076. // Check if this is a mesh else camera or -1
  60077. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  60078. collider._initialize(position, velocity, closeDistance);
  60079. // Check all meshes
  60080. for (var index = 0; index < this._scene.meshes.length; index++) {
  60081. var mesh = this._scene.meshes[index];
  60082. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  60083. mesh._checkCollision(collider);
  60084. }
  60085. }
  60086. if (!collider.collisionFound) {
  60087. position.addToRef(velocity, finalPosition);
  60088. return;
  60089. }
  60090. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  60091. collider._getResponse(position, velocity);
  60092. }
  60093. if (velocity.length() <= closeDistance) {
  60094. finalPosition.copyFrom(position);
  60095. return;
  60096. }
  60097. collider._retry++;
  60098. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60099. };
  60100. return CollisionCoordinatorLegacy;
  60101. }());
  60102. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60103. })(BABYLON || (BABYLON = {}));
  60104. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60105. var BABYLON;
  60106. (function (BABYLON) {
  60107. /**
  60108. * A particle represents one of the element emitted by a particle system.
  60109. * This is mainly define by its coordinates, direction, velocity and age.
  60110. */
  60111. var Particle = /** @class */ (function () {
  60112. /**
  60113. * Creates a new instance Particle
  60114. * @param particleSystem the particle system the particle belongs to
  60115. */
  60116. function Particle(
  60117. /**
  60118. * The particle system the particle belongs to.
  60119. */
  60120. particleSystem) {
  60121. this.particleSystem = particleSystem;
  60122. /**
  60123. * The world position of the particle in the scene.
  60124. */
  60125. this.position = BABYLON.Vector3.Zero();
  60126. /**
  60127. * The world direction of the particle in the scene.
  60128. */
  60129. this.direction = BABYLON.Vector3.Zero();
  60130. /**
  60131. * The color of the particle.
  60132. */
  60133. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60134. /**
  60135. * The color change of the particle per step.
  60136. */
  60137. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60138. /**
  60139. * Defines how long will the life of the particle be.
  60140. */
  60141. this.lifeTime = 1.0;
  60142. /**
  60143. * The current age of the particle.
  60144. */
  60145. this.age = 0;
  60146. /**
  60147. * The current size of the particle.
  60148. */
  60149. this.size = 0;
  60150. /**
  60151. * The current scale of the particle.
  60152. */
  60153. this.scale = new BABYLON.Vector2(1, 1);
  60154. /**
  60155. * The current angle of the particle.
  60156. */
  60157. this.angle = 0;
  60158. /**
  60159. * Defines how fast is the angle changing.
  60160. */
  60161. this.angularSpeed = 0;
  60162. /**
  60163. * Defines the cell index used by the particle to be rendered from a sprite.
  60164. */
  60165. this.cellIndex = 0;
  60166. /** @hidden */
  60167. this._attachedSubEmitters = null;
  60168. /** @hidden */
  60169. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60170. /** @hidden */
  60171. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60172. /** @hidden */
  60173. this._currentSize1 = 0;
  60174. /** @hidden */
  60175. this._currentSize2 = 0;
  60176. /** @hidden */
  60177. this._currentAngularSpeed1 = 0;
  60178. /** @hidden */
  60179. this._currentAngularSpeed2 = 0;
  60180. /** @hidden */
  60181. this._currentVelocity1 = 0;
  60182. /** @hidden */
  60183. this._currentVelocity2 = 0;
  60184. /** @hidden */
  60185. this._currentLimitVelocity1 = 0;
  60186. /** @hidden */
  60187. this._currentLimitVelocity2 = 0;
  60188. /** @hidden */
  60189. this._currentDrag1 = 0;
  60190. /** @hidden */
  60191. this._currentDrag2 = 0;
  60192. this.id = Particle._Count++;
  60193. if (!this.particleSystem.isAnimationSheetEnabled) {
  60194. return;
  60195. }
  60196. this.updateCellInfoFromSystem();
  60197. }
  60198. Particle.prototype.updateCellInfoFromSystem = function () {
  60199. this.cellIndex = this.particleSystem.startSpriteCellID;
  60200. };
  60201. /**
  60202. * Defines how the sprite cell index is updated for the particle
  60203. */
  60204. Particle.prototype.updateCellIndex = function () {
  60205. var offsetAge = this.age;
  60206. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60207. if (this.particleSystem.spriteRandomStartCell) {
  60208. if (this._randomCellOffset === undefined) {
  60209. this._randomCellOffset = Math.random() * this.lifeTime;
  60210. }
  60211. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60212. changeSpeed = 1;
  60213. offsetAge = this._randomCellOffset;
  60214. }
  60215. else {
  60216. offsetAge += this._randomCellOffset;
  60217. }
  60218. }
  60219. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60220. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60221. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60222. };
  60223. /** @hidden */
  60224. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60225. if (subEmitter.particleSystem.emitter.position) {
  60226. var emitterMesh = subEmitter.particleSystem.emitter;
  60227. emitterMesh.position.copyFrom(this.position);
  60228. if (subEmitter.inheritDirection) {
  60229. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60230. // Look at using Y as forward
  60231. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60232. }
  60233. }
  60234. else {
  60235. var emitterPosition = subEmitter.particleSystem.emitter;
  60236. emitterPosition.copyFrom(this.position);
  60237. }
  60238. // Set inheritedVelocityOffset to be used when new particles are created
  60239. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60240. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60241. };
  60242. /** @hidden */
  60243. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60244. var _this = this;
  60245. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60246. this._attachedSubEmitters.forEach(function (subEmitter) {
  60247. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60248. });
  60249. }
  60250. };
  60251. /** @hidden */
  60252. Particle.prototype._reset = function () {
  60253. this.age = 0;
  60254. this._currentColorGradient = null;
  60255. this._currentSizeGradient = null;
  60256. this._currentAngularSpeedGradient = null;
  60257. this._currentVelocityGradient = null;
  60258. this._currentLimitVelocityGradient = null;
  60259. this._currentDragGradient = null;
  60260. this.cellIndex = this.particleSystem.startSpriteCellID;
  60261. this._randomCellOffset = undefined;
  60262. };
  60263. /**
  60264. * Copy the properties of particle to another one.
  60265. * @param other the particle to copy the information to.
  60266. */
  60267. Particle.prototype.copyTo = function (other) {
  60268. other.position.copyFrom(this.position);
  60269. if (this._initialDirection) {
  60270. if (other._initialDirection) {
  60271. other._initialDirection.copyFrom(this._initialDirection);
  60272. }
  60273. else {
  60274. other._initialDirection = this._initialDirection.clone();
  60275. }
  60276. }
  60277. else {
  60278. other._initialDirection = null;
  60279. }
  60280. other.direction.copyFrom(this.direction);
  60281. other.color.copyFrom(this.color);
  60282. other.colorStep.copyFrom(this.colorStep);
  60283. other.lifeTime = this.lifeTime;
  60284. other.age = this.age;
  60285. other._randomCellOffset = this._randomCellOffset;
  60286. other.size = this.size;
  60287. other.scale.copyFrom(this.scale);
  60288. other.angle = this.angle;
  60289. other.angularSpeed = this.angularSpeed;
  60290. other.particleSystem = this.particleSystem;
  60291. other.cellIndex = this.cellIndex;
  60292. other.id = this.id;
  60293. other._attachedSubEmitters = this._attachedSubEmitters;
  60294. if (this._currentColorGradient) {
  60295. other._currentColorGradient = this._currentColorGradient;
  60296. other._currentColor1.copyFrom(this._currentColor1);
  60297. other._currentColor2.copyFrom(this._currentColor2);
  60298. }
  60299. if (this._currentSizeGradient) {
  60300. other._currentSizeGradient = this._currentSizeGradient;
  60301. other._currentSize1 = this._currentSize1;
  60302. other._currentSize2 = this._currentSize2;
  60303. }
  60304. if (this._currentAngularSpeedGradient) {
  60305. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60306. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60307. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60308. }
  60309. if (this._currentVelocityGradient) {
  60310. other._currentVelocityGradient = this._currentVelocityGradient;
  60311. other._currentVelocity1 = this._currentVelocity1;
  60312. other._currentVelocity2 = this._currentVelocity2;
  60313. }
  60314. if (this._currentLimitVelocityGradient) {
  60315. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60316. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60317. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60318. }
  60319. if (this._currentDragGradient) {
  60320. other._currentDragGradient = this._currentDragGradient;
  60321. other._currentDrag1 = this._currentDrag1;
  60322. other._currentDrag2 = this._currentDrag2;
  60323. }
  60324. if (this.particleSystem.isAnimationSheetEnabled) {
  60325. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60326. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60327. }
  60328. if (this.particleSystem.useRampGradients) {
  60329. other.remapData.copyFrom(this.remapData);
  60330. }
  60331. if (this._randomNoiseCoordinates1) {
  60332. if (other._randomNoiseCoordinates1) {
  60333. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60334. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60335. }
  60336. else {
  60337. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60338. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60339. }
  60340. }
  60341. };
  60342. Particle._Count = 0;
  60343. return Particle;
  60344. }());
  60345. BABYLON.Particle = Particle;
  60346. })(BABYLON || (BABYLON = {}));
  60347. //# sourceMappingURL=babylon.particle.js.map
  60348. var BABYLON;
  60349. (function (BABYLON) {
  60350. /**
  60351. * This represents the base class for particle system in Babylon.
  60352. * Particles are often small sprites used to simulate hard-to-reproduce phenomena like fire, smoke, water, or abstract visual effects like magic glitter and faery dust.
  60353. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60354. * @example https://doc.babylonjs.com/babylon101/particles
  60355. */
  60356. var BaseParticleSystem = /** @class */ (function () {
  60357. /**
  60358. * Instantiates a particle system.
  60359. * 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.
  60360. * @param name The name of the particle system
  60361. */
  60362. function BaseParticleSystem(name) {
  60363. /**
  60364. * List of animations used by the particle system.
  60365. */
  60366. this.animations = [];
  60367. /**
  60368. * The rendering group used by the Particle system to chose when to render.
  60369. */
  60370. this.renderingGroupId = 0;
  60371. /**
  60372. * The emitter represents the Mesh or position we are attaching the particle system to.
  60373. */
  60374. this.emitter = null;
  60375. /**
  60376. * The maximum number of particles to emit per frame
  60377. */
  60378. this.emitRate = 10;
  60379. /**
  60380. * If you want to launch only a few particles at once, that can be done, as well.
  60381. */
  60382. this.manualEmitCount = -1;
  60383. /**
  60384. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60385. */
  60386. this.updateSpeed = 0.01;
  60387. /**
  60388. * The amount of time the particle system is running (depends of the overall update speed).
  60389. */
  60390. this.targetStopDuration = 0;
  60391. /**
  60392. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60393. */
  60394. this.disposeOnStop = false;
  60395. /**
  60396. * Minimum power of emitting particles.
  60397. */
  60398. this.minEmitPower = 1;
  60399. /**
  60400. * Maximum power of emitting particles.
  60401. */
  60402. this.maxEmitPower = 1;
  60403. /**
  60404. * Minimum life time of emitting particles.
  60405. */
  60406. this.minLifeTime = 1;
  60407. /**
  60408. * Maximum life time of emitting particles.
  60409. */
  60410. this.maxLifeTime = 1;
  60411. /**
  60412. * Minimum Size of emitting particles.
  60413. */
  60414. this.minSize = 1;
  60415. /**
  60416. * Maximum Size of emitting particles.
  60417. */
  60418. this.maxSize = 1;
  60419. /**
  60420. * Minimum scale of emitting particles on X axis.
  60421. */
  60422. this.minScaleX = 1;
  60423. /**
  60424. * Maximum scale of emitting particles on X axis.
  60425. */
  60426. this.maxScaleX = 1;
  60427. /**
  60428. * Minimum scale of emitting particles on Y axis.
  60429. */
  60430. this.minScaleY = 1;
  60431. /**
  60432. * Maximum scale of emitting particles on Y axis.
  60433. */
  60434. this.maxScaleY = 1;
  60435. /**
  60436. * Gets or sets the minimal initial rotation in radians.
  60437. */
  60438. this.minInitialRotation = 0;
  60439. /**
  60440. * Gets or sets the maximal initial rotation in radians.
  60441. */
  60442. this.maxInitialRotation = 0;
  60443. /**
  60444. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60445. */
  60446. this.minAngularSpeed = 0;
  60447. /**
  60448. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60449. */
  60450. this.maxAngularSpeed = 0;
  60451. /**
  60452. * The layer mask we are rendering the particles through.
  60453. */
  60454. this.layerMask = 0x0FFFFFFF;
  60455. /**
  60456. * This can help using your own shader to render the particle system.
  60457. * The according effect will be created
  60458. */
  60459. this.customShader = null;
  60460. /**
  60461. * By default particle system starts as soon as they are created. This prevents the
  60462. * automatic start to happen and let you decide when to start emitting particles.
  60463. */
  60464. this.preventAutoStart = false;
  60465. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60466. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60467. /**
  60468. * Callback triggered when the particle animation is ending.
  60469. */
  60470. this.onAnimationEnd = null;
  60471. /**
  60472. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60473. */
  60474. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60475. /**
  60476. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60477. * to override the particles.
  60478. */
  60479. this.forceDepthWrite = false;
  60480. /** Gets or sets a value indicating how many cycles (or frames) must be executed before first rendering (this value has to be set before starting the system). Default is 0 */
  60481. this.preWarmCycles = 0;
  60482. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60483. this.preWarmStepOffset = 1;
  60484. /**
  60485. * If using a spritesheet (isAnimationSheetEnabled) defines the speed of the sprite loop (default is 1 meaning the animation will play once during the entire particle lifetime)
  60486. */
  60487. this.spriteCellChangeSpeed = 1;
  60488. /**
  60489. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60490. */
  60491. this.startSpriteCellID = 0;
  60492. /**
  60493. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60494. */
  60495. this.endSpriteCellID = 0;
  60496. /**
  60497. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60498. */
  60499. this.spriteCellWidth = 0;
  60500. /**
  60501. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60502. */
  60503. this.spriteCellHeight = 0;
  60504. /**
  60505. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60506. */
  60507. this.spriteRandomStartCell = false;
  60508. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60509. this.translationPivot = new BABYLON.Vector2(0, 0);
  60510. /**
  60511. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60512. */
  60513. this.beginAnimationOnStart = false;
  60514. /**
  60515. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60516. */
  60517. this.beginAnimationFrom = 0;
  60518. /**
  60519. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60520. */
  60521. this.beginAnimationTo = 60;
  60522. /**
  60523. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60524. */
  60525. this.beginAnimationLoop = false;
  60526. /**
  60527. * You can use gravity if you want to give an orientation to your particles.
  60528. */
  60529. this.gravity = BABYLON.Vector3.Zero();
  60530. this._colorGradients = null;
  60531. this._sizeGradients = null;
  60532. this._lifeTimeGradients = null;
  60533. this._angularSpeedGradients = null;
  60534. this._velocityGradients = null;
  60535. this._limitVelocityGradients = null;
  60536. this._dragGradients = null;
  60537. this._emitRateGradients = null;
  60538. this._startSizeGradients = null;
  60539. this._rampGradients = null;
  60540. this._colorRemapGradients = null;
  60541. this._alphaRemapGradients = null;
  60542. /**
  60543. * Defines the delay in milliseconds before starting the system (0 by default)
  60544. */
  60545. this.startDelay = 0;
  60546. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60547. this.limitVelocityDamping = 0.4;
  60548. /**
  60549. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60550. */
  60551. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60552. /**
  60553. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60554. */
  60555. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60556. /**
  60557. * Color the particle will have at the end of its lifetime
  60558. */
  60559. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60560. /**
  60561. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60562. */
  60563. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60564. /** @hidden */
  60565. this._isSubEmitter = false;
  60566. /**
  60567. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60568. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60569. */
  60570. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60571. this._isBillboardBased = true;
  60572. /**
  60573. * Local cache of defines for image processing.
  60574. */
  60575. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60576. this.id = name;
  60577. this.name = name;
  60578. }
  60579. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60580. /**
  60581. * Gets or sets a texture used to add random noise to particle positions
  60582. */
  60583. get: function () {
  60584. return this._noiseTexture;
  60585. },
  60586. set: function (value) {
  60587. if (this._noiseTexture === value) {
  60588. return;
  60589. }
  60590. this._noiseTexture = value;
  60591. this._reset();
  60592. },
  60593. enumerable: true,
  60594. configurable: true
  60595. });
  60596. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60597. /**
  60598. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60599. */
  60600. get: function () {
  60601. return this._isAnimationSheetEnabled;
  60602. },
  60603. set: function (value) {
  60604. if (this._isAnimationSheetEnabled == value) {
  60605. return;
  60606. }
  60607. this._isAnimationSheetEnabled = value;
  60608. this._reset();
  60609. },
  60610. enumerable: true,
  60611. configurable: true
  60612. });
  60613. /**
  60614. * Get hosting scene
  60615. * @returns the scene
  60616. */
  60617. BaseParticleSystem.prototype.getScene = function () {
  60618. return this._scene;
  60619. };
  60620. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60621. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60622. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60623. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60624. };
  60625. /**
  60626. * Gets the current list of drag gradients.
  60627. * You must use addDragGradient and removeDragGradient to udpate this list
  60628. * @returns the list of drag gradients
  60629. */
  60630. BaseParticleSystem.prototype.getDragGradients = function () {
  60631. return this._dragGradients;
  60632. };
  60633. /**
  60634. * Gets the current list of limit velocity gradients.
  60635. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60636. * @returns the list of limit velocity gradients
  60637. */
  60638. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60639. return this._limitVelocityGradients;
  60640. };
  60641. /**
  60642. * Gets the current list of color gradients.
  60643. * You must use addColorGradient and removeColorGradient to udpate this list
  60644. * @returns the list of color gradients
  60645. */
  60646. BaseParticleSystem.prototype.getColorGradients = function () {
  60647. return this._colorGradients;
  60648. };
  60649. /**
  60650. * Gets the current list of size gradients.
  60651. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60652. * @returns the list of size gradients
  60653. */
  60654. BaseParticleSystem.prototype.getSizeGradients = function () {
  60655. return this._sizeGradients;
  60656. };
  60657. /**
  60658. * Gets the current list of color remap gradients.
  60659. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60660. * @returns the list of color remap gradients
  60661. */
  60662. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60663. return this._colorRemapGradients;
  60664. };
  60665. /**
  60666. * Gets the current list of alpha remap gradients.
  60667. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60668. * @returns the list of alpha remap gradients
  60669. */
  60670. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60671. return this._alphaRemapGradients;
  60672. };
  60673. /**
  60674. * Gets the current list of life time gradients.
  60675. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60676. * @returns the list of life time gradients
  60677. */
  60678. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60679. return this._lifeTimeGradients;
  60680. };
  60681. /**
  60682. * Gets the current list of angular speed gradients.
  60683. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60684. * @returns the list of angular speed gradients
  60685. */
  60686. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60687. return this._angularSpeedGradients;
  60688. };
  60689. /**
  60690. * Gets the current list of velocity gradients.
  60691. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60692. * @returns the list of velocity gradients
  60693. */
  60694. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60695. return this._velocityGradients;
  60696. };
  60697. /**
  60698. * Gets the current list of start size gradients.
  60699. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60700. * @returns the list of start size gradients
  60701. */
  60702. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60703. return this._startSizeGradients;
  60704. };
  60705. /**
  60706. * Gets the current list of emit rate gradients.
  60707. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60708. * @returns the list of emit rate gradients
  60709. */
  60710. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60711. return this._emitRateGradients;
  60712. };
  60713. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60714. /**
  60715. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60716. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60717. */
  60718. get: function () {
  60719. if (this.particleEmitterType.direction1) {
  60720. return this.particleEmitterType.direction1;
  60721. }
  60722. return BABYLON.Vector3.Zero();
  60723. },
  60724. set: function (value) {
  60725. if (this.particleEmitterType.direction1) {
  60726. this.particleEmitterType.direction1 = value;
  60727. }
  60728. },
  60729. enumerable: true,
  60730. configurable: true
  60731. });
  60732. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60733. /**
  60734. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60735. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60736. */
  60737. get: function () {
  60738. if (this.particleEmitterType.direction2) {
  60739. return this.particleEmitterType.direction2;
  60740. }
  60741. return BABYLON.Vector3.Zero();
  60742. },
  60743. set: function (value) {
  60744. if (this.particleEmitterType.direction2) {
  60745. this.particleEmitterType.direction2 = value;
  60746. }
  60747. },
  60748. enumerable: true,
  60749. configurable: true
  60750. });
  60751. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60752. /**
  60753. * 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.
  60754. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60755. */
  60756. get: function () {
  60757. if (this.particleEmitterType.minEmitBox) {
  60758. return this.particleEmitterType.minEmitBox;
  60759. }
  60760. return BABYLON.Vector3.Zero();
  60761. },
  60762. set: function (value) {
  60763. if (this.particleEmitterType.minEmitBox) {
  60764. this.particleEmitterType.minEmitBox = value;
  60765. }
  60766. },
  60767. enumerable: true,
  60768. configurable: true
  60769. });
  60770. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60771. /**
  60772. * 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.
  60773. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60774. */
  60775. get: function () {
  60776. if (this.particleEmitterType.maxEmitBox) {
  60777. return this.particleEmitterType.maxEmitBox;
  60778. }
  60779. return BABYLON.Vector3.Zero();
  60780. },
  60781. set: function (value) {
  60782. if (this.particleEmitterType.maxEmitBox) {
  60783. this.particleEmitterType.maxEmitBox = value;
  60784. }
  60785. },
  60786. enumerable: true,
  60787. configurable: true
  60788. });
  60789. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60790. /**
  60791. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60792. */
  60793. get: function () {
  60794. return this._isBillboardBased;
  60795. },
  60796. set: function (value) {
  60797. if (this._isBillboardBased === value) {
  60798. return;
  60799. }
  60800. this._isBillboardBased = value;
  60801. this._reset();
  60802. },
  60803. enumerable: true,
  60804. configurable: true
  60805. });
  60806. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60807. /**
  60808. * Gets the image processing configuration used either in this material.
  60809. */
  60810. get: function () {
  60811. return this._imageProcessingConfiguration;
  60812. },
  60813. /**
  60814. * Sets the Default image processing configuration used either in the this material.
  60815. *
  60816. * If sets to null, the scene one is in use.
  60817. */
  60818. set: function (value) {
  60819. this._attachImageProcessingConfiguration(value);
  60820. },
  60821. enumerable: true,
  60822. configurable: true
  60823. });
  60824. /**
  60825. * Attaches a new image processing configuration to the Standard Material.
  60826. * @param configuration
  60827. */
  60828. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60829. if (configuration === this._imageProcessingConfiguration) {
  60830. return;
  60831. }
  60832. // Pick the scene configuration if needed.
  60833. if (!configuration) {
  60834. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60835. }
  60836. else {
  60837. this._imageProcessingConfiguration = configuration;
  60838. }
  60839. };
  60840. /** @hidden */
  60841. BaseParticleSystem.prototype._reset = function () {
  60842. };
  60843. /** @hidden */
  60844. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60845. if (!gradients) {
  60846. return this;
  60847. }
  60848. var index = 0;
  60849. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60850. var valueGradient = gradients_1[_i];
  60851. if (valueGradient.gradient === gradient) {
  60852. gradients.splice(index, 1);
  60853. break;
  60854. }
  60855. index++;
  60856. }
  60857. if (texture) {
  60858. texture.dispose();
  60859. }
  60860. return this;
  60861. };
  60862. /**
  60863. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60864. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60865. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60866. * @returns the emitter
  60867. */
  60868. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60869. var particleEmitter = new BABYLON.PointParticleEmitter();
  60870. particleEmitter.direction1 = direction1;
  60871. particleEmitter.direction2 = direction2;
  60872. this.particleEmitterType = particleEmitter;
  60873. return particleEmitter;
  60874. };
  60875. /**
  60876. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60877. * @param radius The radius of the hemisphere to emit from
  60878. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60879. * @returns the emitter
  60880. */
  60881. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60882. if (radius === void 0) { radius = 1; }
  60883. if (radiusRange === void 0) { radiusRange = 1; }
  60884. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60885. this.particleEmitterType = particleEmitter;
  60886. return particleEmitter;
  60887. };
  60888. /**
  60889. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60890. * @param radius The radius of the sphere to emit from
  60891. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60892. * @returns the emitter
  60893. */
  60894. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60895. if (radius === void 0) { radius = 1; }
  60896. if (radiusRange === void 0) { radiusRange = 1; }
  60897. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60898. this.particleEmitterType = particleEmitter;
  60899. return particleEmitter;
  60900. };
  60901. /**
  60902. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60903. * @param radius The radius of the sphere to emit from
  60904. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60905. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60906. * @returns the emitter
  60907. */
  60908. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60909. if (radius === void 0) { radius = 1; }
  60910. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60911. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60912. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60913. this.particleEmitterType = particleEmitter;
  60914. return particleEmitter;
  60915. };
  60916. /**
  60917. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60918. * @param radius The radius of the emission cylinder
  60919. * @param height The height of the emission cylinder
  60920. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60921. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60922. * @returns the emitter
  60923. */
  60924. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60925. if (radius === void 0) { radius = 1; }
  60926. if (height === void 0) { height = 1; }
  60927. if (radiusRange === void 0) { radiusRange = 1; }
  60928. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60929. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60930. this.particleEmitterType = particleEmitter;
  60931. return particleEmitter;
  60932. };
  60933. /**
  60934. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60935. * @param radius The radius of the cylinder to emit from
  60936. * @param height The height of the emission cylinder
  60937. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60938. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60939. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60940. * @returns the emitter
  60941. */
  60942. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60943. if (radius === void 0) { radius = 1; }
  60944. if (height === void 0) { height = 1; }
  60945. if (radiusRange === void 0) { radiusRange = 1; }
  60946. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60947. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60948. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60949. this.particleEmitterType = particleEmitter;
  60950. return particleEmitter;
  60951. };
  60952. /**
  60953. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60954. * @param radius The radius of the cone to emit from
  60955. * @param angle The base angle of the cone
  60956. * @returns the emitter
  60957. */
  60958. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  60959. if (radius === void 0) { radius = 1; }
  60960. if (angle === void 0) { angle = Math.PI / 4; }
  60961. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  60962. this.particleEmitterType = particleEmitter;
  60963. return particleEmitter;
  60964. };
  60965. /**
  60966. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  60967. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60968. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60969. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60970. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  60971. * @returns the emitter
  60972. */
  60973. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  60974. var particleEmitter = new BABYLON.BoxParticleEmitter();
  60975. this.particleEmitterType = particleEmitter;
  60976. this.direction1 = direction1;
  60977. this.direction2 = direction2;
  60978. this.minEmitBox = minEmitBox;
  60979. this.maxEmitBox = maxEmitBox;
  60980. return particleEmitter;
  60981. };
  60982. /**
  60983. * Source color is added to the destination color without alpha affecting the result
  60984. */
  60985. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  60986. /**
  60987. * Blend current color and particle color using particle’s alpha
  60988. */
  60989. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  60990. /**
  60991. * Add current color and particle color multiplied by particle’s alpha
  60992. */
  60993. BaseParticleSystem.BLENDMODE_ADD = 2;
  60994. /**
  60995. * Multiply current color with particle color
  60996. */
  60997. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  60998. /**
  60999. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  61000. */
  61001. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  61002. return BaseParticleSystem;
  61003. }());
  61004. BABYLON.BaseParticleSystem = BaseParticleSystem;
  61005. })(BABYLON || (BABYLON = {}));
  61006. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  61007. var BABYLON;
  61008. (function (BABYLON) {
  61009. /**
  61010. * This represents a particle system in Babylon.
  61011. * 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.
  61012. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  61013. * @example https://doc.babylonjs.com/babylon101/particles
  61014. */
  61015. var ParticleSystem = /** @class */ (function (_super) {
  61016. __extends(ParticleSystem, _super);
  61017. /**
  61018. * Instantiates a particle system.
  61019. * 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.
  61020. * @param name The name of the particle system
  61021. * @param capacity The max number of particles alive at the same time
  61022. * @param scene The scene the particle system belongs to
  61023. * @param customEffect a custom effect used to change the way particles are rendered by default
  61024. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61025. * @param epsilon Offset used to render the particles
  61026. */
  61027. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  61028. if (customEffect === void 0) { customEffect = null; }
  61029. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61030. if (epsilon === void 0) { epsilon = 0.01; }
  61031. var _this = _super.call(this, name) || this;
  61032. /**
  61033. * @hidden
  61034. */
  61035. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  61036. /**
  61037. * An event triggered when the system is disposed
  61038. */
  61039. _this.onDisposeObservable = new BABYLON.Observable();
  61040. _this._particles = new Array();
  61041. _this._stockParticles = new Array();
  61042. _this._newPartsExcess = 0;
  61043. _this._vertexBuffers = {};
  61044. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  61045. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  61046. _this._scaledDirection = BABYLON.Vector3.Zero();
  61047. _this._scaledGravity = BABYLON.Vector3.Zero();
  61048. _this._currentRenderId = -1;
  61049. _this._useInstancing = false;
  61050. _this._started = false;
  61051. _this._stopped = false;
  61052. _this._actualFrame = 0;
  61053. /** @hidden */
  61054. _this._currentEmitRate1 = 0;
  61055. /** @hidden */
  61056. _this._currentEmitRate2 = 0;
  61057. /** @hidden */
  61058. _this._currentStartSize1 = 0;
  61059. /** @hidden */
  61060. _this._currentStartSize2 = 0;
  61061. _this._rawTextureWidth = 256;
  61062. _this._useRampGradients = false;
  61063. /**
  61064. * @hidden
  61065. * If the particle systems emitter should be disposed when the particle system is disposed
  61066. */
  61067. _this._disposeEmitterOnDispose = false;
  61068. // start of sub system methods
  61069. /**
  61070. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  61071. * Its lifetime will start back at 0.
  61072. */
  61073. _this.recycleParticle = function (particle) {
  61074. // move particle from activeParticle list to stock particles
  61075. var lastParticle = _this._particles.pop();
  61076. if (lastParticle !== particle) {
  61077. lastParticle.copyTo(particle);
  61078. }
  61079. _this._stockParticles.push(lastParticle);
  61080. };
  61081. _this._createParticle = function () {
  61082. var particle;
  61083. if (_this._stockParticles.length !== 0) {
  61084. particle = _this._stockParticles.pop();
  61085. particle._reset();
  61086. }
  61087. else {
  61088. particle = new BABYLON.Particle(_this);
  61089. }
  61090. // Attach emitters
  61091. if (_this._subEmitters && _this._subEmitters.length > 0) {
  61092. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  61093. particle._attachedSubEmitters = [];
  61094. subEmitters.forEach(function (subEmitter) {
  61095. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  61096. var newEmitter = subEmitter.clone();
  61097. particle._attachedSubEmitters.push(newEmitter);
  61098. newEmitter.particleSystem.start();
  61099. }
  61100. });
  61101. }
  61102. return particle;
  61103. };
  61104. _this._emitFromParticle = function (particle) {
  61105. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61106. return;
  61107. }
  61108. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61109. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61110. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61111. var subSystem = subEmitter.clone();
  61112. particle._inheritParticleInfoToSubEmitter(subSystem);
  61113. subSystem.particleSystem._rootParticleSystem = _this;
  61114. _this.activeSubSystems.push(subSystem.particleSystem);
  61115. subSystem.particleSystem.start();
  61116. }
  61117. });
  61118. };
  61119. _this._capacity = capacity;
  61120. _this._epsilon = epsilon;
  61121. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61122. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61123. // Setup the default processing configuration to the scene.
  61124. _this._attachImageProcessingConfiguration(null);
  61125. _this._customEffect = customEffect;
  61126. _this._scene.particleSystems.push(_this);
  61127. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61128. _this._createIndexBuffer();
  61129. _this._createVertexBuffers();
  61130. // Default emitter type
  61131. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61132. // Update
  61133. _this.updateFunction = function (particles) {
  61134. var noiseTextureSize = null;
  61135. var noiseTextureData = null;
  61136. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61137. noiseTextureSize = _this.noiseTexture.getSize();
  61138. noiseTextureData = (_this.noiseTexture.getContent());
  61139. }
  61140. var _loop_1 = function () {
  61141. particle = particles[index];
  61142. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61143. var previousAge = particle.age;
  61144. particle.age += scaledUpdateSpeed;
  61145. // Evaluate step to death
  61146. if (particle.age > particle.lifeTime) {
  61147. var diff = particle.age - previousAge;
  61148. var oldDiff = particle.lifeTime - previousAge;
  61149. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61150. particle.age = particle.lifeTime;
  61151. }
  61152. var ratio = particle.age / particle.lifeTime;
  61153. // Color
  61154. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61155. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61156. if (currentGradient !== particle._currentColorGradient) {
  61157. particle._currentColor1.copyFrom(particle._currentColor2);
  61158. nextGradient.getColorToRef(particle._currentColor2);
  61159. particle._currentColorGradient = currentGradient;
  61160. }
  61161. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61162. });
  61163. }
  61164. else {
  61165. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61166. particle.color.addInPlace(_this._scaledColorStep);
  61167. if (particle.color.a < 0) {
  61168. particle.color.a = 0;
  61169. }
  61170. }
  61171. // Angular speed
  61172. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61173. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61174. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61175. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61176. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61177. particle._currentAngularSpeedGradient = currentGradient;
  61178. }
  61179. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61180. });
  61181. }
  61182. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61183. // Direction
  61184. var directionScale = scaledUpdateSpeed;
  61185. /// Velocity
  61186. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61187. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61188. if (currentGradient !== particle._currentVelocityGradient) {
  61189. particle._currentVelocity1 = particle._currentVelocity2;
  61190. particle._currentVelocity2 = nextGradient.getFactor();
  61191. particle._currentVelocityGradient = currentGradient;
  61192. }
  61193. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61194. });
  61195. }
  61196. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61197. /// Limit velocity
  61198. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61199. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61200. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61201. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61202. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61203. particle._currentLimitVelocityGradient = currentGradient;
  61204. }
  61205. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61206. var currentVelocity = particle.direction.length();
  61207. if (currentVelocity > limitVelocity) {
  61208. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61209. }
  61210. });
  61211. }
  61212. /// Drag
  61213. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61214. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61215. if (currentGradient !== particle._currentDragGradient) {
  61216. particle._currentDrag1 = particle._currentDrag2;
  61217. particle._currentDrag2 = nextGradient.getFactor();
  61218. particle._currentDragGradient = currentGradient;
  61219. }
  61220. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61221. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61222. });
  61223. }
  61224. particle.position.addInPlace(_this._scaledDirection);
  61225. // Noise
  61226. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61227. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61228. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61229. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61230. var force = BABYLON.Tmp.Vector3[0];
  61231. var scaledForce = BABYLON.Tmp.Vector3[1];
  61232. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61233. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61234. particle.direction.addInPlace(scaledForce);
  61235. }
  61236. // Gravity
  61237. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61238. particle.direction.addInPlace(_this._scaledGravity);
  61239. // Size
  61240. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61241. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61242. if (currentGradient !== particle._currentSizeGradient) {
  61243. particle._currentSize1 = particle._currentSize2;
  61244. particle._currentSize2 = nextGradient.getFactor();
  61245. particle._currentSizeGradient = currentGradient;
  61246. }
  61247. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61248. });
  61249. }
  61250. // Remap data
  61251. if (_this._useRampGradients) {
  61252. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61253. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61254. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61255. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61256. particle.remapData.x = min;
  61257. particle.remapData.y = max - min;
  61258. });
  61259. }
  61260. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61261. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61262. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61263. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61264. particle.remapData.z = min;
  61265. particle.remapData.w = max - min;
  61266. });
  61267. }
  61268. }
  61269. if (_this._isAnimationSheetEnabled) {
  61270. particle.updateCellIndex();
  61271. }
  61272. // Update the position of the attached sub-emitters to match their attached particle
  61273. particle._inheritParticleInfoToSubEmitters();
  61274. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61275. _this._emitFromParticle(particle);
  61276. if (particle._attachedSubEmitters) {
  61277. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61278. subEmitter.particleSystem.disposeOnStop = true;
  61279. subEmitter.particleSystem.stop();
  61280. });
  61281. particle._attachedSubEmitters = null;
  61282. }
  61283. _this.recycleParticle(particle);
  61284. index--;
  61285. return "continue";
  61286. }
  61287. };
  61288. var particle;
  61289. for (var index = 0; index < particles.length; index++) {
  61290. _loop_1();
  61291. }
  61292. };
  61293. return _this;
  61294. }
  61295. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61296. /**
  61297. * Sets a callback that will be triggered when the system is disposed
  61298. */
  61299. set: function (callback) {
  61300. if (this._onDisposeObserver) {
  61301. this.onDisposeObservable.remove(this._onDisposeObserver);
  61302. }
  61303. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61304. },
  61305. enumerable: true,
  61306. configurable: true
  61307. });
  61308. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61309. /** Gets or sets a boolean indicating that ramp gradients must be used
  61310. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61311. */
  61312. get: function () {
  61313. return this._useRampGradients;
  61314. },
  61315. set: function (value) {
  61316. if (this._useRampGradients === value) {
  61317. return;
  61318. }
  61319. this._useRampGradients = value;
  61320. this._resetEffect();
  61321. },
  61322. enumerable: true,
  61323. configurable: true
  61324. });
  61325. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61326. //end of Sub-emitter
  61327. /**
  61328. * Gets the current list of active particles
  61329. */
  61330. get: function () {
  61331. return this._particles;
  61332. },
  61333. enumerable: true,
  61334. configurable: true
  61335. });
  61336. /**
  61337. * Returns the string "ParticleSystem"
  61338. * @returns a string containing the class name
  61339. */
  61340. ParticleSystem.prototype.getClassName = function () {
  61341. return "ParticleSystem";
  61342. };
  61343. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61344. var newGradient = new BABYLON.FactorGradient();
  61345. newGradient.gradient = gradient;
  61346. newGradient.factor1 = factor;
  61347. newGradient.factor2 = factor2;
  61348. factorGradients.push(newGradient);
  61349. factorGradients.sort(function (a, b) {
  61350. if (a.gradient < b.gradient) {
  61351. return -1;
  61352. }
  61353. else if (a.gradient > b.gradient) {
  61354. return 1;
  61355. }
  61356. return 0;
  61357. });
  61358. };
  61359. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61360. if (!factorGradients) {
  61361. return;
  61362. }
  61363. var index = 0;
  61364. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61365. var factorGradient = factorGradients_1[_i];
  61366. if (factorGradient.gradient === gradient) {
  61367. factorGradients.splice(index, 1);
  61368. break;
  61369. }
  61370. index++;
  61371. }
  61372. };
  61373. /**
  61374. * Adds a new life time gradient
  61375. * @param gradient defines the gradient to use (between 0 and 1)
  61376. * @param factor defines the life time factor to affect to the specified gradient
  61377. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61378. * @returns the current particle system
  61379. */
  61380. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61381. if (!this._lifeTimeGradients) {
  61382. this._lifeTimeGradients = [];
  61383. }
  61384. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61385. return this;
  61386. };
  61387. /**
  61388. * Remove a specific life time gradient
  61389. * @param gradient defines the gradient to remove
  61390. * @returns the current particle system
  61391. */
  61392. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61393. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61394. return this;
  61395. };
  61396. /**
  61397. * Adds a new size gradient
  61398. * @param gradient defines the gradient to use (between 0 and 1)
  61399. * @param factor defines the size factor to affect to the specified gradient
  61400. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61401. * @returns the current particle system
  61402. */
  61403. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61404. if (!this._sizeGradients) {
  61405. this._sizeGradients = [];
  61406. }
  61407. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61408. return this;
  61409. };
  61410. /**
  61411. * Remove a specific size gradient
  61412. * @param gradient defines the gradient to remove
  61413. * @returns the current particle system
  61414. */
  61415. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61416. this._removeFactorGradient(this._sizeGradients, gradient);
  61417. return this;
  61418. };
  61419. /**
  61420. * Adds a new color remap gradient
  61421. * @param gradient defines the gradient to use (between 0 and 1)
  61422. * @param min defines the color remap minimal range
  61423. * @param max defines the color remap maximal range
  61424. * @returns the current particle system
  61425. */
  61426. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61427. if (!this._colorRemapGradients) {
  61428. this._colorRemapGradients = [];
  61429. }
  61430. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61431. return this;
  61432. };
  61433. /**
  61434. * Remove a specific color remap gradient
  61435. * @param gradient defines the gradient to remove
  61436. * @returns the current particle system
  61437. */
  61438. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61439. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61440. return this;
  61441. };
  61442. /**
  61443. * Adds a new alpha remap gradient
  61444. * @param gradient defines the gradient to use (between 0 and 1)
  61445. * @param min defines the alpha remap minimal range
  61446. * @param max defines the alpha remap maximal range
  61447. * @returns the current particle system
  61448. */
  61449. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61450. if (!this._alphaRemapGradients) {
  61451. this._alphaRemapGradients = [];
  61452. }
  61453. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61454. return this;
  61455. };
  61456. /**
  61457. * Remove a specific alpha remap gradient
  61458. * @param gradient defines the gradient to remove
  61459. * @returns the current particle system
  61460. */
  61461. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61462. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61463. return this;
  61464. };
  61465. /**
  61466. * Adds a new angular speed gradient
  61467. * @param gradient defines the gradient to use (between 0 and 1)
  61468. * @param factor defines the angular speed to affect to the specified gradient
  61469. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61470. * @returns the current particle system
  61471. */
  61472. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61473. if (!this._angularSpeedGradients) {
  61474. this._angularSpeedGradients = [];
  61475. }
  61476. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61477. return this;
  61478. };
  61479. /**
  61480. * Remove a specific angular speed gradient
  61481. * @param gradient defines the gradient to remove
  61482. * @returns the current particle system
  61483. */
  61484. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61485. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61486. return this;
  61487. };
  61488. /**
  61489. * Adds a new velocity gradient
  61490. * @param gradient defines the gradient to use (between 0 and 1)
  61491. * @param factor defines the velocity to affect to the specified gradient
  61492. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61493. * @returns the current particle system
  61494. */
  61495. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61496. if (!this._velocityGradients) {
  61497. this._velocityGradients = [];
  61498. }
  61499. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61500. return this;
  61501. };
  61502. /**
  61503. * Remove a specific velocity gradient
  61504. * @param gradient defines the gradient to remove
  61505. * @returns the current particle system
  61506. */
  61507. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61508. this._removeFactorGradient(this._velocityGradients, gradient);
  61509. return this;
  61510. };
  61511. /**
  61512. * Adds a new limit velocity gradient
  61513. * @param gradient defines the gradient to use (between 0 and 1)
  61514. * @param factor defines the limit velocity value to affect to the specified gradient
  61515. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61516. * @returns the current particle system
  61517. */
  61518. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61519. if (!this._limitVelocityGradients) {
  61520. this._limitVelocityGradients = [];
  61521. }
  61522. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61523. return this;
  61524. };
  61525. /**
  61526. * Remove a specific limit velocity gradient
  61527. * @param gradient defines the gradient to remove
  61528. * @returns the current particle system
  61529. */
  61530. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61531. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61532. return this;
  61533. };
  61534. /**
  61535. * Adds a new drag gradient
  61536. * @param gradient defines the gradient to use (between 0 and 1)
  61537. * @param factor defines the drag value to affect to the specified gradient
  61538. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61539. * @returns the current particle system
  61540. */
  61541. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61542. if (!this._dragGradients) {
  61543. this._dragGradients = [];
  61544. }
  61545. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61546. return this;
  61547. };
  61548. /**
  61549. * Remove a specific drag gradient
  61550. * @param gradient defines the gradient to remove
  61551. * @returns the current particle system
  61552. */
  61553. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61554. this._removeFactorGradient(this._dragGradients, gradient);
  61555. return this;
  61556. };
  61557. /**
  61558. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61559. * @param gradient defines the gradient to use (between 0 and 1)
  61560. * @param factor defines the emit rate value to affect to the specified gradient
  61561. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61562. * @returns the current particle system
  61563. */
  61564. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61565. if (!this._emitRateGradients) {
  61566. this._emitRateGradients = [];
  61567. }
  61568. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61569. return this;
  61570. };
  61571. /**
  61572. * Remove a specific emit rate gradient
  61573. * @param gradient defines the gradient to remove
  61574. * @returns the current particle system
  61575. */
  61576. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61577. this._removeFactorGradient(this._emitRateGradients, gradient);
  61578. return this;
  61579. };
  61580. /**
  61581. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61582. * @param gradient defines the gradient to use (between 0 and 1)
  61583. * @param factor defines the start size value to affect to the specified gradient
  61584. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61585. * @returns the current particle system
  61586. */
  61587. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61588. if (!this._startSizeGradients) {
  61589. this._startSizeGradients = [];
  61590. }
  61591. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61592. return this;
  61593. };
  61594. /**
  61595. * Remove a specific start size gradient
  61596. * @param gradient defines the gradient to remove
  61597. * @returns the current particle system
  61598. */
  61599. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61600. this._removeFactorGradient(this._emitRateGradients, gradient);
  61601. return this;
  61602. };
  61603. ParticleSystem.prototype._createRampGradientTexture = function () {
  61604. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61605. return;
  61606. }
  61607. var data = new Uint8Array(this._rawTextureWidth * 4);
  61608. var tmpColor = BABYLON.Tmp.Color3[0];
  61609. for (var x = 0; x < this._rawTextureWidth; x++) {
  61610. var ratio = x / this._rawTextureWidth;
  61611. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61612. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61613. data[x * 4] = tmpColor.r * 255;
  61614. data[x * 4 + 1] = tmpColor.g * 255;
  61615. data[x * 4 + 2] = tmpColor.b * 255;
  61616. data[x * 4 + 3] = 255;
  61617. });
  61618. }
  61619. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61620. };
  61621. /**
  61622. * Gets the current list of ramp gradients.
  61623. * You must use addRampGradient and removeRampGradient to udpate this list
  61624. * @returns the list of ramp gradients
  61625. */
  61626. ParticleSystem.prototype.getRampGradients = function () {
  61627. return this._rampGradients;
  61628. };
  61629. /**
  61630. * Adds a new ramp gradient used to remap particle colors
  61631. * @param gradient defines the gradient to use (between 0 and 1)
  61632. * @param color defines the color to affect to the specified gradient
  61633. * @returns the current particle system
  61634. */
  61635. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61636. if (!this._rampGradients) {
  61637. this._rampGradients = [];
  61638. }
  61639. var rampGradient = new BABYLON.Color3Gradient();
  61640. rampGradient.gradient = gradient;
  61641. rampGradient.color = color;
  61642. this._rampGradients.push(rampGradient);
  61643. this._rampGradients.sort(function (a, b) {
  61644. if (a.gradient < b.gradient) {
  61645. return -1;
  61646. }
  61647. else if (a.gradient > b.gradient) {
  61648. return 1;
  61649. }
  61650. return 0;
  61651. });
  61652. if (this._rampGradientsTexture) {
  61653. this._rampGradientsTexture.dispose();
  61654. this._rampGradientsTexture = null;
  61655. }
  61656. this._createRampGradientTexture();
  61657. return this;
  61658. };
  61659. /**
  61660. * Remove a specific ramp gradient
  61661. * @param gradient defines the gradient to remove
  61662. * @returns the current particle system
  61663. */
  61664. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61665. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61666. this._rampGradientsTexture = null;
  61667. if (this._rampGradients && this._rampGradients.length > 0) {
  61668. this._createRampGradientTexture();
  61669. }
  61670. return this;
  61671. };
  61672. /**
  61673. * Adds a new color gradient
  61674. * @param gradient defines the gradient to use (between 0 and 1)
  61675. * @param color1 defines the color to affect to the specified gradient
  61676. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61677. * @returns this particle system
  61678. */
  61679. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61680. if (!this._colorGradients) {
  61681. this._colorGradients = [];
  61682. }
  61683. var colorGradient = new BABYLON.ColorGradient();
  61684. colorGradient.gradient = gradient;
  61685. colorGradient.color1 = color1;
  61686. colorGradient.color2 = color2;
  61687. this._colorGradients.push(colorGradient);
  61688. this._colorGradients.sort(function (a, b) {
  61689. if (a.gradient < b.gradient) {
  61690. return -1;
  61691. }
  61692. else if (a.gradient > b.gradient) {
  61693. return 1;
  61694. }
  61695. return 0;
  61696. });
  61697. return this;
  61698. };
  61699. /**
  61700. * Remove a specific color gradient
  61701. * @param gradient defines the gradient to remove
  61702. * @returns this particle system
  61703. */
  61704. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61705. if (!this._colorGradients) {
  61706. return this;
  61707. }
  61708. var index = 0;
  61709. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61710. var colorGradient = _a[_i];
  61711. if (colorGradient.gradient === gradient) {
  61712. this._colorGradients.splice(index, 1);
  61713. break;
  61714. }
  61715. index++;
  61716. }
  61717. return this;
  61718. };
  61719. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61720. u = Math.abs(u) * 0.5 + 0.5;
  61721. v = Math.abs(v) * 0.5 + 0.5;
  61722. var wrappedU = ((u * width) % width) | 0;
  61723. var wrappedV = ((v * height) % height) | 0;
  61724. var position = (wrappedU + wrappedV * width) * 4;
  61725. return pixels[position] / 255;
  61726. };
  61727. ParticleSystem.prototype._reset = function () {
  61728. this._resetEffect();
  61729. };
  61730. ParticleSystem.prototype._resetEffect = function () {
  61731. if (this._vertexBuffer) {
  61732. this._vertexBuffer.dispose();
  61733. this._vertexBuffer = null;
  61734. }
  61735. if (this._spriteBuffer) {
  61736. this._spriteBuffer.dispose();
  61737. this._spriteBuffer = null;
  61738. }
  61739. this._createVertexBuffers();
  61740. };
  61741. ParticleSystem.prototype._createVertexBuffers = function () {
  61742. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61743. if (this._isAnimationSheetEnabled) {
  61744. this._vertexBufferSize += 1;
  61745. }
  61746. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61747. this._vertexBufferSize += 3;
  61748. }
  61749. if (this._useRampGradients) {
  61750. this._vertexBufferSize += 4;
  61751. }
  61752. var engine = this._scene.getEngine();
  61753. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61754. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61755. var dataOffset = 0;
  61756. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61757. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61758. dataOffset += 3;
  61759. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61760. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61761. dataOffset += 4;
  61762. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61763. this._vertexBuffers["angle"] = options;
  61764. dataOffset += 1;
  61765. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61766. this._vertexBuffers["size"] = size;
  61767. dataOffset += 2;
  61768. if (this._isAnimationSheetEnabled) {
  61769. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61770. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61771. dataOffset += 1;
  61772. }
  61773. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61774. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61775. this._vertexBuffers["direction"] = directionBuffer;
  61776. dataOffset += 3;
  61777. }
  61778. if (this._useRampGradients) {
  61779. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61780. this._vertexBuffers["remapData"] = rampDataBuffer;
  61781. dataOffset += 4;
  61782. }
  61783. var offsets;
  61784. if (this._useInstancing) {
  61785. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61786. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61787. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61788. }
  61789. else {
  61790. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61791. dataOffset += 2;
  61792. }
  61793. this._vertexBuffers["offset"] = offsets;
  61794. };
  61795. ParticleSystem.prototype._createIndexBuffer = function () {
  61796. if (this._useInstancing) {
  61797. return;
  61798. }
  61799. var indices = [];
  61800. var index = 0;
  61801. for (var count = 0; count < this._capacity; count++) {
  61802. indices.push(index);
  61803. indices.push(index + 1);
  61804. indices.push(index + 2);
  61805. indices.push(index);
  61806. indices.push(index + 2);
  61807. indices.push(index + 3);
  61808. index += 4;
  61809. }
  61810. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61811. };
  61812. /**
  61813. * Gets the maximum number of particles active at the same time.
  61814. * @returns The max number of active particles.
  61815. */
  61816. ParticleSystem.prototype.getCapacity = function () {
  61817. return this._capacity;
  61818. };
  61819. /**
  61820. * Gets whether there are still active particles in the system.
  61821. * @returns True if it is alive, otherwise false.
  61822. */
  61823. ParticleSystem.prototype.isAlive = function () {
  61824. return this._alive;
  61825. };
  61826. /**
  61827. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61828. * @returns True if it has been started, otherwise false.
  61829. */
  61830. ParticleSystem.prototype.isStarted = function () {
  61831. return this._started;
  61832. };
  61833. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61834. var _this = this;
  61835. this._subEmitters = new Array();
  61836. if (this.subEmitters) {
  61837. this.subEmitters.forEach(function (subEmitter) {
  61838. if (subEmitter instanceof ParticleSystem) {
  61839. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61840. }
  61841. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61842. _this._subEmitters.push([subEmitter]);
  61843. }
  61844. else if (subEmitter instanceof Array) {
  61845. _this._subEmitters.push(subEmitter);
  61846. }
  61847. });
  61848. }
  61849. };
  61850. /**
  61851. * Starts the particle system and begins to emit
  61852. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61853. */
  61854. ParticleSystem.prototype.start = function (delay) {
  61855. var _this = this;
  61856. if (delay === void 0) { delay = this.startDelay; }
  61857. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61858. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61859. }
  61860. if (delay) {
  61861. setTimeout(function () {
  61862. _this.start(0);
  61863. }, delay);
  61864. return;
  61865. }
  61866. // Convert the subEmitters field to the constant type field _subEmitters
  61867. this._prepareSubEmitterInternalArray();
  61868. this._started = true;
  61869. this._stopped = false;
  61870. this._actualFrame = 0;
  61871. if (this._subEmitters && this._subEmitters.length != 0) {
  61872. this.activeSubSystems = new Array();
  61873. }
  61874. // Reset emit gradient so it acts the same on every start
  61875. if (this._emitRateGradients) {
  61876. if (this._emitRateGradients.length > 0) {
  61877. this._currentEmitRateGradient = this._emitRateGradients[0];
  61878. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61879. this._currentEmitRate2 = this._currentEmitRate1;
  61880. }
  61881. if (this._emitRateGradients.length > 1) {
  61882. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61883. }
  61884. }
  61885. // Reset start size gradient so it acts the same on every start
  61886. if (this._startSizeGradients) {
  61887. if (this._startSizeGradients.length > 0) {
  61888. this._currentStartSizeGradient = this._startSizeGradients[0];
  61889. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61890. this._currentStartSize2 = this._currentStartSize1;
  61891. }
  61892. if (this._startSizeGradients.length > 1) {
  61893. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61894. }
  61895. }
  61896. if (this.preWarmCycles) {
  61897. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61898. this.emitter.computeWorldMatrix(true);
  61899. }
  61900. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61901. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61902. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61903. setTimeout(function () {
  61904. for (var index = 0; index < _this.preWarmCycles; index++) {
  61905. _this.animate(true);
  61906. noiseTextureAsProcedural_1.render();
  61907. }
  61908. });
  61909. });
  61910. }
  61911. else {
  61912. for (var index = 0; index < this.preWarmCycles; index++) {
  61913. this.animate(true);
  61914. }
  61915. }
  61916. }
  61917. // Animations
  61918. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61919. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61920. }
  61921. };
  61922. /**
  61923. * Stops the particle system.
  61924. * @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.
  61925. */
  61926. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61927. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61928. this._stopped = true;
  61929. if (stopSubEmitters) {
  61930. this._stopSubEmitters();
  61931. }
  61932. };
  61933. // animation sheet
  61934. /**
  61935. * Remove all active particles
  61936. */
  61937. ParticleSystem.prototype.reset = function () {
  61938. this._stockParticles = [];
  61939. this._particles = [];
  61940. };
  61941. /**
  61942. * @hidden (for internal use only)
  61943. */
  61944. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61945. var offset = index * this._vertexBufferSize;
  61946. this._vertexData[offset++] = particle.position.x;
  61947. this._vertexData[offset++] = particle.position.y;
  61948. this._vertexData[offset++] = particle.position.z;
  61949. this._vertexData[offset++] = particle.color.r;
  61950. this._vertexData[offset++] = particle.color.g;
  61951. this._vertexData[offset++] = particle.color.b;
  61952. this._vertexData[offset++] = particle.color.a;
  61953. this._vertexData[offset++] = particle.angle;
  61954. this._vertexData[offset++] = particle.scale.x * particle.size;
  61955. this._vertexData[offset++] = particle.scale.y * particle.size;
  61956. if (this._isAnimationSheetEnabled) {
  61957. this._vertexData[offset++] = particle.cellIndex;
  61958. }
  61959. if (!this._isBillboardBased) {
  61960. if (particle._initialDirection) {
  61961. this._vertexData[offset++] = particle._initialDirection.x;
  61962. this._vertexData[offset++] = particle._initialDirection.y;
  61963. this._vertexData[offset++] = particle._initialDirection.z;
  61964. }
  61965. else {
  61966. this._vertexData[offset++] = particle.direction.x;
  61967. this._vertexData[offset++] = particle.direction.y;
  61968. this._vertexData[offset++] = particle.direction.z;
  61969. }
  61970. }
  61971. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61972. this._vertexData[offset++] = particle.direction.x;
  61973. this._vertexData[offset++] = particle.direction.y;
  61974. this._vertexData[offset++] = particle.direction.z;
  61975. }
  61976. if (this._useRampGradients) {
  61977. this._vertexData[offset++] = particle.remapData.x;
  61978. this._vertexData[offset++] = particle.remapData.y;
  61979. this._vertexData[offset++] = particle.remapData.z;
  61980. this._vertexData[offset++] = particle.remapData.w;
  61981. }
  61982. if (!this._useInstancing) {
  61983. if (this._isAnimationSheetEnabled) {
  61984. if (offsetX === 0) {
  61985. offsetX = this._epsilon;
  61986. }
  61987. else if (offsetX === 1) {
  61988. offsetX = 1 - this._epsilon;
  61989. }
  61990. if (offsetY === 0) {
  61991. offsetY = this._epsilon;
  61992. }
  61993. else if (offsetY === 1) {
  61994. offsetY = 1 - this._epsilon;
  61995. }
  61996. }
  61997. this._vertexData[offset++] = offsetX;
  61998. this._vertexData[offset++] = offsetY;
  61999. }
  62000. };
  62001. ParticleSystem.prototype._stopSubEmitters = function () {
  62002. if (!this.activeSubSystems) {
  62003. return;
  62004. }
  62005. this.activeSubSystems.forEach(function (subSystem) {
  62006. subSystem.stop(true);
  62007. });
  62008. this.activeSubSystems = new Array();
  62009. };
  62010. ParticleSystem.prototype._removeFromRoot = function () {
  62011. if (!this._rootParticleSystem) {
  62012. return;
  62013. }
  62014. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  62015. if (index !== -1) {
  62016. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  62017. }
  62018. this._rootParticleSystem = null;
  62019. };
  62020. // End of sub system methods
  62021. ParticleSystem.prototype._update = function (newParticles) {
  62022. var _this = this;
  62023. // Update current
  62024. this._alive = this._particles.length > 0;
  62025. if (this.emitter.position) {
  62026. var emitterMesh = this.emitter;
  62027. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  62028. }
  62029. else {
  62030. var emitterPosition = this.emitter;
  62031. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  62032. }
  62033. this.updateFunction(this._particles);
  62034. // Add new ones
  62035. var particle;
  62036. var _loop_2 = function () {
  62037. if (this_1._particles.length === this_1._capacity) {
  62038. return "break";
  62039. }
  62040. particle = this_1._createParticle();
  62041. this_1._particles.push(particle);
  62042. // Emitter
  62043. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  62044. if (this_1.startPositionFunction) {
  62045. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62046. }
  62047. else {
  62048. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62049. }
  62050. if (this_1.startDirectionFunction) {
  62051. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62052. }
  62053. else {
  62054. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62055. }
  62056. if (emitPower === 0) {
  62057. if (!particle._initialDirection) {
  62058. particle._initialDirection = particle.direction.clone();
  62059. }
  62060. else {
  62061. particle._initialDirection.copyFrom(particle.direction);
  62062. }
  62063. }
  62064. else {
  62065. particle._initialDirection = null;
  62066. }
  62067. particle.direction.scaleInPlace(emitPower);
  62068. // Life time
  62069. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  62070. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  62071. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  62072. var factorGradient1 = currentGradient;
  62073. var factorGradient2 = nextGradient;
  62074. var lifeTime1 = factorGradient1.getFactor();
  62075. var lifeTime2 = factorGradient2.getFactor();
  62076. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  62077. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  62078. });
  62079. }
  62080. else {
  62081. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  62082. }
  62083. // Size
  62084. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  62085. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  62086. }
  62087. else {
  62088. particle._currentSizeGradient = this_1._sizeGradients[0];
  62089. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  62090. particle.size = particle._currentSize1;
  62091. if (this_1._sizeGradients.length > 1) {
  62092. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  62093. }
  62094. else {
  62095. particle._currentSize2 = particle._currentSize1;
  62096. }
  62097. }
  62098. // Size and scale
  62099. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62100. // Adjust scale by start size
  62101. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62102. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62103. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62104. if (currentGradient !== _this._currentStartSizeGradient) {
  62105. _this._currentStartSize1 = _this._currentStartSize2;
  62106. _this._currentStartSize2 = nextGradient.getFactor();
  62107. _this._currentStartSizeGradient = currentGradient;
  62108. }
  62109. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62110. particle.scale.scaleInPlace(value);
  62111. });
  62112. }
  62113. // Angle
  62114. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62115. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62116. }
  62117. else {
  62118. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62119. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62120. particle._currentAngularSpeed1 = particle.angularSpeed;
  62121. if (this_1._angularSpeedGradients.length > 1) {
  62122. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62123. }
  62124. else {
  62125. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62126. }
  62127. }
  62128. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62129. // Velocity
  62130. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62131. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62132. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62133. if (this_1._velocityGradients.length > 1) {
  62134. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62135. }
  62136. else {
  62137. particle._currentVelocity2 = particle._currentVelocity1;
  62138. }
  62139. }
  62140. // Limit velocity
  62141. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62142. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62143. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62144. if (this_1._limitVelocityGradients.length > 1) {
  62145. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62146. }
  62147. else {
  62148. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62149. }
  62150. }
  62151. // Drag
  62152. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62153. particle._currentDragGradient = this_1._dragGradients[0];
  62154. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62155. if (this_1._dragGradients.length > 1) {
  62156. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62157. }
  62158. else {
  62159. particle._currentDrag2 = particle._currentDrag1;
  62160. }
  62161. }
  62162. // Color
  62163. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62164. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62165. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62166. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62167. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62168. }
  62169. else {
  62170. particle._currentColorGradient = this_1._colorGradients[0];
  62171. particle._currentColorGradient.getColorToRef(particle.color);
  62172. particle._currentColor1.copyFrom(particle.color);
  62173. if (this_1._colorGradients.length > 1) {
  62174. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62175. }
  62176. else {
  62177. particle._currentColor2.copyFrom(particle.color);
  62178. }
  62179. }
  62180. // Sheet
  62181. if (this_1._isAnimationSheetEnabled) {
  62182. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62183. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62184. }
  62185. // Inherited Velocity
  62186. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62187. // Ramp
  62188. if (this_1._useRampGradients) {
  62189. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62190. }
  62191. // Noise texture coordinates
  62192. if (this_1.noiseTexture) {
  62193. if (particle._randomNoiseCoordinates1) {
  62194. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62195. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62196. }
  62197. else {
  62198. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62199. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62200. }
  62201. }
  62202. // Update the position of the attached sub-emitters to match their attached particle
  62203. particle._inheritParticleInfoToSubEmitters();
  62204. };
  62205. var this_1 = this, step;
  62206. for (var index = 0; index < newParticles; index++) {
  62207. var state_1 = _loop_2();
  62208. if (state_1 === "break")
  62209. break;
  62210. }
  62211. };
  62212. /** @hidden */
  62213. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62214. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62215. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62216. if (useRampGradients === void 0) { useRampGradients = false; }
  62217. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62218. if (isAnimationSheetEnabled) {
  62219. attributeNamesOrOptions.push("cellIndex");
  62220. }
  62221. if (!isBillboardBased) {
  62222. attributeNamesOrOptions.push("direction");
  62223. }
  62224. if (useRampGradients) {
  62225. attributeNamesOrOptions.push("remapData");
  62226. }
  62227. return attributeNamesOrOptions;
  62228. };
  62229. /** @hidden */
  62230. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62231. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62232. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62233. if (isAnimationSheetEnabled) {
  62234. effectCreationOption.push("particlesInfos");
  62235. }
  62236. return effectCreationOption;
  62237. };
  62238. /** @hidden */
  62239. ParticleSystem.prototype._getEffect = function (blendMode) {
  62240. if (this._customEffect) {
  62241. return this._customEffect;
  62242. }
  62243. var defines = [];
  62244. if (this._scene.clipPlane) {
  62245. defines.push("#define CLIPPLANE");
  62246. }
  62247. if (this._scene.clipPlane2) {
  62248. defines.push("#define CLIPPLANE2");
  62249. }
  62250. if (this._scene.clipPlane3) {
  62251. defines.push("#define CLIPPLANE3");
  62252. }
  62253. if (this._scene.clipPlane4) {
  62254. defines.push("#define CLIPPLANE4");
  62255. }
  62256. if (this._isAnimationSheetEnabled) {
  62257. defines.push("#define ANIMATESHEET");
  62258. }
  62259. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62260. defines.push("#define BLENDMULTIPLYMODE");
  62261. }
  62262. if (this._useRampGradients) {
  62263. defines.push("#define RAMPGRADIENT");
  62264. }
  62265. if (this._isBillboardBased) {
  62266. defines.push("#define BILLBOARD");
  62267. switch (this.billboardMode) {
  62268. case ParticleSystem.BILLBOARDMODE_Y:
  62269. defines.push("#define BILLBOARDY");
  62270. break;
  62271. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62272. defines.push("#define BILLBOARDSTRETCHED");
  62273. break;
  62274. case ParticleSystem.BILLBOARDMODE_ALL:
  62275. default:
  62276. break;
  62277. }
  62278. }
  62279. if (this._imageProcessingConfiguration) {
  62280. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62281. defines.push(this._imageProcessingConfigurationDefines.toString());
  62282. }
  62283. // Effect
  62284. var join = defines.join("\n");
  62285. if (this._cachedDefines !== join) {
  62286. this._cachedDefines = join;
  62287. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62288. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62289. var samplers = ["diffuseSampler", "rampSampler"];
  62290. if (BABYLON.ImageProcessingConfiguration) {
  62291. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62292. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62293. }
  62294. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62295. }
  62296. return this._effect;
  62297. };
  62298. /**
  62299. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62300. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62301. */
  62302. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62303. var _this = this;
  62304. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62305. if (!this._started) {
  62306. return;
  62307. }
  62308. if (!preWarmOnly) {
  62309. // Check
  62310. if (!this.isReady()) {
  62311. return;
  62312. }
  62313. if (this._currentRenderId === this._scene.getFrameId()) {
  62314. return;
  62315. }
  62316. this._currentRenderId = this._scene.getFrameId();
  62317. }
  62318. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62319. // Determine the number of particles we need to create
  62320. var newParticles;
  62321. if (this.manualEmitCount > -1) {
  62322. newParticles = this.manualEmitCount;
  62323. this._newPartsExcess = 0;
  62324. this.manualEmitCount = 0;
  62325. }
  62326. else {
  62327. var rate_1 = this.emitRate;
  62328. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62329. var ratio = this._actualFrame / this.targetStopDuration;
  62330. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62331. if (currentGradient !== _this._currentEmitRateGradient) {
  62332. _this._currentEmitRate1 = _this._currentEmitRate2;
  62333. _this._currentEmitRate2 = nextGradient.getFactor();
  62334. _this._currentEmitRateGradient = currentGradient;
  62335. }
  62336. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62337. });
  62338. }
  62339. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62340. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62341. }
  62342. if (this._newPartsExcess > 1.0) {
  62343. newParticles += this._newPartsExcess >> 0;
  62344. this._newPartsExcess -= this._newPartsExcess >> 0;
  62345. }
  62346. this._alive = false;
  62347. if (!this._stopped) {
  62348. this._actualFrame += this._scaledUpdateSpeed;
  62349. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62350. this.stop();
  62351. }
  62352. }
  62353. else {
  62354. newParticles = 0;
  62355. }
  62356. this._update(newParticles);
  62357. // Stopped?
  62358. if (this._stopped) {
  62359. if (!this._alive) {
  62360. this._started = false;
  62361. if (this.onAnimationEnd) {
  62362. this.onAnimationEnd();
  62363. }
  62364. if (this.disposeOnStop) {
  62365. this._scene._toBeDisposed.push(this);
  62366. }
  62367. }
  62368. }
  62369. if (!preWarmOnly) {
  62370. // Update VBO
  62371. var offset = 0;
  62372. for (var index = 0; index < this._particles.length; index++) {
  62373. var particle = this._particles[index];
  62374. this._appendParticleVertices(offset, particle);
  62375. offset += this._useInstancing ? 1 : 4;
  62376. }
  62377. if (this._vertexBuffer) {
  62378. this._vertexBuffer.update(this._vertexData);
  62379. }
  62380. }
  62381. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62382. this.stop();
  62383. }
  62384. };
  62385. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62386. this._appendParticleVertex(offset++, particle, 0, 0);
  62387. if (!this._useInstancing) {
  62388. this._appendParticleVertex(offset++, particle, 1, 0);
  62389. this._appendParticleVertex(offset++, particle, 1, 1);
  62390. this._appendParticleVertex(offset++, particle, 0, 1);
  62391. }
  62392. };
  62393. /**
  62394. * Rebuilds the particle system.
  62395. */
  62396. ParticleSystem.prototype.rebuild = function () {
  62397. this._createIndexBuffer();
  62398. if (this._vertexBuffer) {
  62399. this._vertexBuffer._rebuild();
  62400. }
  62401. };
  62402. /**
  62403. * Is this system ready to be used/rendered
  62404. * @return true if the system is ready
  62405. */
  62406. ParticleSystem.prototype.isReady = function () {
  62407. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62408. return false;
  62409. }
  62410. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62411. if (!this._getEffect(this.blendMode).isReady()) {
  62412. return false;
  62413. }
  62414. }
  62415. else {
  62416. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62417. return false;
  62418. }
  62419. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62420. return false;
  62421. }
  62422. }
  62423. return true;
  62424. };
  62425. ParticleSystem.prototype._render = function (blendMode) {
  62426. var effect = this._getEffect(blendMode);
  62427. var engine = this._scene.getEngine();
  62428. // Render
  62429. engine.enableEffect(effect);
  62430. var viewMatrix = this._scene.getViewMatrix();
  62431. effect.setTexture("diffuseSampler", this.particleTexture);
  62432. effect.setMatrix("view", viewMatrix);
  62433. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62434. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62435. var baseSize = this.particleTexture.getBaseSize();
  62436. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62437. }
  62438. effect.setVector2("translationPivot", this.translationPivot);
  62439. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62440. if (this._isBillboardBased) {
  62441. var camera = this._scene.activeCamera;
  62442. effect.setVector3("eyePosition", camera.globalPosition);
  62443. }
  62444. if (this._rampGradientsTexture) {
  62445. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62446. }
  62447. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62448. var invView = viewMatrix.clone();
  62449. invView.invert();
  62450. effect.setMatrix("invView", invView);
  62451. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62452. }
  62453. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62454. // image processing
  62455. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62456. this._imageProcessingConfiguration.bind(effect);
  62457. }
  62458. // Draw order
  62459. switch (blendMode) {
  62460. case ParticleSystem.BLENDMODE_ADD:
  62461. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62462. break;
  62463. case ParticleSystem.BLENDMODE_ONEONE:
  62464. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62465. break;
  62466. case ParticleSystem.BLENDMODE_STANDARD:
  62467. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62468. break;
  62469. case ParticleSystem.BLENDMODE_MULTIPLY:
  62470. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62471. break;
  62472. }
  62473. if (this._useInstancing) {
  62474. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62475. }
  62476. else {
  62477. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62478. }
  62479. return this._particles.length;
  62480. };
  62481. /**
  62482. * Renders the particle system in its current state.
  62483. * @returns the current number of particles
  62484. */
  62485. ParticleSystem.prototype.render = function () {
  62486. // Check
  62487. if (!this.isReady() || !this._particles.length) {
  62488. return 0;
  62489. }
  62490. var engine = this._scene.getEngine();
  62491. engine.setState(false);
  62492. if (this.forceDepthWrite) {
  62493. engine.setDepthWrite(true);
  62494. }
  62495. var outparticles = 0;
  62496. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62497. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62498. }
  62499. outparticles = this._render(this.blendMode);
  62500. engine.unbindInstanceAttributes();
  62501. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62502. return outparticles;
  62503. };
  62504. /**
  62505. * Disposes the particle system and free the associated resources
  62506. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62507. */
  62508. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62509. if (disposeTexture === void 0) { disposeTexture = true; }
  62510. if (this._vertexBuffer) {
  62511. this._vertexBuffer.dispose();
  62512. this._vertexBuffer = null;
  62513. }
  62514. if (this._spriteBuffer) {
  62515. this._spriteBuffer.dispose();
  62516. this._spriteBuffer = null;
  62517. }
  62518. if (this._indexBuffer) {
  62519. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62520. this._indexBuffer = null;
  62521. }
  62522. if (disposeTexture && this.particleTexture) {
  62523. this.particleTexture.dispose();
  62524. this.particleTexture = null;
  62525. }
  62526. if (disposeTexture && this.noiseTexture) {
  62527. this.noiseTexture.dispose();
  62528. this.noiseTexture = null;
  62529. }
  62530. if (this._rampGradientsTexture) {
  62531. this._rampGradientsTexture.dispose();
  62532. this._rampGradientsTexture = null;
  62533. }
  62534. this._removeFromRoot();
  62535. if (this._subEmitters && this._subEmitters.length) {
  62536. for (var index = 0; index < this._subEmitters.length; index++) {
  62537. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62538. var subEmitter = _a[_i];
  62539. subEmitter.dispose();
  62540. }
  62541. }
  62542. this._subEmitters = [];
  62543. this.subEmitters = [];
  62544. }
  62545. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62546. this.emitter.dispose(true);
  62547. }
  62548. // Remove from scene
  62549. var index = this._scene.particleSystems.indexOf(this);
  62550. if (index > -1) {
  62551. this._scene.particleSystems.splice(index, 1);
  62552. }
  62553. this._scene._activeParticleSystems.dispose();
  62554. // Callback
  62555. this.onDisposeObservable.notifyObservers(this);
  62556. this.onDisposeObservable.clear();
  62557. this.reset();
  62558. };
  62559. // Clone
  62560. /**
  62561. * Clones the particle system.
  62562. * @param name The name of the cloned object
  62563. * @param newEmitter The new emitter to use
  62564. * @returns the cloned particle system
  62565. */
  62566. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62567. var custom = null;
  62568. var program = null;
  62569. if (this.customShader != null) {
  62570. program = this.customShader;
  62571. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62572. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62573. }
  62574. else if (this._customEffect) {
  62575. custom = this._customEffect;
  62576. }
  62577. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62578. result.customShader = program;
  62579. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62580. if (newEmitter === undefined) {
  62581. newEmitter = this.emitter;
  62582. }
  62583. result.noiseTexture = this.noiseTexture;
  62584. result.emitter = newEmitter;
  62585. if (this.particleTexture) {
  62586. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62587. }
  62588. // Clone gradients
  62589. if (this._colorGradients) {
  62590. this._colorGradients.forEach(function (v) {
  62591. result.addColorGradient(v.gradient, v.color1, v.color2);
  62592. });
  62593. }
  62594. if (this._dragGradients) {
  62595. this._dragGradients.forEach(function (v) {
  62596. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62597. });
  62598. }
  62599. if (this._angularSpeedGradients) {
  62600. this._angularSpeedGradients.forEach(function (v) {
  62601. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62602. });
  62603. }
  62604. if (this._emitRateGradients) {
  62605. this._emitRateGradients.forEach(function (v) {
  62606. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62607. });
  62608. }
  62609. if (this._lifeTimeGradients) {
  62610. this._lifeTimeGradients.forEach(function (v) {
  62611. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62612. });
  62613. }
  62614. if (this._limitVelocityGradients) {
  62615. this._limitVelocityGradients.forEach(function (v) {
  62616. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62617. });
  62618. }
  62619. if (this._sizeGradients) {
  62620. this._sizeGradients.forEach(function (v) {
  62621. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62622. });
  62623. }
  62624. if (this._startSizeGradients) {
  62625. this._startSizeGradients.forEach(function (v) {
  62626. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62627. });
  62628. }
  62629. if (this._velocityGradients) {
  62630. this._velocityGradients.forEach(function (v) {
  62631. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62632. });
  62633. }
  62634. if (this._rampGradients) {
  62635. this._rampGradients.forEach(function (v) {
  62636. result.addRampGradient(v.gradient, v.color);
  62637. });
  62638. }
  62639. if (this._colorRemapGradients) {
  62640. this._colorRemapGradients.forEach(function (v) {
  62641. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62642. });
  62643. }
  62644. if (this._alphaRemapGradients) {
  62645. this._alphaRemapGradients.forEach(function (v) {
  62646. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62647. });
  62648. }
  62649. if (!this.preventAutoStart) {
  62650. result.start();
  62651. }
  62652. return result;
  62653. };
  62654. /**
  62655. * Serializes the particle system to a JSON object.
  62656. * @returns the JSON object
  62657. */
  62658. ParticleSystem.prototype.serialize = function () {
  62659. var serializationObject = {};
  62660. ParticleSystem._Serialize(serializationObject, this);
  62661. serializationObject.textureMask = this.textureMask.asArray();
  62662. serializationObject.customShader = this.customShader;
  62663. serializationObject.preventAutoStart = this.preventAutoStart;
  62664. // SubEmitters
  62665. if (this.subEmitters) {
  62666. serializationObject.subEmitters = [];
  62667. if (!this._subEmitters) {
  62668. this._prepareSubEmitterInternalArray();
  62669. }
  62670. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62671. var subs = _a[_i];
  62672. var cell = [];
  62673. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62674. var sub = subs_1[_b];
  62675. cell.push(sub.serialize());
  62676. }
  62677. serializationObject.subEmitters.push(cell);
  62678. }
  62679. }
  62680. return serializationObject;
  62681. };
  62682. /** @hidden */
  62683. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62684. serializationObject.name = particleSystem.name;
  62685. serializationObject.id = particleSystem.id;
  62686. serializationObject.capacity = particleSystem.getCapacity();
  62687. // Emitter
  62688. if (particleSystem.emitter.position) {
  62689. var emitterMesh = particleSystem.emitter;
  62690. serializationObject.emitterId = emitterMesh.id;
  62691. }
  62692. else {
  62693. var emitterPosition = particleSystem.emitter;
  62694. serializationObject.emitter = emitterPosition.asArray();
  62695. }
  62696. // Emitter
  62697. if (particleSystem.particleEmitterType) {
  62698. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62699. }
  62700. if (particleSystem.particleTexture) {
  62701. serializationObject.textureName = particleSystem.particleTexture.name;
  62702. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62703. }
  62704. // Animations
  62705. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62706. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62707. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62708. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62709. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62710. // Particle system
  62711. serializationObject.startDelay = particleSystem.startDelay;
  62712. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62713. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62714. serializationObject.billboardMode = particleSystem.billboardMode;
  62715. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62716. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62717. serializationObject.minSize = particleSystem.minSize;
  62718. serializationObject.maxSize = particleSystem.maxSize;
  62719. serializationObject.minScaleX = particleSystem.minScaleX;
  62720. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62721. serializationObject.minScaleY = particleSystem.minScaleY;
  62722. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62723. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62724. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62725. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62726. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62727. serializationObject.emitRate = particleSystem.emitRate;
  62728. serializationObject.gravity = particleSystem.gravity.asArray();
  62729. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62730. serializationObject.color1 = particleSystem.color1.asArray();
  62731. serializationObject.color2 = particleSystem.color2.asArray();
  62732. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62733. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62734. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62735. serializationObject.blendMode = particleSystem.blendMode;
  62736. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62737. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62738. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62739. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62740. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62741. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62742. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62743. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62744. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62745. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62746. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62747. var colorGradients = particleSystem.getColorGradients();
  62748. if (colorGradients) {
  62749. serializationObject.colorGradients = [];
  62750. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62751. var colorGradient = colorGradients_1[_i];
  62752. var serializedGradient = {
  62753. gradient: colorGradient.gradient,
  62754. color1: colorGradient.color1.asArray()
  62755. };
  62756. if (colorGradient.color2) {
  62757. serializedGradient.color2 = colorGradient.color2.asArray();
  62758. }
  62759. serializationObject.colorGradients.push(serializedGradient);
  62760. }
  62761. }
  62762. var rampGradients = particleSystem.getRampGradients();
  62763. if (rampGradients) {
  62764. serializationObject.rampGradients = [];
  62765. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62766. var rampGradient = rampGradients_1[_a];
  62767. var serializedGradient = {
  62768. gradient: rampGradient.gradient,
  62769. color: rampGradient.color.asArray()
  62770. };
  62771. serializationObject.rampGradients.push(serializedGradient);
  62772. }
  62773. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62774. }
  62775. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62776. if (colorRemapGradients) {
  62777. serializationObject.colorRemapGradients = [];
  62778. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62779. var colorRemapGradient = colorRemapGradients_1[_b];
  62780. var serializedGradient = {
  62781. gradient: colorRemapGradient.gradient,
  62782. factor1: colorRemapGradient.factor1
  62783. };
  62784. if (colorRemapGradient.factor2 !== undefined) {
  62785. serializedGradient.factor2 = colorRemapGradient.factor2;
  62786. }
  62787. serializationObject.colorRemapGradients.push(serializedGradient);
  62788. }
  62789. }
  62790. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62791. if (alphaRemapGradients) {
  62792. serializationObject.alphaRemapGradients = [];
  62793. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62794. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62795. var serializedGradient = {
  62796. gradient: alphaRemapGradient.gradient,
  62797. factor1: alphaRemapGradient.factor1
  62798. };
  62799. if (alphaRemapGradient.factor2 !== undefined) {
  62800. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62801. }
  62802. serializationObject.alphaRemapGradients.push(serializedGradient);
  62803. }
  62804. }
  62805. var sizeGradients = particleSystem.getSizeGradients();
  62806. if (sizeGradients) {
  62807. serializationObject.sizeGradients = [];
  62808. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62809. var sizeGradient = sizeGradients_1[_d];
  62810. var serializedGradient = {
  62811. gradient: sizeGradient.gradient,
  62812. factor1: sizeGradient.factor1
  62813. };
  62814. if (sizeGradient.factor2 !== undefined) {
  62815. serializedGradient.factor2 = sizeGradient.factor2;
  62816. }
  62817. serializationObject.sizeGradients.push(serializedGradient);
  62818. }
  62819. }
  62820. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62821. if (angularSpeedGradients) {
  62822. serializationObject.angularSpeedGradients = [];
  62823. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62824. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62825. var serializedGradient = {
  62826. gradient: angularSpeedGradient.gradient,
  62827. factor1: angularSpeedGradient.factor1
  62828. };
  62829. if (angularSpeedGradient.factor2 !== undefined) {
  62830. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62831. }
  62832. serializationObject.angularSpeedGradients.push(serializedGradient);
  62833. }
  62834. }
  62835. var velocityGradients = particleSystem.getVelocityGradients();
  62836. if (velocityGradients) {
  62837. serializationObject.velocityGradients = [];
  62838. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62839. var velocityGradient = velocityGradients_1[_f];
  62840. var serializedGradient = {
  62841. gradient: velocityGradient.gradient,
  62842. factor1: velocityGradient.factor1
  62843. };
  62844. if (velocityGradient.factor2 !== undefined) {
  62845. serializedGradient.factor2 = velocityGradient.factor2;
  62846. }
  62847. serializationObject.velocityGradients.push(serializedGradient);
  62848. }
  62849. }
  62850. var dragGradients = particleSystem.getDragGradients();
  62851. if (dragGradients) {
  62852. serializationObject.dragyGradients = [];
  62853. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62854. var dragGradient = dragGradients_1[_g];
  62855. var serializedGradient = {
  62856. gradient: dragGradient.gradient,
  62857. factor1: dragGradient.factor1
  62858. };
  62859. if (dragGradient.factor2 !== undefined) {
  62860. serializedGradient.factor2 = dragGradient.factor2;
  62861. }
  62862. serializationObject.dragGradients.push(serializedGradient);
  62863. }
  62864. }
  62865. var emitRateGradients = particleSystem.getEmitRateGradients();
  62866. if (emitRateGradients) {
  62867. serializationObject.emitRateGradients = [];
  62868. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62869. var emitRateGradient = emitRateGradients_1[_h];
  62870. var serializedGradient = {
  62871. gradient: emitRateGradient.gradient,
  62872. factor1: emitRateGradient.factor1
  62873. };
  62874. if (emitRateGradient.factor2 !== undefined) {
  62875. serializedGradient.factor2 = emitRateGradient.factor2;
  62876. }
  62877. serializationObject.emitRateGradients.push(serializedGradient);
  62878. }
  62879. }
  62880. var startSizeGradients = particleSystem.getStartSizeGradients();
  62881. if (startSizeGradients) {
  62882. serializationObject.startSizeGradients = [];
  62883. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62884. var startSizeGradient = startSizeGradients_1[_j];
  62885. var serializedGradient = {
  62886. gradient: startSizeGradient.gradient,
  62887. factor1: startSizeGradient.factor1
  62888. };
  62889. if (startSizeGradient.factor2 !== undefined) {
  62890. serializedGradient.factor2 = startSizeGradient.factor2;
  62891. }
  62892. serializationObject.startSizeGradients.push(serializedGradient);
  62893. }
  62894. }
  62895. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62896. if (lifeTimeGradients) {
  62897. serializationObject.lifeTimeGradients = [];
  62898. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62899. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62900. var serializedGradient = {
  62901. gradient: lifeTimeGradient.gradient,
  62902. factor1: lifeTimeGradient.factor1
  62903. };
  62904. if (lifeTimeGradient.factor2 !== undefined) {
  62905. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62906. }
  62907. serializationObject.lifeTimeGradients.push(serializedGradient);
  62908. }
  62909. }
  62910. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62911. if (limitVelocityGradients) {
  62912. serializationObject.limitVelocityGradients = [];
  62913. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62914. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62915. var serializedGradient = {
  62916. gradient: limitVelocityGradient.gradient,
  62917. factor1: limitVelocityGradient.factor1
  62918. };
  62919. if (limitVelocityGradient.factor2 !== undefined) {
  62920. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62921. }
  62922. serializationObject.limitVelocityGradients.push(serializedGradient);
  62923. }
  62924. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62925. }
  62926. if (particleSystem.noiseTexture) {
  62927. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62928. }
  62929. };
  62930. /** @hidden */
  62931. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62932. // Texture
  62933. if (parsedParticleSystem.textureName) {
  62934. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62935. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62936. }
  62937. // Emitter
  62938. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62939. particleSystem.emitter = BABYLON.Vector3.Zero();
  62940. }
  62941. else if (parsedParticleSystem.emitterId) {
  62942. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62943. }
  62944. else {
  62945. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62946. }
  62947. // Misc.
  62948. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62949. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62950. }
  62951. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62952. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62953. }
  62954. if (parsedParticleSystem.billboardMode !== undefined) {
  62955. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62956. }
  62957. // Animations
  62958. if (parsedParticleSystem.animations) {
  62959. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  62960. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  62961. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  62962. }
  62963. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  62964. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  62965. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  62966. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  62967. }
  62968. if (parsedParticleSystem.autoAnimate) {
  62969. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  62970. }
  62971. // Particle system
  62972. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  62973. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  62974. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  62975. particleSystem.minSize = parsedParticleSystem.minSize;
  62976. particleSystem.maxSize = parsedParticleSystem.maxSize;
  62977. if (parsedParticleSystem.minScaleX) {
  62978. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  62979. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  62980. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  62981. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  62982. }
  62983. if (parsedParticleSystem.preWarmCycles !== undefined) {
  62984. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  62985. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  62986. }
  62987. if (parsedParticleSystem.minInitialRotation !== undefined) {
  62988. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  62989. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  62990. }
  62991. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  62992. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  62993. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  62994. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  62995. particleSystem.emitRate = parsedParticleSystem.emitRate;
  62996. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  62997. if (parsedParticleSystem.noiseStrength) {
  62998. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  62999. }
  63000. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  63001. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  63002. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  63003. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  63004. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  63005. particleSystem.blendMode = parsedParticleSystem.blendMode;
  63006. if (parsedParticleSystem.colorGradients) {
  63007. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  63008. var colorGradient = _a[_i];
  63009. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  63010. }
  63011. }
  63012. if (parsedParticleSystem.rampGradients) {
  63013. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  63014. var rampGradient = _c[_b];
  63015. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  63016. }
  63017. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  63018. }
  63019. if (parsedParticleSystem.colorRemapGradients) {
  63020. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  63021. var colorRemapGradient = _e[_d];
  63022. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  63023. }
  63024. }
  63025. if (parsedParticleSystem.alphaRemapGradients) {
  63026. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  63027. var alphaRemapGradient = _g[_f];
  63028. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  63029. }
  63030. }
  63031. if (parsedParticleSystem.sizeGradients) {
  63032. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  63033. var sizeGradient = _j[_h];
  63034. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63035. }
  63036. }
  63037. if (parsedParticleSystem.sizeGradients) {
  63038. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  63039. var sizeGradient = _l[_k];
  63040. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63041. }
  63042. }
  63043. if (parsedParticleSystem.angularSpeedGradients) {
  63044. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  63045. var angularSpeedGradient = _o[_m];
  63046. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  63047. }
  63048. }
  63049. if (parsedParticleSystem.velocityGradients) {
  63050. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  63051. var velocityGradient = _q[_p];
  63052. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  63053. }
  63054. }
  63055. if (parsedParticleSystem.dragGradients) {
  63056. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  63057. var dragGradient = _s[_r];
  63058. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  63059. }
  63060. }
  63061. if (parsedParticleSystem.emitRateGradients) {
  63062. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  63063. var emitRateGradient = _u[_t];
  63064. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  63065. }
  63066. }
  63067. if (parsedParticleSystem.startSizeGradients) {
  63068. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  63069. var startSizeGradient = _w[_v];
  63070. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  63071. }
  63072. }
  63073. if (parsedParticleSystem.lifeTimeGradients) {
  63074. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  63075. var lifeTimeGradient = _y[_x];
  63076. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  63077. }
  63078. }
  63079. if (parsedParticleSystem.limitVelocityGradients) {
  63080. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  63081. var limitVelocityGradient = _0[_z];
  63082. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  63083. }
  63084. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  63085. }
  63086. if (parsedParticleSystem.noiseTexture) {
  63087. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  63088. }
  63089. // Emitter
  63090. var emitterType;
  63091. if (parsedParticleSystem.particleEmitterType) {
  63092. switch (parsedParticleSystem.particleEmitterType.type) {
  63093. case "SphereParticleEmitter":
  63094. emitterType = new BABYLON.SphereParticleEmitter();
  63095. break;
  63096. case "SphereDirectedParticleEmitter":
  63097. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63098. break;
  63099. case "ConeEmitter":
  63100. case "ConeParticleEmitter":
  63101. emitterType = new BABYLON.ConeParticleEmitter();
  63102. break;
  63103. case "CylinderParticleEmitter":
  63104. emitterType = new BABYLON.CylinderParticleEmitter();
  63105. break;
  63106. case "HemisphericParticleEmitter":
  63107. emitterType = new BABYLON.HemisphericParticleEmitter();
  63108. break;
  63109. case "BoxEmitter":
  63110. case "BoxParticleEmitter":
  63111. default:
  63112. emitterType = new BABYLON.BoxParticleEmitter();
  63113. break;
  63114. }
  63115. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63116. }
  63117. else {
  63118. emitterType = new BABYLON.BoxParticleEmitter();
  63119. emitterType.parse(parsedParticleSystem);
  63120. }
  63121. particleSystem.particleEmitterType = emitterType;
  63122. // Animation sheet
  63123. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63124. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63125. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63126. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63127. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63128. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63129. };
  63130. /**
  63131. * Parses a JSON object to create a particle system.
  63132. * @param parsedParticleSystem The JSON object to parse
  63133. * @param scene The scene to create the particle system in
  63134. * @param rootUrl The root url to use to load external dependencies like texture
  63135. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63136. * @returns the Parsed particle system
  63137. */
  63138. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63139. if (doNotStart === void 0) { doNotStart = false; }
  63140. var name = parsedParticleSystem.name;
  63141. var custom = null;
  63142. var program = null;
  63143. if (parsedParticleSystem.customShader) {
  63144. program = parsedParticleSystem.customShader;
  63145. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63146. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63147. }
  63148. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63149. particleSystem.customShader = program;
  63150. if (parsedParticleSystem.id) {
  63151. particleSystem.id = parsedParticleSystem.id;
  63152. }
  63153. // SubEmitters
  63154. if (parsedParticleSystem.subEmitters) {
  63155. particleSystem.subEmitters = [];
  63156. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63157. var cell = _a[_i];
  63158. var cellArray = [];
  63159. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63160. var sub = cell_1[_b];
  63161. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63162. }
  63163. particleSystem.subEmitters.push(cellArray);
  63164. }
  63165. }
  63166. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63167. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63168. // Auto start
  63169. if (parsedParticleSystem.preventAutoStart) {
  63170. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63171. }
  63172. if (!doNotStart && !particleSystem.preventAutoStart) {
  63173. particleSystem.start();
  63174. }
  63175. return particleSystem;
  63176. };
  63177. /**
  63178. * Billboard mode will only apply to Y axis
  63179. */
  63180. ParticleSystem.BILLBOARDMODE_Y = 2;
  63181. /**
  63182. * Billboard mode will apply to all axes
  63183. */
  63184. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63185. /**
  63186. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63187. */
  63188. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63189. return ParticleSystem;
  63190. }(BABYLON.BaseParticleSystem));
  63191. BABYLON.ParticleSystem = ParticleSystem;
  63192. })(BABYLON || (BABYLON = {}));
  63193. //# sourceMappingURL=babylon.particleSystem.js.map
  63194. var BABYLON;
  63195. (function (BABYLON) {
  63196. /**
  63197. * Particle emitter emitting particles from the inside of a box.
  63198. * It emits the particles randomly between 2 given directions.
  63199. */
  63200. var BoxParticleEmitter = /** @class */ (function () {
  63201. /**
  63202. * Creates a new instance BoxParticleEmitter
  63203. */
  63204. function BoxParticleEmitter() {
  63205. /**
  63206. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63207. */
  63208. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63209. /**
  63210. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63211. */
  63212. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63213. /**
  63214. * 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.
  63215. */
  63216. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63217. /**
  63218. * 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.
  63219. */
  63220. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63221. }
  63222. /**
  63223. * Called by the particle System when the direction is computed for the created particle.
  63224. * @param worldMatrix is the world matrix of the particle system
  63225. * @param directionToUpdate is the direction vector to update with the result
  63226. * @param particle is the particle we are computed the direction for
  63227. */
  63228. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63229. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63230. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63231. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63232. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63233. };
  63234. /**
  63235. * Called by the particle System when the position is computed for the created particle.
  63236. * @param worldMatrix is the world matrix of the particle system
  63237. * @param positionToUpdate is the position vector to update with the result
  63238. * @param particle is the particle we are computed the position for
  63239. */
  63240. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63241. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63242. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63243. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63244. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63245. };
  63246. /**
  63247. * Clones the current emitter and returns a copy of it
  63248. * @returns the new emitter
  63249. */
  63250. BoxParticleEmitter.prototype.clone = function () {
  63251. var newOne = new BoxParticleEmitter();
  63252. BABYLON.Tools.DeepCopy(this, newOne);
  63253. return newOne;
  63254. };
  63255. /**
  63256. * Called by the GPUParticleSystem to setup the update shader
  63257. * @param effect defines the update shader
  63258. */
  63259. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63260. effect.setVector3("direction1", this.direction1);
  63261. effect.setVector3("direction2", this.direction2);
  63262. effect.setVector3("minEmitBox", this.minEmitBox);
  63263. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63264. };
  63265. /**
  63266. * Returns a string to use to update the GPU particles update shader
  63267. * @returns a string containng the defines string
  63268. */
  63269. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63270. return "#define BOXEMITTER";
  63271. };
  63272. /**
  63273. * Returns the string "BoxParticleEmitter"
  63274. * @returns a string containing the class name
  63275. */
  63276. BoxParticleEmitter.prototype.getClassName = function () {
  63277. return "BoxParticleEmitter";
  63278. };
  63279. /**
  63280. * Serializes the particle system to a JSON object.
  63281. * @returns the JSON object
  63282. */
  63283. BoxParticleEmitter.prototype.serialize = function () {
  63284. var serializationObject = {};
  63285. serializationObject.type = this.getClassName();
  63286. serializationObject.direction1 = this.direction1.asArray();
  63287. serializationObject.direction2 = this.direction2.asArray();
  63288. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63289. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63290. return serializationObject;
  63291. };
  63292. /**
  63293. * Parse properties from a JSON object
  63294. * @param serializationObject defines the JSON object
  63295. */
  63296. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63297. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63298. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63299. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63300. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63301. };
  63302. return BoxParticleEmitter;
  63303. }());
  63304. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63305. })(BABYLON || (BABYLON = {}));
  63306. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63307. var BABYLON;
  63308. (function (BABYLON) {
  63309. /**
  63310. * Particle emitter emitting particles from the inside of a cylinder.
  63311. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63312. */
  63313. var CylinderParticleEmitter = /** @class */ (function () {
  63314. /**
  63315. * Creates a new instance CylinderParticleEmitter
  63316. * @param radius the radius of the emission cylinder (1 by default)
  63317. * @param height the height of the emission cylinder (1 by default)
  63318. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63319. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63320. */
  63321. function CylinderParticleEmitter(
  63322. /**
  63323. * The radius of the emission cylinder.
  63324. */
  63325. radius,
  63326. /**
  63327. * The height of the emission cylinder.
  63328. */
  63329. height,
  63330. /**
  63331. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63332. */
  63333. radiusRange,
  63334. /**
  63335. * How much to randomize the particle direction [0-1].
  63336. */
  63337. directionRandomizer) {
  63338. if (radius === void 0) { radius = 1; }
  63339. if (height === void 0) { height = 1; }
  63340. if (radiusRange === void 0) { radiusRange = 1; }
  63341. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63342. this.radius = radius;
  63343. this.height = height;
  63344. this.radiusRange = radiusRange;
  63345. this.directionRandomizer = directionRandomizer;
  63346. }
  63347. /**
  63348. * Called by the particle System when the direction is computed for the created particle.
  63349. * @param worldMatrix is the world matrix of the particle system
  63350. * @param directionToUpdate is the direction vector to update with the result
  63351. * @param particle is the particle we are computed the direction for
  63352. */
  63353. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63354. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63355. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63356. var angle = Math.atan2(direction.x, direction.z);
  63357. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63358. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63359. direction.x = Math.sin(angle);
  63360. direction.z = Math.cos(angle);
  63361. direction.normalize();
  63362. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63363. };
  63364. /**
  63365. * Called by the particle System when the position is computed for the created particle.
  63366. * @param worldMatrix is the world matrix of the particle system
  63367. * @param positionToUpdate is the position vector to update with the result
  63368. * @param particle is the particle we are computed the position for
  63369. */
  63370. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63371. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63372. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63373. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63374. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63375. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63376. var xPos = positionRadius * Math.cos(angle);
  63377. var zPos = positionRadius * Math.sin(angle);
  63378. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63379. };
  63380. /**
  63381. * Clones the current emitter and returns a copy of it
  63382. * @returns the new emitter
  63383. */
  63384. CylinderParticleEmitter.prototype.clone = function () {
  63385. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63386. BABYLON.Tools.DeepCopy(this, newOne);
  63387. return newOne;
  63388. };
  63389. /**
  63390. * Called by the GPUParticleSystem to setup the update shader
  63391. * @param effect defines the update shader
  63392. */
  63393. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63394. effect.setFloat("radius", this.radius);
  63395. effect.setFloat("height", this.height);
  63396. effect.setFloat("radiusRange", this.radiusRange);
  63397. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63398. };
  63399. /**
  63400. * Returns a string to use to update the GPU particles update shader
  63401. * @returns a string containng the defines string
  63402. */
  63403. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63404. return "#define CYLINDEREMITTER";
  63405. };
  63406. /**
  63407. * Returns the string "CylinderParticleEmitter"
  63408. * @returns a string containing the class name
  63409. */
  63410. CylinderParticleEmitter.prototype.getClassName = function () {
  63411. return "CylinderParticleEmitter";
  63412. };
  63413. /**
  63414. * Serializes the particle system to a JSON object.
  63415. * @returns the JSON object
  63416. */
  63417. CylinderParticleEmitter.prototype.serialize = function () {
  63418. var serializationObject = {};
  63419. serializationObject.type = this.getClassName();
  63420. serializationObject.radius = this.radius;
  63421. serializationObject.height = this.height;
  63422. serializationObject.radiusRange = this.radiusRange;
  63423. serializationObject.directionRandomizer = this.directionRandomizer;
  63424. return serializationObject;
  63425. };
  63426. /**
  63427. * Parse properties from a JSON object
  63428. * @param serializationObject defines the JSON object
  63429. */
  63430. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63431. this.radius = serializationObject.radius;
  63432. this.height = serializationObject.height;
  63433. this.radiusRange = serializationObject.radiusRange;
  63434. this.directionRandomizer = serializationObject.directionRandomizer;
  63435. };
  63436. return CylinderParticleEmitter;
  63437. }());
  63438. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63439. /**
  63440. * Particle emitter emitting particles from the inside of a cylinder.
  63441. * It emits the particles randomly between two vectors.
  63442. */
  63443. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63444. __extends(CylinderDirectedParticleEmitter, _super);
  63445. /**
  63446. * Creates a new instance CylinderDirectedParticleEmitter
  63447. * @param radius the radius of the emission cylinder (1 by default)
  63448. * @param height the height of the emission cylinder (1 by default)
  63449. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63450. * @param direction1 the min limit of the emission direction (up vector by default)
  63451. * @param direction2 the max limit of the emission direction (up vector by default)
  63452. */
  63453. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63454. /**
  63455. * The min limit of the emission direction.
  63456. */
  63457. direction1,
  63458. /**
  63459. * The max limit of the emission direction.
  63460. */
  63461. direction2) {
  63462. if (radius === void 0) { radius = 1; }
  63463. if (height === void 0) { height = 1; }
  63464. if (radiusRange === void 0) { radiusRange = 1; }
  63465. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63466. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63467. var _this = _super.call(this, radius, height, radiusRange) || this;
  63468. _this.direction1 = direction1;
  63469. _this.direction2 = direction2;
  63470. return _this;
  63471. }
  63472. /**
  63473. * Called by the particle System when the direction is computed for the created particle.
  63474. * @param worldMatrix is the world matrix of the particle system
  63475. * @param directionToUpdate is the direction vector to update with the result
  63476. * @param particle is the particle we are computed the direction for
  63477. */
  63478. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63479. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63480. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63481. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63482. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63483. };
  63484. /**
  63485. * Clones the current emitter and returns a copy of it
  63486. * @returns the new emitter
  63487. */
  63488. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63489. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63490. BABYLON.Tools.DeepCopy(this, newOne);
  63491. return newOne;
  63492. };
  63493. /**
  63494. * Called by the GPUParticleSystem to setup the update shader
  63495. * @param effect defines the update shader
  63496. */
  63497. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63498. effect.setFloat("radius", this.radius);
  63499. effect.setFloat("height", this.height);
  63500. effect.setFloat("radiusRange", this.radiusRange);
  63501. effect.setVector3("direction1", this.direction1);
  63502. effect.setVector3("direction2", this.direction2);
  63503. };
  63504. /**
  63505. * Returns a string to use to update the GPU particles update shader
  63506. * @returns a string containng the defines string
  63507. */
  63508. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63509. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63510. };
  63511. /**
  63512. * Returns the string "CylinderDirectedParticleEmitter"
  63513. * @returns a string containing the class name
  63514. */
  63515. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63516. return "CylinderDirectedParticleEmitter";
  63517. };
  63518. /**
  63519. * Serializes the particle system to a JSON object.
  63520. * @returns the JSON object
  63521. */
  63522. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63523. var serializationObject = _super.prototype.serialize.call(this);
  63524. serializationObject.direction1 = this.direction1.asArray();
  63525. serializationObject.direction2 = this.direction2.asArray();
  63526. return serializationObject;
  63527. };
  63528. /**
  63529. * Parse properties from a JSON object
  63530. * @param serializationObject defines the JSON object
  63531. */
  63532. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63533. _super.prototype.parse.call(this, serializationObject);
  63534. this.direction1.copyFrom(serializationObject.direction1);
  63535. this.direction2.copyFrom(serializationObject.direction2);
  63536. };
  63537. return CylinderDirectedParticleEmitter;
  63538. }(CylinderParticleEmitter));
  63539. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63540. })(BABYLON || (BABYLON = {}));
  63541. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63542. var BABYLON;
  63543. (function (BABYLON) {
  63544. /**
  63545. * Particle emitter emitting particles from the inside of a cone.
  63546. * It emits the particles alongside the cone volume from the base to the particle.
  63547. * The emission direction might be randomized.
  63548. */
  63549. var ConeParticleEmitter = /** @class */ (function () {
  63550. /**
  63551. * Creates a new instance ConeParticleEmitter
  63552. * @param radius the radius of the emission cone (1 by default)
  63553. * @param angles the cone base angle (PI by default)
  63554. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63555. */
  63556. function ConeParticleEmitter(radius, angle,
  63557. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63558. directionRandomizer) {
  63559. if (radius === void 0) { radius = 1; }
  63560. if (angle === void 0) { angle = Math.PI; }
  63561. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63562. this.directionRandomizer = directionRandomizer;
  63563. /**
  63564. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63565. */
  63566. this.radiusRange = 1;
  63567. /**
  63568. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63569. */
  63570. this.heightRange = 1;
  63571. /**
  63572. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63573. */
  63574. this.emitFromSpawnPointOnly = false;
  63575. this.angle = angle;
  63576. this.radius = radius;
  63577. }
  63578. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63579. /**
  63580. * Gets or sets the radius of the emission cone
  63581. */
  63582. get: function () {
  63583. return this._radius;
  63584. },
  63585. set: function (value) {
  63586. this._radius = value;
  63587. this._buildHeight();
  63588. },
  63589. enumerable: true,
  63590. configurable: true
  63591. });
  63592. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63593. /**
  63594. * Gets or sets the angle of the emission cone
  63595. */
  63596. get: function () {
  63597. return this._angle;
  63598. },
  63599. set: function (value) {
  63600. this._angle = value;
  63601. this._buildHeight();
  63602. },
  63603. enumerable: true,
  63604. configurable: true
  63605. });
  63606. ConeParticleEmitter.prototype._buildHeight = function () {
  63607. if (this._angle !== 0) {
  63608. this._height = this._radius / Math.tan(this._angle / 2);
  63609. }
  63610. else {
  63611. this._height = 1;
  63612. }
  63613. };
  63614. /**
  63615. * Called by the particle System when the direction is computed for the created particle.
  63616. * @param worldMatrix is the world matrix of the particle system
  63617. * @param directionToUpdate is the direction vector to update with the result
  63618. * @param particle is the particle we are computed the direction for
  63619. */
  63620. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63621. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63622. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63623. }
  63624. else {
  63625. // measure the direction Vector from the emitter to the particle.
  63626. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63627. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63628. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63629. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63630. direction.x += randX;
  63631. direction.y += randY;
  63632. direction.z += randZ;
  63633. direction.normalize();
  63634. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63635. }
  63636. };
  63637. /**
  63638. * Called by the particle System when the position is computed for the created particle.
  63639. * @param worldMatrix is the world matrix of the particle system
  63640. * @param positionToUpdate is the position vector to update with the result
  63641. * @param particle is the particle we are computed the position for
  63642. */
  63643. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63644. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63645. var h;
  63646. if (!this.emitFromSpawnPointOnly) {
  63647. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63648. // Better distribution in a cone at normal angles.
  63649. h = 1 - h * h;
  63650. }
  63651. else {
  63652. h = 0.0001;
  63653. }
  63654. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63655. radius = radius * h;
  63656. var randX = radius * Math.sin(s);
  63657. var randZ = radius * Math.cos(s);
  63658. var randY = h * this._height;
  63659. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63660. };
  63661. /**
  63662. * Clones the current emitter and returns a copy of it
  63663. * @returns the new emitter
  63664. */
  63665. ConeParticleEmitter.prototype.clone = function () {
  63666. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63667. BABYLON.Tools.DeepCopy(this, newOne);
  63668. return newOne;
  63669. };
  63670. /**
  63671. * Called by the GPUParticleSystem to setup the update shader
  63672. * @param effect defines the update shader
  63673. */
  63674. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63675. effect.setFloat2("radius", this._radius, this.radiusRange);
  63676. effect.setFloat("coneAngle", this._angle);
  63677. effect.setFloat2("height", this._height, this.heightRange);
  63678. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63679. };
  63680. /**
  63681. * Returns a string to use to update the GPU particles update shader
  63682. * @returns a string containng the defines string
  63683. */
  63684. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63685. var defines = "#define CONEEMITTER";
  63686. if (this.emitFromSpawnPointOnly) {
  63687. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63688. }
  63689. return defines;
  63690. };
  63691. /**
  63692. * Returns the string "ConeParticleEmitter"
  63693. * @returns a string containing the class name
  63694. */
  63695. ConeParticleEmitter.prototype.getClassName = function () {
  63696. return "ConeParticleEmitter";
  63697. };
  63698. /**
  63699. * Serializes the particle system to a JSON object.
  63700. * @returns the JSON object
  63701. */
  63702. ConeParticleEmitter.prototype.serialize = function () {
  63703. var serializationObject = {};
  63704. serializationObject.type = this.getClassName();
  63705. serializationObject.radius = this._radius;
  63706. serializationObject.angle = this._angle;
  63707. serializationObject.directionRandomizer = this.directionRandomizer;
  63708. return serializationObject;
  63709. };
  63710. /**
  63711. * Parse properties from a JSON object
  63712. * @param serializationObject defines the JSON object
  63713. */
  63714. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63715. this.radius = serializationObject.radius;
  63716. this.angle = serializationObject.angle;
  63717. this.directionRandomizer = serializationObject.directionRandomizer;
  63718. };
  63719. return ConeParticleEmitter;
  63720. }());
  63721. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63722. })(BABYLON || (BABYLON = {}));
  63723. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63724. var BABYLON;
  63725. (function (BABYLON) {
  63726. /**
  63727. * Particle emitter emitting particles from the inside of a sphere.
  63728. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63729. */
  63730. var SphereParticleEmitter = /** @class */ (function () {
  63731. /**
  63732. * Creates a new instance SphereParticleEmitter
  63733. * @param radius the radius of the emission sphere (1 by default)
  63734. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63735. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63736. */
  63737. function SphereParticleEmitter(
  63738. /**
  63739. * The radius of the emission sphere.
  63740. */
  63741. radius,
  63742. /**
  63743. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63744. */
  63745. radiusRange,
  63746. /**
  63747. * How much to randomize the particle direction [0-1].
  63748. */
  63749. directionRandomizer) {
  63750. if (radius === void 0) { radius = 1; }
  63751. if (radiusRange === void 0) { radiusRange = 1; }
  63752. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63753. this.radius = radius;
  63754. this.radiusRange = radiusRange;
  63755. this.directionRandomizer = directionRandomizer;
  63756. }
  63757. /**
  63758. * Called by the particle System when the direction is computed for the created particle.
  63759. * @param worldMatrix is the world matrix of the particle system
  63760. * @param directionToUpdate is the direction vector to update with the result
  63761. * @param particle is the particle we are computed the direction for
  63762. */
  63763. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63764. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63765. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63766. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63767. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63768. direction.x += randX;
  63769. direction.y += randY;
  63770. direction.z += randZ;
  63771. direction.normalize();
  63772. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63773. };
  63774. /**
  63775. * Called by the particle System when the position is computed for the created particle.
  63776. * @param worldMatrix is the world matrix of the particle system
  63777. * @param positionToUpdate is the position vector to update with the result
  63778. * @param particle is the particle we are computed the position for
  63779. */
  63780. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63781. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63782. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63783. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63784. var theta = Math.acos(2 * v - 1);
  63785. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63786. var randY = randRadius * Math.cos(theta);
  63787. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63788. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63789. };
  63790. /**
  63791. * Clones the current emitter and returns a copy of it
  63792. * @returns the new emitter
  63793. */
  63794. SphereParticleEmitter.prototype.clone = function () {
  63795. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63796. BABYLON.Tools.DeepCopy(this, newOne);
  63797. return newOne;
  63798. };
  63799. /**
  63800. * Called by the GPUParticleSystem to setup the update shader
  63801. * @param effect defines the update shader
  63802. */
  63803. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63804. effect.setFloat("radius", this.radius);
  63805. effect.setFloat("radiusRange", this.radiusRange);
  63806. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63807. };
  63808. /**
  63809. * Returns a string to use to update the GPU particles update shader
  63810. * @returns a string containng the defines string
  63811. */
  63812. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63813. return "#define SPHEREEMITTER";
  63814. };
  63815. /**
  63816. * Returns the string "SphereParticleEmitter"
  63817. * @returns a string containing the class name
  63818. */
  63819. SphereParticleEmitter.prototype.getClassName = function () {
  63820. return "SphereParticleEmitter";
  63821. };
  63822. /**
  63823. * Serializes the particle system to a JSON object.
  63824. * @returns the JSON object
  63825. */
  63826. SphereParticleEmitter.prototype.serialize = function () {
  63827. var serializationObject = {};
  63828. serializationObject.type = this.getClassName();
  63829. serializationObject.radius = this.radius;
  63830. serializationObject.radiusRange = this.radiusRange;
  63831. serializationObject.directionRandomizer = this.directionRandomizer;
  63832. return serializationObject;
  63833. };
  63834. /**
  63835. * Parse properties from a JSON object
  63836. * @param serializationObject defines the JSON object
  63837. */
  63838. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63839. this.radius = serializationObject.radius;
  63840. this.radiusRange = serializationObject.radiusRange;
  63841. this.directionRandomizer = serializationObject.directionRandomizer;
  63842. };
  63843. return SphereParticleEmitter;
  63844. }());
  63845. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63846. /**
  63847. * Particle emitter emitting particles from the inside of a sphere.
  63848. * It emits the particles randomly between two vectors.
  63849. */
  63850. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63851. __extends(SphereDirectedParticleEmitter, _super);
  63852. /**
  63853. * Creates a new instance SphereDirectedParticleEmitter
  63854. * @param radius the radius of the emission sphere (1 by default)
  63855. * @param direction1 the min limit of the emission direction (up vector by default)
  63856. * @param direction2 the max limit of the emission direction (up vector by default)
  63857. */
  63858. function SphereDirectedParticleEmitter(radius,
  63859. /**
  63860. * The min limit of the emission direction.
  63861. */
  63862. direction1,
  63863. /**
  63864. * The max limit of the emission direction.
  63865. */
  63866. direction2) {
  63867. if (radius === void 0) { radius = 1; }
  63868. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63869. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63870. var _this = _super.call(this, radius) || this;
  63871. _this.direction1 = direction1;
  63872. _this.direction2 = direction2;
  63873. return _this;
  63874. }
  63875. /**
  63876. * Called by the particle System when the direction is computed for the created particle.
  63877. * @param worldMatrix is the world matrix of the particle system
  63878. * @param directionToUpdate is the direction vector to update with the result
  63879. * @param particle is the particle we are computed the direction for
  63880. */
  63881. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63882. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63883. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63884. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63885. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63886. };
  63887. /**
  63888. * Clones the current emitter and returns a copy of it
  63889. * @returns the new emitter
  63890. */
  63891. SphereDirectedParticleEmitter.prototype.clone = function () {
  63892. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63893. BABYLON.Tools.DeepCopy(this, newOne);
  63894. return newOne;
  63895. };
  63896. /**
  63897. * Called by the GPUParticleSystem to setup the update shader
  63898. * @param effect defines the update shader
  63899. */
  63900. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63901. effect.setFloat("radius", this.radius);
  63902. effect.setFloat("radiusRange", this.radiusRange);
  63903. effect.setVector3("direction1", this.direction1);
  63904. effect.setVector3("direction2", this.direction2);
  63905. };
  63906. /**
  63907. * Returns a string to use to update the GPU particles update shader
  63908. * @returns a string containng the defines string
  63909. */
  63910. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63911. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63912. };
  63913. /**
  63914. * Returns the string "SphereDirectedParticleEmitter"
  63915. * @returns a string containing the class name
  63916. */
  63917. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63918. return "SphereDirectedParticleEmitter";
  63919. };
  63920. /**
  63921. * Serializes the particle system to a JSON object.
  63922. * @returns the JSON object
  63923. */
  63924. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63925. var serializationObject = _super.prototype.serialize.call(this);
  63926. serializationObject.direction1 = this.direction1.asArray();
  63927. serializationObject.direction2 = this.direction2.asArray();
  63928. return serializationObject;
  63929. };
  63930. /**
  63931. * Parse properties from a JSON object
  63932. * @param serializationObject defines the JSON object
  63933. */
  63934. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63935. _super.prototype.parse.call(this, serializationObject);
  63936. this.direction1.copyFrom(serializationObject.direction1);
  63937. this.direction2.copyFrom(serializationObject.direction2);
  63938. };
  63939. return SphereDirectedParticleEmitter;
  63940. }(SphereParticleEmitter));
  63941. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63942. })(BABYLON || (BABYLON = {}));
  63943. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63944. var BABYLON;
  63945. (function (BABYLON) {
  63946. /**
  63947. * Particle emitter emitting particles from the inside of a hemisphere.
  63948. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63949. */
  63950. var HemisphericParticleEmitter = /** @class */ (function () {
  63951. /**
  63952. * Creates a new instance HemisphericParticleEmitter
  63953. * @param radius the radius of the emission hemisphere (1 by default)
  63954. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63955. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63956. */
  63957. function HemisphericParticleEmitter(
  63958. /**
  63959. * The radius of the emission hemisphere.
  63960. */
  63961. radius,
  63962. /**
  63963. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63964. */
  63965. radiusRange,
  63966. /**
  63967. * How much to randomize the particle direction [0-1].
  63968. */
  63969. directionRandomizer) {
  63970. if (radius === void 0) { radius = 1; }
  63971. if (radiusRange === void 0) { radiusRange = 1; }
  63972. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63973. this.radius = radius;
  63974. this.radiusRange = radiusRange;
  63975. this.directionRandomizer = directionRandomizer;
  63976. }
  63977. /**
  63978. * Called by the particle System when the direction is computed for the created particle.
  63979. * @param worldMatrix is the world matrix of the particle system
  63980. * @param directionToUpdate is the direction vector to update with the result
  63981. * @param particle is the particle we are computed the direction for
  63982. */
  63983. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63984. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63985. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63986. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63987. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63988. direction.x += randX;
  63989. direction.y += randY;
  63990. direction.z += randZ;
  63991. direction.normalize();
  63992. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63993. };
  63994. /**
  63995. * Called by the particle System when the position is computed for the created particle.
  63996. * @param worldMatrix is the world matrix of the particle system
  63997. * @param positionToUpdate is the position vector to update with the result
  63998. * @param particle is the particle we are computed the position for
  63999. */
  64000. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64001. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  64002. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  64003. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  64004. var theta = Math.acos(2 * v - 1);
  64005. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  64006. var randY = randRadius * Math.cos(theta);
  64007. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  64008. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  64009. };
  64010. /**
  64011. * Clones the current emitter and returns a copy of it
  64012. * @returns the new emitter
  64013. */
  64014. HemisphericParticleEmitter.prototype.clone = function () {
  64015. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  64016. BABYLON.Tools.DeepCopy(this, newOne);
  64017. return newOne;
  64018. };
  64019. /**
  64020. * Called by the GPUParticleSystem to setup the update shader
  64021. * @param effect defines the update shader
  64022. */
  64023. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  64024. effect.setFloat("radius", this.radius);
  64025. effect.setFloat("radiusRange", this.radiusRange);
  64026. effect.setFloat("directionRandomizer", this.directionRandomizer);
  64027. };
  64028. /**
  64029. * Returns a string to use to update the GPU particles update shader
  64030. * @returns a string containng the defines string
  64031. */
  64032. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  64033. return "#define HEMISPHERICEMITTER";
  64034. };
  64035. /**
  64036. * Returns the string "HemisphericParticleEmitter"
  64037. * @returns a string containing the class name
  64038. */
  64039. HemisphericParticleEmitter.prototype.getClassName = function () {
  64040. return "HemisphericParticleEmitter";
  64041. };
  64042. /**
  64043. * Serializes the particle system to a JSON object.
  64044. * @returns the JSON object
  64045. */
  64046. HemisphericParticleEmitter.prototype.serialize = function () {
  64047. var serializationObject = {};
  64048. serializationObject.type = this.getClassName();
  64049. serializationObject.radius = this.radius;
  64050. serializationObject.radiusRange = this.radiusRange;
  64051. serializationObject.directionRandomizer = this.directionRandomizer;
  64052. return serializationObject;
  64053. };
  64054. /**
  64055. * Parse properties from a JSON object
  64056. * @param serializationObject defines the JSON object
  64057. */
  64058. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  64059. this.radius = serializationObject.radius;
  64060. this.radiusRange = serializationObject.radiusRange;
  64061. this.directionRandomizer = serializationObject.directionRandomizer;
  64062. };
  64063. return HemisphericParticleEmitter;
  64064. }());
  64065. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  64066. })(BABYLON || (BABYLON = {}));
  64067. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  64068. var BABYLON;
  64069. (function (BABYLON) {
  64070. /**
  64071. * Particle emitter emitting particles from a point.
  64072. * It emits the particles randomly between 2 given directions.
  64073. */
  64074. var PointParticleEmitter = /** @class */ (function () {
  64075. /**
  64076. * Creates a new instance PointParticleEmitter
  64077. */
  64078. function PointParticleEmitter() {
  64079. /**
  64080. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64081. */
  64082. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  64083. /**
  64084. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64085. */
  64086. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  64087. }
  64088. /**
  64089. * Called by the particle System when the direction is computed for the created particle.
  64090. * @param worldMatrix is the world matrix of the particle system
  64091. * @param directionToUpdate is the direction vector to update with the result
  64092. * @param particle is the particle we are computed the direction for
  64093. */
  64094. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64095. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64096. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64097. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64098. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64099. };
  64100. /**
  64101. * Called by the particle System when the position is computed for the created particle.
  64102. * @param worldMatrix is the world matrix of the particle system
  64103. * @param positionToUpdate is the position vector to update with the result
  64104. * @param particle is the particle we are computed the position for
  64105. */
  64106. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64107. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64108. };
  64109. /**
  64110. * Clones the current emitter and returns a copy of it
  64111. * @returns the new emitter
  64112. */
  64113. PointParticleEmitter.prototype.clone = function () {
  64114. var newOne = new PointParticleEmitter();
  64115. BABYLON.Tools.DeepCopy(this, newOne);
  64116. return newOne;
  64117. };
  64118. /**
  64119. * Called by the GPUParticleSystem to setup the update shader
  64120. * @param effect defines the update shader
  64121. */
  64122. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64123. effect.setVector3("direction1", this.direction1);
  64124. effect.setVector3("direction2", this.direction2);
  64125. };
  64126. /**
  64127. * Returns a string to use to update the GPU particles update shader
  64128. * @returns a string containng the defines string
  64129. */
  64130. PointParticleEmitter.prototype.getEffectDefines = function () {
  64131. return "#define POINTEMITTER";
  64132. };
  64133. /**
  64134. * Returns the string "PointParticleEmitter"
  64135. * @returns a string containing the class name
  64136. */
  64137. PointParticleEmitter.prototype.getClassName = function () {
  64138. return "PointParticleEmitter";
  64139. };
  64140. /**
  64141. * Serializes the particle system to a JSON object.
  64142. * @returns the JSON object
  64143. */
  64144. PointParticleEmitter.prototype.serialize = function () {
  64145. var serializationObject = {};
  64146. serializationObject.type = this.getClassName();
  64147. serializationObject.direction1 = this.direction1.asArray();
  64148. serializationObject.direction2 = this.direction2.asArray();
  64149. return serializationObject;
  64150. };
  64151. /**
  64152. * Parse properties from a JSON object
  64153. * @param serializationObject defines the JSON object
  64154. */
  64155. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64156. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64157. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64158. };
  64159. return PointParticleEmitter;
  64160. }());
  64161. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64162. })(BABYLON || (BABYLON = {}));
  64163. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64164. var BABYLON;
  64165. (function (BABYLON) {
  64166. // Adds the parsers to the scene parsers.
  64167. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64168. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64169. if (!individualParser) {
  64170. return;
  64171. }
  64172. // Particles Systems
  64173. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64174. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64175. var parsedParticleSystem = parsedData.particleSystems[index];
  64176. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64177. }
  64178. }
  64179. });
  64180. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64181. if (parsedParticleSystem.activeParticleCount) {
  64182. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64183. return ps;
  64184. }
  64185. else {
  64186. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64187. return ps;
  64188. }
  64189. });
  64190. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64191. if (uniformsNames === void 0) { uniformsNames = []; }
  64192. if (samplers === void 0) { samplers = []; }
  64193. if (defines === void 0) { defines = ""; }
  64194. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64195. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64196. if (defines.indexOf(" BILLBOARD") === -1) {
  64197. defines += "\n#define BILLBOARD\n";
  64198. }
  64199. if (samplers.indexOf("diffuseSampler") === -1) {
  64200. samplers.push("diffuseSampler");
  64201. }
  64202. return this.createEffect({
  64203. vertex: "particles",
  64204. fragmentElement: fragmentName
  64205. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64206. };
  64207. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64208. var results = new Array();
  64209. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64210. var particleSystem = this.getScene().particleSystems[index];
  64211. if (particleSystem.emitter === this) {
  64212. results.push(particleSystem);
  64213. }
  64214. }
  64215. return results;
  64216. };
  64217. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64218. var results = new Array();
  64219. var descendants = this.getDescendants();
  64220. descendants.push(this);
  64221. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64222. var particleSystem = this.getScene().particleSystems[index];
  64223. var emitter = particleSystem.emitter;
  64224. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64225. results.push(particleSystem);
  64226. }
  64227. }
  64228. return results;
  64229. };
  64230. })(BABYLON || (BABYLON = {}));
  64231. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64232. var BABYLON;
  64233. (function (BABYLON) {
  64234. /**
  64235. * Type of sub emitter
  64236. */
  64237. var SubEmitterType;
  64238. (function (SubEmitterType) {
  64239. /**
  64240. * Attached to the particle over it's lifetime
  64241. */
  64242. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64243. /**
  64244. * Created when the particle dies
  64245. */
  64246. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64247. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64248. /**
  64249. * Sub emitter class used to emit particles from an existing particle
  64250. */
  64251. var SubEmitter = /** @class */ (function () {
  64252. /**
  64253. * Creates a sub emitter
  64254. * @param particleSystem the particle system to be used by the sub emitter
  64255. */
  64256. function SubEmitter(
  64257. /**
  64258. * the particle system to be used by the sub emitter
  64259. */
  64260. particleSystem) {
  64261. this.particleSystem = particleSystem;
  64262. /**
  64263. * Type of the submitter (Default: END)
  64264. */
  64265. this.type = SubEmitterType.END;
  64266. /**
  64267. * If the particle should inherit the direction from the particle it's attached to. (+Y will face the direction the particle is moving) (Default: false)
  64268. * Note: This only is supported when using an emitter of type Mesh
  64269. */
  64270. this.inheritDirection = false;
  64271. /**
  64272. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64273. */
  64274. this.inheritedVelocityAmount = 0;
  64275. // Create mesh as emitter to support rotation
  64276. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64277. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64278. }
  64279. // Automatically dispose of subemitter when system is disposed
  64280. particleSystem.onDisposeObservable.add(function () {
  64281. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64282. particleSystem.emitter.dispose();
  64283. }
  64284. });
  64285. }
  64286. /**
  64287. * Clones the sub emitter
  64288. * @returns the cloned sub emitter
  64289. */
  64290. SubEmitter.prototype.clone = function () {
  64291. // Clone particle system
  64292. var emitter = this.particleSystem.emitter;
  64293. if (!emitter) {
  64294. emitter = new BABYLON.Vector3();
  64295. }
  64296. else if (emitter instanceof BABYLON.Vector3) {
  64297. emitter = emitter.clone();
  64298. }
  64299. else if (emitter instanceof BABYLON.AbstractMesh) {
  64300. emitter = new BABYLON.Mesh("", emitter.getScene());
  64301. emitter.isVisible = false;
  64302. }
  64303. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64304. // Clone properties
  64305. clone.type = this.type;
  64306. clone.inheritDirection = this.inheritDirection;
  64307. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64308. clone.particleSystem._disposeEmitterOnDispose = true;
  64309. clone.particleSystem.disposeOnStop = true;
  64310. return clone;
  64311. };
  64312. /**
  64313. * Serialize current object to a JSON object
  64314. * @returns the serialized object
  64315. */
  64316. SubEmitter.prototype.serialize = function () {
  64317. var serializationObject = {};
  64318. serializationObject.type = this.type;
  64319. serializationObject.inheritDirection = this.inheritDirection;
  64320. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64321. serializationObject.particleSystem = this.particleSystem.serialize();
  64322. return serializationObject;
  64323. };
  64324. /**
  64325. * Creates a new SubEmitter from a serialized JSON version
  64326. * @param serializationObject defines the JSON object to read from
  64327. * @param scene defines the hosting scene
  64328. * @param rootUrl defines the rootUrl for data loading
  64329. * @returns a new SubEmitter
  64330. */
  64331. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64332. var system = serializationObject.particleSystem;
  64333. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64334. subEmitter.type = serializationObject.type;
  64335. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64336. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64337. subEmitter.particleSystem._isSubEmitter = true;
  64338. return subEmitter;
  64339. };
  64340. /** Release associated resources */
  64341. SubEmitter.prototype.dispose = function () {
  64342. this.particleSystem.dispose();
  64343. };
  64344. return SubEmitter;
  64345. }());
  64346. BABYLON.SubEmitter = SubEmitter;
  64347. })(BABYLON || (BABYLON = {}));
  64348. //# sourceMappingURL=babylon.subEmitter.js.map
  64349. var BABYLON;
  64350. (function (BABYLON) {
  64351. /**
  64352. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  64353. *
  64354. * This returned material effects how the mesh will look based on the code in the shaders.
  64355. *
  64356. * @see http://doc.babylonjs.com/how_to/shader_material
  64357. */
  64358. var ShaderMaterial = /** @class */ (function (_super) {
  64359. __extends(ShaderMaterial, _super);
  64360. /**
  64361. * Instantiate a new shader material.
  64362. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  64363. * This returned material effects how the mesh will look based on the code in the shaders.
  64364. * @see http://doc.babylonjs.com/how_to/shader_material
  64365. * @param name Define the name of the material in the scene
  64366. * @param scene Define the scene the material belongs to
  64367. * @param shaderPath Defines the route to the shader code in one of three ways:
  64368. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64369. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64370. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64371. * @param options Define the options used to create the shader
  64372. */
  64373. function ShaderMaterial(name, scene, shaderPath, options) {
  64374. if (options === void 0) { options = {}; }
  64375. var _this = _super.call(this, name, scene) || this;
  64376. _this._textures = {};
  64377. _this._textureArrays = {};
  64378. _this._floats = {};
  64379. _this._ints = {};
  64380. _this._floatsArrays = {};
  64381. _this._colors3 = {};
  64382. _this._colors3Arrays = {};
  64383. _this._colors4 = {};
  64384. _this._vectors2 = {};
  64385. _this._vectors3 = {};
  64386. _this._vectors4 = {};
  64387. _this._matrices = {};
  64388. _this._matrices3x3 = {};
  64389. _this._matrices2x2 = {};
  64390. _this._vectors2Arrays = {};
  64391. _this._vectors3Arrays = {};
  64392. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64393. _this._shaderPath = shaderPath;
  64394. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64395. return _this;
  64396. }
  64397. /**
  64398. * Gets the current class name of the material e.g. "ShaderMaterial"
  64399. * Mainly use in serialization.
  64400. * @returns the class name
  64401. */
  64402. ShaderMaterial.prototype.getClassName = function () {
  64403. return "ShaderMaterial";
  64404. };
  64405. /**
  64406. * Specifies if the material will require alpha blending
  64407. * @returns a boolean specifying if alpha blending is needed
  64408. */
  64409. ShaderMaterial.prototype.needAlphaBlending = function () {
  64410. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64411. };
  64412. /**
  64413. * Specifies if this material should be rendered in alpha test mode
  64414. * @returns a boolean specifying if an alpha test is needed.
  64415. */
  64416. ShaderMaterial.prototype.needAlphaTesting = function () {
  64417. return this._options.needAlphaTesting;
  64418. };
  64419. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64420. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64421. this._options.uniforms.push(uniformName);
  64422. }
  64423. };
  64424. /**
  64425. * Set a texture in the shader.
  64426. * @param name Define the name of the uniform samplers as defined in the shader
  64427. * @param texture Define the texture to bind to this sampler
  64428. * @return the material itself allowing "fluent" like uniform updates
  64429. */
  64430. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64431. if (this._options.samplers.indexOf(name) === -1) {
  64432. this._options.samplers.push(name);
  64433. }
  64434. this._textures[name] = texture;
  64435. return this;
  64436. };
  64437. /**
  64438. * Set a texture array in the shader.
  64439. * @param name Define the name of the uniform sampler array as defined in the shader
  64440. * @param textures Define the list of textures to bind to this sampler
  64441. * @return the material itself allowing "fluent" like uniform updates
  64442. */
  64443. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64444. if (this._options.samplers.indexOf(name) === -1) {
  64445. this._options.samplers.push(name);
  64446. }
  64447. this._checkUniform(name);
  64448. this._textureArrays[name] = textures;
  64449. return this;
  64450. };
  64451. /**
  64452. * Set a float in the shader.
  64453. * @param name Define the name of the uniform as defined in the shader
  64454. * @param value Define the value to give to the uniform
  64455. * @return the material itself allowing "fluent" like uniform updates
  64456. */
  64457. ShaderMaterial.prototype.setFloat = function (name, value) {
  64458. this._checkUniform(name);
  64459. this._floats[name] = value;
  64460. return this;
  64461. };
  64462. /**
  64463. * Set a int in the shader.
  64464. * @param name Define the name of the uniform as defined in the shader
  64465. * @param value Define the value to give to the uniform
  64466. * @return the material itself allowing "fluent" like uniform updates
  64467. */
  64468. ShaderMaterial.prototype.setInt = function (name, value) {
  64469. this._checkUniform(name);
  64470. this._ints[name] = value;
  64471. return this;
  64472. };
  64473. /**
  64474. * Set an array of floats in the shader.
  64475. * @param name Define the name of the uniform as defined in the shader
  64476. * @param value Define the value to give to the uniform
  64477. * @return the material itself allowing "fluent" like uniform updates
  64478. */
  64479. ShaderMaterial.prototype.setFloats = function (name, value) {
  64480. this._checkUniform(name);
  64481. this._floatsArrays[name] = value;
  64482. return this;
  64483. };
  64484. /**
  64485. * Set a vec3 in the shader from a Color3.
  64486. * @param name Define the name of the uniform as defined in the shader
  64487. * @param value Define the value to give to the uniform
  64488. * @return the material itself allowing "fluent" like uniform updates
  64489. */
  64490. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64491. this._checkUniform(name);
  64492. this._colors3[name] = value;
  64493. return this;
  64494. };
  64495. /**
  64496. * Set a vec3 array in the shader from a Color3 array.
  64497. * @param name Define the name of the uniform as defined in the shader
  64498. * @param value Define the value to give to the uniform
  64499. * @return the material itself allowing "fluent" like uniform updates
  64500. */
  64501. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64502. this._checkUniform(name);
  64503. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64504. color.toArray(arr, arr.length);
  64505. return arr;
  64506. }, []);
  64507. return this;
  64508. };
  64509. /**
  64510. * Set a vec4 in the shader from a Color4.
  64511. * @param name Define the name of the uniform as defined in the shader
  64512. * @param value Define the value to give to the uniform
  64513. * @return the material itself allowing "fluent" like uniform updates
  64514. */
  64515. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64516. this._checkUniform(name);
  64517. this._colors4[name] = value;
  64518. return this;
  64519. };
  64520. /**
  64521. * Set a vec2 in the shader from a Vector2.
  64522. * @param name Define the name of the uniform as defined in the shader
  64523. * @param value Define the value to give to the uniform
  64524. * @return the material itself allowing "fluent" like uniform updates
  64525. */
  64526. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64527. this._checkUniform(name);
  64528. this._vectors2[name] = value;
  64529. return this;
  64530. };
  64531. /**
  64532. * Set a vec3 in the shader from a Vector3.
  64533. * @param name Define the name of the uniform as defined in the shader
  64534. * @param value Define the value to give to the uniform
  64535. * @return the material itself allowing "fluent" like uniform updates
  64536. */
  64537. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64538. this._checkUniform(name);
  64539. this._vectors3[name] = value;
  64540. return this;
  64541. };
  64542. /**
  64543. * Set a vec4 in the shader from a Vector4.
  64544. * @param name Define the name of the uniform as defined in the shader
  64545. * @param value Define the value to give to the uniform
  64546. * @return the material itself allowing "fluent" like uniform updates
  64547. */
  64548. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64549. this._checkUniform(name);
  64550. this._vectors4[name] = value;
  64551. return this;
  64552. };
  64553. /**
  64554. * Set a mat4 in the shader from a Matrix.
  64555. * @param name Define the name of the uniform as defined in the shader
  64556. * @param value Define the value to give to the uniform
  64557. * @return the material itself allowing "fluent" like uniform updates
  64558. */
  64559. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64560. this._checkUniform(name);
  64561. this._matrices[name] = value;
  64562. return this;
  64563. };
  64564. /**
  64565. * Set a mat3 in the shader from a Float32Array.
  64566. * @param name Define the name of the uniform as defined in the shader
  64567. * @param value Define the value to give to the uniform
  64568. * @return the material itself allowing "fluent" like uniform updates
  64569. */
  64570. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64571. this._checkUniform(name);
  64572. this._matrices3x3[name] = value;
  64573. return this;
  64574. };
  64575. /**
  64576. * Set a mat2 in the shader from a Float32Array.
  64577. * @param name Define the name of the uniform as defined in the shader
  64578. * @param value Define the value to give to the uniform
  64579. * @return the material itself allowing "fluent" like uniform updates
  64580. */
  64581. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64582. this._checkUniform(name);
  64583. this._matrices2x2[name] = value;
  64584. return this;
  64585. };
  64586. /**
  64587. * Set a vec2 array in the shader from a number array.
  64588. * @param name Define the name of the uniform as defined in the shader
  64589. * @param value Define the value to give to the uniform
  64590. * @return the material itself allowing "fluent" like uniform updates
  64591. */
  64592. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64593. this._checkUniform(name);
  64594. this._vectors2Arrays[name] = value;
  64595. return this;
  64596. };
  64597. /**
  64598. * Set a vec3 array in the shader from a number array.
  64599. * @param name Define the name of the uniform as defined in the shader
  64600. * @param value Define the value to give to the uniform
  64601. * @return the material itself allowing "fluent" like uniform updates
  64602. */
  64603. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64604. this._checkUniform(name);
  64605. this._vectors3Arrays[name] = value;
  64606. return this;
  64607. };
  64608. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64609. if (!mesh) {
  64610. return true;
  64611. }
  64612. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64613. return false;
  64614. }
  64615. return false;
  64616. };
  64617. /**
  64618. * Checks if the material is ready to render the requested mesh
  64619. * @param mesh Define the mesh to render
  64620. * @param useInstances Define whether or not the material is used with instances
  64621. * @returns true if ready, otherwise false
  64622. */
  64623. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64624. var scene = this.getScene();
  64625. var engine = scene.getEngine();
  64626. if (!this.checkReadyOnEveryCall) {
  64627. if (this._renderId === scene.getRenderId()) {
  64628. if (this._checkCache(scene, mesh, useInstances)) {
  64629. return true;
  64630. }
  64631. }
  64632. }
  64633. // Instances
  64634. var defines = [];
  64635. var attribs = [];
  64636. var fallbacks = new BABYLON.EffectFallbacks();
  64637. for (var index = 0; index < this._options.defines.length; index++) {
  64638. defines.push(this._options.defines[index]);
  64639. }
  64640. for (var index = 0; index < this._options.attributes.length; index++) {
  64641. attribs.push(this._options.attributes[index]);
  64642. }
  64643. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64644. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64645. defines.push("#define VERTEXCOLOR");
  64646. }
  64647. if (useInstances) {
  64648. defines.push("#define INSTANCES");
  64649. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64650. }
  64651. // Bones
  64652. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64653. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64654. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64655. if (mesh.numBoneInfluencers > 4) {
  64656. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64657. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64658. }
  64659. var skeleton = mesh.skeleton;
  64660. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64661. fallbacks.addCPUSkinningFallback(0, mesh);
  64662. if (skeleton.isUsingTextureForMatrices) {
  64663. defines.push("#define BONETEXTURE");
  64664. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64665. this._options.uniforms.push("boneTextureWidth");
  64666. }
  64667. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64668. this._options.samplers.push("boneSampler");
  64669. }
  64670. }
  64671. else {
  64672. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64673. if (this._options.uniforms.indexOf("mBones") === -1) {
  64674. this._options.uniforms.push("mBones");
  64675. }
  64676. }
  64677. }
  64678. else {
  64679. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64680. }
  64681. // Textures
  64682. for (var name in this._textures) {
  64683. if (!this._textures[name].isReady()) {
  64684. return false;
  64685. }
  64686. }
  64687. // Alpha test
  64688. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64689. defines.push("#define ALPHATEST");
  64690. }
  64691. var previousEffect = this._effect;
  64692. var join = defines.join("\n");
  64693. this._effect = engine.createEffect(this._shaderPath, {
  64694. attributes: attribs,
  64695. uniformsNames: this._options.uniforms,
  64696. uniformBuffersNames: this._options.uniformBuffers,
  64697. samplers: this._options.samplers,
  64698. defines: join,
  64699. fallbacks: fallbacks,
  64700. onCompiled: this.onCompiled,
  64701. onError: this.onError
  64702. }, engine);
  64703. if (!this._effect.isReady()) {
  64704. return false;
  64705. }
  64706. if (previousEffect !== this._effect) {
  64707. scene.resetCachedMaterial();
  64708. }
  64709. this._renderId = scene.getRenderId();
  64710. return true;
  64711. };
  64712. /**
  64713. * Binds the world matrix to the material
  64714. * @param world defines the world transformation matrix
  64715. */
  64716. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64717. var scene = this.getScene();
  64718. if (!this._effect) {
  64719. return;
  64720. }
  64721. if (this._options.uniforms.indexOf("world") !== -1) {
  64722. this._effect.setMatrix("world", world);
  64723. }
  64724. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64725. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64726. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64727. }
  64728. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64729. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64730. }
  64731. };
  64732. /**
  64733. * Binds the material to the mesh
  64734. * @param world defines the world transformation matrix
  64735. * @param mesh defines the mesh to bind the material to
  64736. */
  64737. ShaderMaterial.prototype.bind = function (world, mesh) {
  64738. // Std values
  64739. this.bindOnlyWorldMatrix(world);
  64740. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64741. if (this._options.uniforms.indexOf("view") !== -1) {
  64742. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64743. }
  64744. if (this._options.uniforms.indexOf("projection") !== -1) {
  64745. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64746. }
  64747. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64748. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64749. }
  64750. // Bones
  64751. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64752. var name;
  64753. // Texture
  64754. for (name in this._textures) {
  64755. this._effect.setTexture(name, this._textures[name]);
  64756. }
  64757. // Texture arrays
  64758. for (name in this._textureArrays) {
  64759. this._effect.setTextureArray(name, this._textureArrays[name]);
  64760. }
  64761. // Int
  64762. for (name in this._ints) {
  64763. this._effect.setInt(name, this._ints[name]);
  64764. }
  64765. // Float
  64766. for (name in this._floats) {
  64767. this._effect.setFloat(name, this._floats[name]);
  64768. }
  64769. // Floats
  64770. for (name in this._floatsArrays) {
  64771. this._effect.setArray(name, this._floatsArrays[name]);
  64772. }
  64773. // Color3
  64774. for (name in this._colors3) {
  64775. this._effect.setColor3(name, this._colors3[name]);
  64776. }
  64777. for (name in this._colors3Arrays) {
  64778. this._effect.setArray3(name, this._colors3Arrays[name]);
  64779. }
  64780. // Color4
  64781. for (name in this._colors4) {
  64782. var color = this._colors4[name];
  64783. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64784. }
  64785. // Vector2
  64786. for (name in this._vectors2) {
  64787. this._effect.setVector2(name, this._vectors2[name]);
  64788. }
  64789. // Vector3
  64790. for (name in this._vectors3) {
  64791. this._effect.setVector3(name, this._vectors3[name]);
  64792. }
  64793. // Vector4
  64794. for (name in this._vectors4) {
  64795. this._effect.setVector4(name, this._vectors4[name]);
  64796. }
  64797. // Matrix
  64798. for (name in this._matrices) {
  64799. this._effect.setMatrix(name, this._matrices[name]);
  64800. }
  64801. // Matrix 3x3
  64802. for (name in this._matrices3x3) {
  64803. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64804. }
  64805. // Matrix 2x2
  64806. for (name in this._matrices2x2) {
  64807. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64808. }
  64809. // Vector2Array
  64810. for (name in this._vectors2Arrays) {
  64811. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64812. }
  64813. // Vector3Array
  64814. for (name in this._vectors3Arrays) {
  64815. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64816. }
  64817. }
  64818. this._afterBind(mesh);
  64819. };
  64820. /**
  64821. * Gets the active textures from the material
  64822. * @returns an array of textures
  64823. */
  64824. ShaderMaterial.prototype.getActiveTextures = function () {
  64825. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64826. for (var name in this._textures) {
  64827. activeTextures.push(this._textures[name]);
  64828. }
  64829. for (var name in this._textureArrays) {
  64830. var array = this._textureArrays[name];
  64831. for (var index = 0; index < array.length; index++) {
  64832. activeTextures.push(array[index]);
  64833. }
  64834. }
  64835. return activeTextures;
  64836. };
  64837. /**
  64838. * Specifies if the material uses a texture
  64839. * @param texture defines the texture to check against the material
  64840. * @returns a boolean specifying if the material uses the texture
  64841. */
  64842. ShaderMaterial.prototype.hasTexture = function (texture) {
  64843. if (_super.prototype.hasTexture.call(this, texture)) {
  64844. return true;
  64845. }
  64846. for (var name in this._textures) {
  64847. if (this._textures[name] === texture) {
  64848. return true;
  64849. }
  64850. }
  64851. for (var name in this._textureArrays) {
  64852. var array = this._textureArrays[name];
  64853. for (var index = 0; index < array.length; index++) {
  64854. if (array[index] === texture) {
  64855. return true;
  64856. }
  64857. }
  64858. }
  64859. return false;
  64860. };
  64861. /**
  64862. * Makes a duplicate of the material, and gives it a new name
  64863. * @param name defines the new name for the duplicated material
  64864. * @returns the cloned material
  64865. */
  64866. ShaderMaterial.prototype.clone = function (name) {
  64867. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64868. return newShaderMaterial;
  64869. };
  64870. /**
  64871. * Disposes the material
  64872. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64873. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64874. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64875. */
  64876. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64877. if (forceDisposeTextures) {
  64878. var name;
  64879. for (name in this._textures) {
  64880. this._textures[name].dispose();
  64881. }
  64882. for (name in this._textureArrays) {
  64883. var array = this._textureArrays[name];
  64884. for (var index = 0; index < array.length; index++) {
  64885. array[index].dispose();
  64886. }
  64887. }
  64888. }
  64889. this._textures = {};
  64890. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64891. };
  64892. /**
  64893. * Serializes this material in a JSON representation
  64894. * @returns the serialized material object
  64895. */
  64896. ShaderMaterial.prototype.serialize = function () {
  64897. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64898. serializationObject.customType = "BABYLON.ShaderMaterial";
  64899. serializationObject.options = this._options;
  64900. serializationObject.shaderPath = this._shaderPath;
  64901. var name;
  64902. // Texture
  64903. serializationObject.textures = {};
  64904. for (name in this._textures) {
  64905. serializationObject.textures[name] = this._textures[name].serialize();
  64906. }
  64907. // Texture arrays
  64908. serializationObject.textureArrays = {};
  64909. for (name in this._textureArrays) {
  64910. serializationObject.textureArrays[name] = [];
  64911. var array = this._textureArrays[name];
  64912. for (var index = 0; index < array.length; index++) {
  64913. serializationObject.textureArrays[name].push(array[index].serialize());
  64914. }
  64915. }
  64916. // Float
  64917. serializationObject.floats = {};
  64918. for (name in this._floats) {
  64919. serializationObject.floats[name] = this._floats[name];
  64920. }
  64921. // Float s
  64922. serializationObject.FloatArrays = {};
  64923. for (name in this._floatsArrays) {
  64924. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64925. }
  64926. // Color3
  64927. serializationObject.colors3 = {};
  64928. for (name in this._colors3) {
  64929. serializationObject.colors3[name] = this._colors3[name].asArray();
  64930. }
  64931. // Color3 array
  64932. serializationObject.colors3Arrays = {};
  64933. for (name in this._colors3Arrays) {
  64934. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64935. }
  64936. // Color4
  64937. serializationObject.colors4 = {};
  64938. for (name in this._colors4) {
  64939. serializationObject.colors4[name] = this._colors4[name].asArray();
  64940. }
  64941. // Vector2
  64942. serializationObject.vectors2 = {};
  64943. for (name in this._vectors2) {
  64944. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64945. }
  64946. // Vector3
  64947. serializationObject.vectors3 = {};
  64948. for (name in this._vectors3) {
  64949. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64950. }
  64951. // Vector4
  64952. serializationObject.vectors4 = {};
  64953. for (name in this._vectors4) {
  64954. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64955. }
  64956. // Matrix
  64957. serializationObject.matrices = {};
  64958. for (name in this._matrices) {
  64959. serializationObject.matrices[name] = this._matrices[name].asArray();
  64960. }
  64961. // Matrix 3x3
  64962. serializationObject.matrices3x3 = {};
  64963. for (name in this._matrices3x3) {
  64964. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  64965. }
  64966. // Matrix 2x2
  64967. serializationObject.matrices2x2 = {};
  64968. for (name in this._matrices2x2) {
  64969. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  64970. }
  64971. // Vector2Array
  64972. serializationObject.vectors2Arrays = {};
  64973. for (name in this._vectors2Arrays) {
  64974. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  64975. }
  64976. // Vector3Array
  64977. serializationObject.vectors3Arrays = {};
  64978. for (name in this._vectors3Arrays) {
  64979. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  64980. }
  64981. return serializationObject;
  64982. };
  64983. /**
  64984. * Creates a shader material from parsed shader material data
  64985. * @param source defines the JSON represnetation of the material
  64986. * @param scene defines the hosting scene
  64987. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  64988. * @returns a new material
  64989. */
  64990. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  64991. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  64992. var name;
  64993. // Texture
  64994. for (name in source.textures) {
  64995. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  64996. }
  64997. // Texture arrays
  64998. for (name in source.textureArrays) {
  64999. var array = source.textureArrays[name];
  65000. var textureArray = new Array();
  65001. for (var index = 0; index < array.length; index++) {
  65002. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  65003. }
  65004. material.setTextureArray(name, textureArray);
  65005. }
  65006. // Float
  65007. for (name in source.floats) {
  65008. material.setFloat(name, source.floats[name]);
  65009. }
  65010. // Float s
  65011. for (name in source.floatsArrays) {
  65012. material.setFloats(name, source.floatsArrays[name]);
  65013. }
  65014. // Color3
  65015. for (name in source.colors3) {
  65016. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  65017. }
  65018. // Color3 arrays
  65019. for (name in source.colors3Arrays) {
  65020. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  65021. if (i % 3 === 0) {
  65022. arr.push([num]);
  65023. }
  65024. else {
  65025. arr[arr.length - 1].push(num);
  65026. }
  65027. return arr;
  65028. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  65029. material.setColor3Array(name, colors);
  65030. }
  65031. // Color4
  65032. for (name in source.colors4) {
  65033. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  65034. }
  65035. // Vector2
  65036. for (name in source.vectors2) {
  65037. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  65038. }
  65039. // Vector3
  65040. for (name in source.vectors3) {
  65041. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  65042. }
  65043. // Vector4
  65044. for (name in source.vectors4) {
  65045. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  65046. }
  65047. // Matrix
  65048. for (name in source.matrices) {
  65049. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  65050. }
  65051. // Matrix 3x3
  65052. for (name in source.matrices3x3) {
  65053. material.setMatrix3x3(name, source.matrices3x3[name]);
  65054. }
  65055. // Matrix 2x2
  65056. for (name in source.matrices2x2) {
  65057. material.setMatrix2x2(name, source.matrices2x2[name]);
  65058. }
  65059. // Vector2Array
  65060. for (name in source.vectors2Arrays) {
  65061. material.setArray2(name, source.vectors2Arrays[name]);
  65062. }
  65063. // Vector3Array
  65064. for (name in source.vectors3Arrays) {
  65065. material.setArray3(name, source.vectors3Arrays[name]);
  65066. }
  65067. return material;
  65068. };
  65069. return ShaderMaterial;
  65070. }(BABYLON.Material));
  65071. BABYLON.ShaderMaterial = ShaderMaterial;
  65072. })(BABYLON || (BABYLON = {}));
  65073. //# sourceMappingURL=babylon.shaderMaterial.js.map
  65074. var BABYLON;
  65075. (function (BABYLON) {
  65076. /**
  65077. * Mesh representing the gorund
  65078. */
  65079. var GroundMesh = /** @class */ (function (_super) {
  65080. __extends(GroundMesh, _super);
  65081. function GroundMesh(name, scene) {
  65082. var _this = _super.call(this, name, scene) || this;
  65083. /** If octree should be generated */
  65084. _this.generateOctree = false;
  65085. return _this;
  65086. }
  65087. /**
  65088. * "GroundMesh"
  65089. * @returns "GroundMesh"
  65090. */
  65091. GroundMesh.prototype.getClassName = function () {
  65092. return "GroundMesh";
  65093. };
  65094. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  65095. /**
  65096. * The minimum of x and y subdivisions
  65097. */
  65098. get: function () {
  65099. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65100. },
  65101. enumerable: true,
  65102. configurable: true
  65103. });
  65104. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65105. /**
  65106. * X subdivisions
  65107. */
  65108. get: function () {
  65109. return this._subdivisionsX;
  65110. },
  65111. enumerable: true,
  65112. configurable: true
  65113. });
  65114. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65115. /**
  65116. * Y subdivisions
  65117. */
  65118. get: function () {
  65119. return this._subdivisionsY;
  65120. },
  65121. enumerable: true,
  65122. configurable: true
  65123. });
  65124. /**
  65125. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65126. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65127. * @param chunksCount the number of subdivisions for x and y
  65128. * @param octreeBlocksSize (Default: 32)
  65129. */
  65130. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65131. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65132. this._subdivisionsX = chunksCount;
  65133. this._subdivisionsY = chunksCount;
  65134. this.subdivide(chunksCount);
  65135. // Call the octree system optimization if it is defined.
  65136. var thisAsAny = this;
  65137. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65138. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65139. }
  65140. };
  65141. /**
  65142. * Returns a height (y) value in the Worl system :
  65143. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65144. * @param x x coordinate
  65145. * @param z z coordinate
  65146. * @returns the ground y position if (x, z) are outside the ground surface.
  65147. */
  65148. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65149. var world = this.getWorldMatrix();
  65150. var invMat = BABYLON.Tmp.Matrix[5];
  65151. world.invertToRef(invMat);
  65152. var tmpVect = BABYLON.Tmp.Vector3[8];
  65153. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65154. x = tmpVect.x;
  65155. z = tmpVect.z;
  65156. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65157. return this.position.y;
  65158. }
  65159. if (!this._heightQuads || this._heightQuads.length == 0) {
  65160. this._initHeightQuads();
  65161. this._computeHeightQuads();
  65162. }
  65163. var facet = this._getFacetAt(x, z);
  65164. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65165. // return y in the World system
  65166. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65167. return tmpVect.y;
  65168. };
  65169. /**
  65170. * Returns a normalized vector (Vector3) orthogonal to the ground
  65171. * at the ground coordinates (x, z) expressed in the World system.
  65172. * @param x x coordinate
  65173. * @param z z coordinate
  65174. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65175. */
  65176. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65177. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65178. this.getNormalAtCoordinatesToRef(x, z, normal);
  65179. return normal;
  65180. };
  65181. /**
  65182. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65183. * at the ground coordinates (x, z) expressed in the World system.
  65184. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65185. * @param x x coordinate
  65186. * @param z z coordinate
  65187. * @param ref vector to store the result
  65188. * @returns the GroundMesh.
  65189. */
  65190. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65191. var world = this.getWorldMatrix();
  65192. var tmpMat = BABYLON.Tmp.Matrix[5];
  65193. world.invertToRef(tmpMat);
  65194. var tmpVect = BABYLON.Tmp.Vector3[8];
  65195. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65196. x = tmpVect.x;
  65197. z = tmpVect.z;
  65198. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65199. return this;
  65200. }
  65201. if (!this._heightQuads || this._heightQuads.length == 0) {
  65202. this._initHeightQuads();
  65203. this._computeHeightQuads();
  65204. }
  65205. var facet = this._getFacetAt(x, z);
  65206. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65207. return this;
  65208. };
  65209. /**
  65210. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65211. * if the ground has been updated.
  65212. * This can be used in the render loop.
  65213. * @returns the GroundMesh.
  65214. */
  65215. GroundMesh.prototype.updateCoordinateHeights = function () {
  65216. if (!this._heightQuads || this._heightQuads.length == 0) {
  65217. this._initHeightQuads();
  65218. }
  65219. this._computeHeightQuads();
  65220. return this;
  65221. };
  65222. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65223. GroundMesh.prototype._getFacetAt = function (x, z) {
  65224. // retrieve col and row from x, z coordinates in the ground local system
  65225. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65226. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65227. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65228. var facet;
  65229. if (z < quad.slope.x * x + quad.slope.y) {
  65230. facet = quad.facet1;
  65231. }
  65232. else {
  65233. facet = quad.facet2;
  65234. }
  65235. return facet;
  65236. };
  65237. // Creates and populates the heightMap array with "facet" elements :
  65238. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65239. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65240. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65241. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65242. // Returns the GroundMesh.
  65243. GroundMesh.prototype._initHeightQuads = function () {
  65244. var subdivisionsX = this._subdivisionsX;
  65245. var subdivisionsY = this._subdivisionsY;
  65246. this._heightQuads = new Array();
  65247. for (var row = 0; row < subdivisionsY; row++) {
  65248. for (var col = 0; col < subdivisionsX; col++) {
  65249. 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) };
  65250. this._heightQuads[row * subdivisionsX + col] = quad;
  65251. }
  65252. }
  65253. return this;
  65254. };
  65255. // Compute each quad element values and update the the heightMap array :
  65256. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65257. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65258. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65259. // Returns the GroundMesh.
  65260. GroundMesh.prototype._computeHeightQuads = function () {
  65261. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65262. if (!positions) {
  65263. return this;
  65264. }
  65265. var v1 = BABYLON.Tmp.Vector3[3];
  65266. var v2 = BABYLON.Tmp.Vector3[2];
  65267. var v3 = BABYLON.Tmp.Vector3[1];
  65268. var v4 = BABYLON.Tmp.Vector3[0];
  65269. var v1v2 = BABYLON.Tmp.Vector3[4];
  65270. var v1v3 = BABYLON.Tmp.Vector3[5];
  65271. var v1v4 = BABYLON.Tmp.Vector3[6];
  65272. var norm1 = BABYLON.Tmp.Vector3[7];
  65273. var norm2 = BABYLON.Tmp.Vector3[8];
  65274. var i = 0;
  65275. var j = 0;
  65276. var k = 0;
  65277. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65278. var h = 0;
  65279. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65280. var d2 = 0;
  65281. var subdivisionsX = this._subdivisionsX;
  65282. var subdivisionsY = this._subdivisionsY;
  65283. for (var row = 0; row < subdivisionsY; row++) {
  65284. for (var col = 0; col < subdivisionsX; col++) {
  65285. i = col * 3;
  65286. j = row * (subdivisionsX + 1) * 3;
  65287. k = (row + 1) * (subdivisionsX + 1) * 3;
  65288. v1.x = positions[j + i];
  65289. v1.y = positions[j + i + 1];
  65290. v1.z = positions[j + i + 2];
  65291. v2.x = positions[j + i + 3];
  65292. v2.y = positions[j + i + 4];
  65293. v2.z = positions[j + i + 5];
  65294. v3.x = positions[k + i];
  65295. v3.y = positions[k + i + 1];
  65296. v3.z = positions[k + i + 2];
  65297. v4.x = positions[k + i + 3];
  65298. v4.y = positions[k + i + 4];
  65299. v4.z = positions[k + i + 5];
  65300. // 2D slope V1V4
  65301. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65302. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65303. // facet equations :
  65304. // we compute each facet normal vector
  65305. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65306. // we compute the value d by applying the equation to v1 which belongs to the plane
  65307. // then we store the facet equation in a Vector4
  65308. v2.subtractToRef(v1, v1v2);
  65309. v3.subtractToRef(v1, v1v3);
  65310. v4.subtractToRef(v1, v1v4);
  65311. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65312. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65313. norm1.normalize();
  65314. norm2.normalize();
  65315. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65316. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65317. var quad = this._heightQuads[row * subdivisionsX + col];
  65318. quad.slope.copyFromFloats(cd, h);
  65319. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65320. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65321. }
  65322. }
  65323. return this;
  65324. };
  65325. /**
  65326. * Serializes this ground mesh
  65327. * @param serializationObject object to write serialization to
  65328. */
  65329. GroundMesh.prototype.serialize = function (serializationObject) {
  65330. _super.prototype.serialize.call(this, serializationObject);
  65331. serializationObject.subdivisionsX = this._subdivisionsX;
  65332. serializationObject.subdivisionsY = this._subdivisionsY;
  65333. serializationObject.minX = this._minX;
  65334. serializationObject.maxX = this._maxX;
  65335. serializationObject.minZ = this._minZ;
  65336. serializationObject.maxZ = this._maxZ;
  65337. serializationObject.width = this._width;
  65338. serializationObject.height = this._height;
  65339. };
  65340. /**
  65341. * Parses a serialized ground mesh
  65342. * @param parsedMesh the serialized mesh
  65343. * @param scene the scene to create the ground mesh in
  65344. * @returns the created ground mesh
  65345. */
  65346. GroundMesh.Parse = function (parsedMesh, scene) {
  65347. var result = new GroundMesh(parsedMesh.name, scene);
  65348. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65349. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65350. result._minX = parsedMesh.minX;
  65351. result._maxX = parsedMesh.maxX;
  65352. result._minZ = parsedMesh.minZ;
  65353. result._maxZ = parsedMesh.maxZ;
  65354. result._width = parsedMesh.width;
  65355. result._height = parsedMesh.height;
  65356. return result;
  65357. };
  65358. return GroundMesh;
  65359. }(BABYLON.Mesh));
  65360. BABYLON.GroundMesh = GroundMesh;
  65361. })(BABYLON || (BABYLON = {}));
  65362. //# sourceMappingURL=babylon.groundMesh.js.map
  65363. var BABYLON;
  65364. (function (BABYLON) {
  65365. /**
  65366. * Creates an instance based on a source mesh.
  65367. */
  65368. var InstancedMesh = /** @class */ (function (_super) {
  65369. __extends(InstancedMesh, _super);
  65370. function InstancedMesh(name, source) {
  65371. var _this = _super.call(this, name, source.getScene()) || this;
  65372. /** @hidden */
  65373. _this._indexInSourceMeshInstanceArray = -1;
  65374. source.addInstance(_this);
  65375. _this._sourceMesh = source;
  65376. _this.position.copyFrom(source.position);
  65377. _this.rotation.copyFrom(source.rotation);
  65378. _this.scaling.copyFrom(source.scaling);
  65379. if (source.rotationQuaternion) {
  65380. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65381. }
  65382. _this.infiniteDistance = source.infiniteDistance;
  65383. _this.setPivotMatrix(source.getPivotMatrix());
  65384. _this.refreshBoundingInfo();
  65385. _this._syncSubMeshes();
  65386. return _this;
  65387. }
  65388. /**
  65389. * Returns the string "InstancedMesh".
  65390. */
  65391. InstancedMesh.prototype.getClassName = function () {
  65392. return "InstancedMesh";
  65393. };
  65394. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65395. // Methods
  65396. /**
  65397. * If the source mesh receives shadows
  65398. */
  65399. get: function () {
  65400. return this._sourceMesh.receiveShadows;
  65401. },
  65402. enumerable: true,
  65403. configurable: true
  65404. });
  65405. Object.defineProperty(InstancedMesh.prototype, "material", {
  65406. /**
  65407. * The material of the source mesh
  65408. */
  65409. get: function () {
  65410. return this._sourceMesh.material;
  65411. },
  65412. enumerable: true,
  65413. configurable: true
  65414. });
  65415. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65416. /**
  65417. * Visibility of the source mesh
  65418. */
  65419. get: function () {
  65420. return this._sourceMesh.visibility;
  65421. },
  65422. enumerable: true,
  65423. configurable: true
  65424. });
  65425. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65426. /**
  65427. * Skeleton of the source mesh
  65428. */
  65429. get: function () {
  65430. return this._sourceMesh.skeleton;
  65431. },
  65432. enumerable: true,
  65433. configurable: true
  65434. });
  65435. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65436. /**
  65437. * Rendering ground id of the source mesh
  65438. */
  65439. get: function () {
  65440. return this._sourceMesh.renderingGroupId;
  65441. },
  65442. set: function (value) {
  65443. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65444. return;
  65445. }
  65446. //no-op with warning
  65447. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65448. },
  65449. enumerable: true,
  65450. configurable: true
  65451. });
  65452. /**
  65453. * Returns the total number of vertices (integer).
  65454. */
  65455. InstancedMesh.prototype.getTotalVertices = function () {
  65456. return this._sourceMesh.getTotalVertices();
  65457. };
  65458. /**
  65459. * Returns a positive integer : the total number of indices in this mesh geometry.
  65460. * @returns the numner of indices or zero if the mesh has no geometry.
  65461. */
  65462. InstancedMesh.prototype.getTotalIndices = function () {
  65463. return this._sourceMesh.getTotalIndices();
  65464. };
  65465. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65466. /**
  65467. * The source mesh of the instance
  65468. */
  65469. get: function () {
  65470. return this._sourceMesh;
  65471. },
  65472. enumerable: true,
  65473. configurable: true
  65474. });
  65475. /**
  65476. * Is this node ready to be used/rendered
  65477. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65478. * @return {boolean} is it ready
  65479. */
  65480. InstancedMesh.prototype.isReady = function (completeCheck) {
  65481. if (completeCheck === void 0) { completeCheck = false; }
  65482. return this._sourceMesh.isReady(completeCheck, true);
  65483. };
  65484. /**
  65485. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65486. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65487. * @param copyWhenShared If true (default false) and and if the mesh geometry is shared among some other meshes, the returned array is a copy of the internal one.
  65488. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65489. */
  65490. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65491. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65492. };
  65493. /**
  65494. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65495. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65496. * The `data` are either a numeric array either a Float32Array.
  65497. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65498. * 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).
  65499. * Note that a new underlying VertexBuffer object is created each call.
  65500. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65501. *
  65502. * Possible `kind` values :
  65503. * - BABYLON.VertexBuffer.PositionKind
  65504. * - BABYLON.VertexBuffer.UVKind
  65505. * - BABYLON.VertexBuffer.UV2Kind
  65506. * - BABYLON.VertexBuffer.UV3Kind
  65507. * - BABYLON.VertexBuffer.UV4Kind
  65508. * - BABYLON.VertexBuffer.UV5Kind
  65509. * - BABYLON.VertexBuffer.UV6Kind
  65510. * - BABYLON.VertexBuffer.ColorKind
  65511. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65512. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65513. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65514. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65515. *
  65516. * Returns the Mesh.
  65517. */
  65518. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65519. if (this.sourceMesh) {
  65520. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65521. }
  65522. return this.sourceMesh;
  65523. };
  65524. /**
  65525. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65526. * If the mesh has no geometry, it is simply returned as it is.
  65527. * The `data` are either a numeric array either a Float32Array.
  65528. * No new underlying VertexBuffer object is created.
  65529. * 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.
  65530. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65531. *
  65532. * Possible `kind` values :
  65533. * - BABYLON.VertexBuffer.PositionKind
  65534. * - BABYLON.VertexBuffer.UVKind
  65535. * - BABYLON.VertexBuffer.UV2Kind
  65536. * - BABYLON.VertexBuffer.UV3Kind
  65537. * - BABYLON.VertexBuffer.UV4Kind
  65538. * - BABYLON.VertexBuffer.UV5Kind
  65539. * - BABYLON.VertexBuffer.UV6Kind
  65540. * - BABYLON.VertexBuffer.ColorKind
  65541. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65542. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65543. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65544. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65545. *
  65546. * Returns the Mesh.
  65547. */
  65548. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65549. if (this.sourceMesh) {
  65550. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65551. }
  65552. return this.sourceMesh;
  65553. };
  65554. /**
  65555. * Sets the mesh indices.
  65556. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65557. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65558. * This method creates a new index buffer each call.
  65559. * Returns the Mesh.
  65560. */
  65561. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65562. if (totalVertices === void 0) { totalVertices = null; }
  65563. if (this.sourceMesh) {
  65564. this.sourceMesh.setIndices(indices, totalVertices);
  65565. }
  65566. return this.sourceMesh;
  65567. };
  65568. /**
  65569. * Boolean : True if the mesh owns the requested kind of data.
  65570. */
  65571. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65572. return this._sourceMesh.isVerticesDataPresent(kind);
  65573. };
  65574. /**
  65575. * Returns an array of indices (IndicesArray).
  65576. */
  65577. InstancedMesh.prototype.getIndices = function () {
  65578. return this._sourceMesh.getIndices();
  65579. };
  65580. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65581. get: function () {
  65582. return this._sourceMesh._positions;
  65583. },
  65584. enumerable: true,
  65585. configurable: true
  65586. });
  65587. /**
  65588. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65589. * This means the mesh underlying bounding box and sphere are recomputed.
  65590. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65591. * @returns the current mesh
  65592. */
  65593. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65594. if (applySkeleton === void 0) { applySkeleton = false; }
  65595. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65596. return this;
  65597. }
  65598. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65599. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65600. return this;
  65601. };
  65602. /** @hidden */
  65603. InstancedMesh.prototype._preActivate = function () {
  65604. if (this._currentLOD) {
  65605. this._currentLOD._preActivate();
  65606. }
  65607. return this;
  65608. };
  65609. /** @hidden */
  65610. InstancedMesh.prototype._activate = function (renderId) {
  65611. if (this._currentLOD) {
  65612. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65613. }
  65614. return this;
  65615. };
  65616. /**
  65617. * Returns the current associated LOD AbstractMesh.
  65618. */
  65619. InstancedMesh.prototype.getLOD = function (camera) {
  65620. if (!camera) {
  65621. return this;
  65622. }
  65623. var boundingInfo = this.getBoundingInfo();
  65624. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65625. if (this._currentLOD === this.sourceMesh) {
  65626. return this;
  65627. }
  65628. return this._currentLOD;
  65629. };
  65630. /** @hidden */
  65631. InstancedMesh.prototype._syncSubMeshes = function () {
  65632. this.releaseSubMeshes();
  65633. if (this._sourceMesh.subMeshes) {
  65634. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65635. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65636. }
  65637. }
  65638. return this;
  65639. };
  65640. /** @hidden */
  65641. InstancedMesh.prototype._generatePointsArray = function () {
  65642. return this._sourceMesh._generatePointsArray();
  65643. };
  65644. /**
  65645. * Creates a new InstancedMesh from the current mesh.
  65646. * - name (string) : the cloned mesh name
  65647. * - newParent (optional Node) : the optional Node to parent the clone to.
  65648. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65649. *
  65650. * Returns the clone.
  65651. */
  65652. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65653. var result = this._sourceMesh.createInstance(name);
  65654. // Deep copy
  65655. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65656. // Bounding info
  65657. this.refreshBoundingInfo();
  65658. // Parent
  65659. if (newParent) {
  65660. result.parent = newParent;
  65661. }
  65662. if (!doNotCloneChildren) {
  65663. // Children
  65664. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65665. var mesh = this.getScene().meshes[index];
  65666. if (mesh.parent === this) {
  65667. mesh.clone(mesh.name, result);
  65668. }
  65669. }
  65670. }
  65671. result.computeWorldMatrix(true);
  65672. return result;
  65673. };
  65674. /**
  65675. * Disposes the InstancedMesh.
  65676. * Returns nothing.
  65677. */
  65678. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65679. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65680. // Remove from mesh
  65681. this._sourceMesh.removeInstance(this);
  65682. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65683. };
  65684. return InstancedMesh;
  65685. }(BABYLON.AbstractMesh));
  65686. BABYLON.InstancedMesh = InstancedMesh;
  65687. })(BABYLON || (BABYLON = {}));
  65688. //# sourceMappingURL=babylon.instancedMesh.js.map
  65689. var BABYLON;
  65690. (function (BABYLON) {
  65691. /**
  65692. * Line mesh
  65693. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65694. */
  65695. var LinesMesh = /** @class */ (function (_super) {
  65696. __extends(LinesMesh, _super);
  65697. /**
  65698. * Creates a new LinesMesh
  65699. * @param name defines the name
  65700. * @param scene defines the hosting scene
  65701. * @param parent defines the parent mesh if any
  65702. * @param source defines the optional source LinesMesh used to clone data from
  65703. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65704. * When false, achieved by calling a clone(), also passing False.
  65705. * This will make creation of children, recursive.
  65706. * @param useVertexColor defines if this LinesMesh supports vertex color
  65707. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65708. */
  65709. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65710. /**
  65711. * If vertex color should be applied to the mesh
  65712. */
  65713. useVertexColor,
  65714. /**
  65715. * If vertex alpha should be applied to the mesh
  65716. */
  65717. useVertexAlpha) {
  65718. if (scene === void 0) { scene = null; }
  65719. if (parent === void 0) { parent = null; }
  65720. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65721. _this.useVertexColor = useVertexColor;
  65722. _this.useVertexAlpha = useVertexAlpha;
  65723. /**
  65724. * Color of the line (Default: White)
  65725. */
  65726. _this.color = new BABYLON.Color3(1, 1, 1);
  65727. /**
  65728. * Alpha of the line (Default: 1)
  65729. */
  65730. _this.alpha = 1;
  65731. if (source) {
  65732. _this.color = source.color.clone();
  65733. _this.alpha = source.alpha;
  65734. _this.useVertexColor = source.useVertexColor;
  65735. _this.useVertexAlpha = source.useVertexAlpha;
  65736. }
  65737. _this.intersectionThreshold = 0.1;
  65738. var defines = [];
  65739. var options = {
  65740. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65741. uniforms: ["world", "viewProjection"],
  65742. needAlphaBlending: true,
  65743. defines: defines
  65744. };
  65745. if (useVertexAlpha === false) {
  65746. options.needAlphaBlending = false;
  65747. }
  65748. if (!useVertexColor) {
  65749. options.uniforms.push("color");
  65750. }
  65751. else {
  65752. options.defines.push("#define VERTEXCOLOR");
  65753. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65754. }
  65755. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65756. return _this;
  65757. }
  65758. /**
  65759. * Returns the string "LineMesh"
  65760. */
  65761. LinesMesh.prototype.getClassName = function () {
  65762. return "LinesMesh";
  65763. };
  65764. Object.defineProperty(LinesMesh.prototype, "material", {
  65765. /**
  65766. * @hidden
  65767. */
  65768. get: function () {
  65769. return this._colorShader;
  65770. },
  65771. /**
  65772. * @hidden
  65773. */
  65774. set: function (value) {
  65775. // Do nothing
  65776. },
  65777. enumerable: true,
  65778. configurable: true
  65779. });
  65780. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65781. /**
  65782. * @hidden
  65783. */
  65784. get: function () {
  65785. return false;
  65786. },
  65787. enumerable: true,
  65788. configurable: true
  65789. });
  65790. /** @hidden */
  65791. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65792. if (!this._geometry) {
  65793. return this;
  65794. }
  65795. // VBOs
  65796. this._geometry._bind(this._colorShader.getEffect());
  65797. // Color
  65798. if (!this.useVertexColor) {
  65799. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65800. }
  65801. return this;
  65802. };
  65803. /** @hidden */
  65804. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65805. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65806. return this;
  65807. }
  65808. var engine = this.getScene().getEngine();
  65809. // Draw order
  65810. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65811. return this;
  65812. };
  65813. /**
  65814. * Disposes of the line mesh
  65815. * @param doNotRecurse If children should be disposed
  65816. */
  65817. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65818. this._colorShader.dispose(false, false, true);
  65819. _super.prototype.dispose.call(this, doNotRecurse);
  65820. };
  65821. /**
  65822. * Returns a new LineMesh object cloned from the current one.
  65823. */
  65824. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65825. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65826. };
  65827. /**
  65828. * Creates a new InstancedLinesMesh object from the mesh model.
  65829. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65830. * @param name defines the name of the new instance
  65831. * @returns a new InstancedLinesMesh
  65832. */
  65833. LinesMesh.prototype.createInstance = function (name) {
  65834. return new InstancedLinesMesh(name, this);
  65835. };
  65836. return LinesMesh;
  65837. }(BABYLON.Mesh));
  65838. BABYLON.LinesMesh = LinesMesh;
  65839. /**
  65840. * Creates an instance based on a source LinesMesh
  65841. */
  65842. var InstancedLinesMesh = /** @class */ (function (_super) {
  65843. __extends(InstancedLinesMesh, _super);
  65844. function InstancedLinesMesh(name, source) {
  65845. var _this = _super.call(this, name, source) || this;
  65846. _this.intersectionThreshold = source.intersectionThreshold;
  65847. return _this;
  65848. }
  65849. /**
  65850. * Returns the string "InstancedLinesMesh".
  65851. */
  65852. InstancedLinesMesh.prototype.getClassName = function () {
  65853. return "InstancedLinesMesh";
  65854. };
  65855. return InstancedLinesMesh;
  65856. }(BABYLON.InstancedMesh));
  65857. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65858. })(BABYLON || (BABYLON = {}));
  65859. //# sourceMappingURL=babylon.linesMesh.js.map
  65860. var BABYLON;
  65861. (function (BABYLON) {
  65862. /**
  65863. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65864. * The underlying implementation relies on an associative array to ensure the best performances.
  65865. * The value can be anything including 'null' but except 'undefined'
  65866. */
  65867. var StringDictionary = /** @class */ (function () {
  65868. function StringDictionary() {
  65869. this._count = 0;
  65870. this._data = {};
  65871. }
  65872. /**
  65873. * This will clear this dictionary and copy the content from the 'source' one.
  65874. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65875. * @param source the dictionary to take the content from and copy to this dictionary
  65876. */
  65877. StringDictionary.prototype.copyFrom = function (source) {
  65878. var _this = this;
  65879. this.clear();
  65880. source.forEach(function (t, v) { return _this.add(t, v); });
  65881. };
  65882. /**
  65883. * Get a value based from its key
  65884. * @param key the given key to get the matching value from
  65885. * @return the value if found, otherwise undefined is returned
  65886. */
  65887. StringDictionary.prototype.get = function (key) {
  65888. var val = this._data[key];
  65889. if (val !== undefined) {
  65890. return val;
  65891. }
  65892. return undefined;
  65893. };
  65894. /**
  65895. * Get a value from its key or add it if it doesn't exist.
  65896. * This method will ensure you that a given key/data will be present in the dictionary.
  65897. * @param key the given key to get the matching value from
  65898. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65899. * The factory will only be invoked if there's no data for the given key.
  65900. * @return the value corresponding to the key.
  65901. */
  65902. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65903. var val = this.get(key);
  65904. if (val !== undefined) {
  65905. return val;
  65906. }
  65907. val = factory(key);
  65908. if (val) {
  65909. this.add(key, val);
  65910. }
  65911. return val;
  65912. };
  65913. /**
  65914. * Get a value from its key if present in the dictionary otherwise add it
  65915. * @param key the key to get the value from
  65916. * @param val if there's no such key/value pair in the dictionary add it with this value
  65917. * @return the value corresponding to the key
  65918. */
  65919. StringDictionary.prototype.getOrAdd = function (key, val) {
  65920. var curVal = this.get(key);
  65921. if (curVal !== undefined) {
  65922. return curVal;
  65923. }
  65924. this.add(key, val);
  65925. return val;
  65926. };
  65927. /**
  65928. * Check if there's a given key in the dictionary
  65929. * @param key the key to check for
  65930. * @return true if the key is present, false otherwise
  65931. */
  65932. StringDictionary.prototype.contains = function (key) {
  65933. return this._data[key] !== undefined;
  65934. };
  65935. /**
  65936. * Add a new key and its corresponding value
  65937. * @param key the key to add
  65938. * @param value the value corresponding to the key
  65939. * @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
  65940. */
  65941. StringDictionary.prototype.add = function (key, value) {
  65942. if (this._data[key] !== undefined) {
  65943. return false;
  65944. }
  65945. this._data[key] = value;
  65946. ++this._count;
  65947. return true;
  65948. };
  65949. /**
  65950. * Update a specific value associated to a key
  65951. * @param key defines the key to use
  65952. * @param value defines the value to store
  65953. * @returns true if the value was updated (or false if the key was not found)
  65954. */
  65955. StringDictionary.prototype.set = function (key, value) {
  65956. if (this._data[key] === undefined) {
  65957. return false;
  65958. }
  65959. this._data[key] = value;
  65960. return true;
  65961. };
  65962. /**
  65963. * Get the element of the given key and remove it from the dictionary
  65964. * @param key defines the key to search
  65965. * @returns the value associated with the key or null if not found
  65966. */
  65967. StringDictionary.prototype.getAndRemove = function (key) {
  65968. var val = this.get(key);
  65969. if (val !== undefined) {
  65970. delete this._data[key];
  65971. --this._count;
  65972. return val;
  65973. }
  65974. return null;
  65975. };
  65976. /**
  65977. * Remove a key/value from the dictionary.
  65978. * @param key the key to remove
  65979. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  65980. */
  65981. StringDictionary.prototype.remove = function (key) {
  65982. if (this.contains(key)) {
  65983. delete this._data[key];
  65984. --this._count;
  65985. return true;
  65986. }
  65987. return false;
  65988. };
  65989. /**
  65990. * Clear the whole content of the dictionary
  65991. */
  65992. StringDictionary.prototype.clear = function () {
  65993. this._data = {};
  65994. this._count = 0;
  65995. };
  65996. Object.defineProperty(StringDictionary.prototype, "count", {
  65997. /**
  65998. * Gets the current count
  65999. */
  66000. get: function () {
  66001. return this._count;
  66002. },
  66003. enumerable: true,
  66004. configurable: true
  66005. });
  66006. /**
  66007. * Execute a callback on each key/val of the dictionary.
  66008. * Note that you can remove any element in this dictionary in the callback implementation
  66009. * @param callback the callback to execute on a given key/value pair
  66010. */
  66011. StringDictionary.prototype.forEach = function (callback) {
  66012. for (var cur in this._data) {
  66013. var val = this._data[cur];
  66014. callback(cur, val);
  66015. }
  66016. };
  66017. /**
  66018. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66019. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66020. * Note that you can remove any element in this dictionary in the callback implementation
  66021. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66022. * @returns the first item
  66023. */
  66024. StringDictionary.prototype.first = function (callback) {
  66025. for (var cur in this._data) {
  66026. var val = this._data[cur];
  66027. var res = callback(cur, val);
  66028. if (res) {
  66029. return res;
  66030. }
  66031. }
  66032. return null;
  66033. };
  66034. return StringDictionary;
  66035. }());
  66036. BABYLON.StringDictionary = StringDictionary;
  66037. })(BABYLON || (BABYLON = {}));
  66038. //# sourceMappingURL=babylon.stringDictionary.js.map
  66039. var BABYLON;
  66040. (function (BABYLON) {
  66041. var Debug;
  66042. (function (Debug) {
  66043. /**
  66044. * Class used to render a debug view of a given skeleton
  66045. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  66046. */
  66047. var SkeletonViewer = /** @class */ (function () {
  66048. /**
  66049. * Creates a new SkeletonViewer
  66050. * @param skeleton defines the skeleton to render
  66051. * @param mesh defines the mesh attached to the skeleton
  66052. * @param scene defines the hosting scene
  66053. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  66054. * @param renderingGroupId defines the rendering group id to use with the viewer
  66055. */
  66056. function SkeletonViewer(
  66057. /** defines the skeleton to render */
  66058. skeleton,
  66059. /** defines the mesh attached to the skeleton */
  66060. mesh, scene,
  66061. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  66062. autoUpdateBonesMatrices,
  66063. /** defines the rendering group id to use with the viewer */
  66064. renderingGroupId) {
  66065. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  66066. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  66067. this.skeleton = skeleton;
  66068. this.mesh = mesh;
  66069. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  66070. this.renderingGroupId = renderingGroupId;
  66071. /** Gets or sets the color used to render the skeleton */
  66072. this.color = BABYLON.Color3.White();
  66073. this._debugLines = new Array();
  66074. this._isEnabled = false;
  66075. this._scene = scene;
  66076. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66077. this._utilityLayer.pickUtilitySceneFirst = false;
  66078. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66079. this.update();
  66080. this._renderFunction = this.update.bind(this);
  66081. }
  66082. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  66083. /**
  66084. * Returns the mesh used to render the bones
  66085. */
  66086. get: function () {
  66087. return this._debugMesh;
  66088. },
  66089. enumerable: true,
  66090. configurable: true
  66091. });
  66092. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  66093. get: function () {
  66094. return this._isEnabled;
  66095. },
  66096. /** Gets or sets a boolean indicating if the viewer is enabled */
  66097. set: function (value) {
  66098. if (this._isEnabled === value) {
  66099. return;
  66100. }
  66101. this._isEnabled = value;
  66102. if (value) {
  66103. this._scene.registerBeforeRender(this._renderFunction);
  66104. }
  66105. else {
  66106. this._scene.unregisterBeforeRender(this._renderFunction);
  66107. }
  66108. },
  66109. enumerable: true,
  66110. configurable: true
  66111. });
  66112. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66113. if (x === void 0) { x = 0; }
  66114. if (y === void 0) { y = 0; }
  66115. if (z === void 0) { z = 0; }
  66116. var tmat = BABYLON.Tmp.Matrix[0];
  66117. var parentBone = bone.getParent();
  66118. tmat.copyFrom(bone.getLocalMatrix());
  66119. if (x !== 0 || y !== 0 || z !== 0) {
  66120. var tmat2 = BABYLON.Tmp.Matrix[1];
  66121. BABYLON.Matrix.IdentityToRef(tmat2);
  66122. tmat2.setTranslationFromFloats(x, y, z);
  66123. tmat2.multiplyToRef(tmat, tmat);
  66124. }
  66125. if (parentBone) {
  66126. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66127. }
  66128. tmat.multiplyToRef(meshMat, tmat);
  66129. position.x = tmat.m[12];
  66130. position.y = tmat.m[13];
  66131. position.z = tmat.m[14];
  66132. };
  66133. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66134. var len = bones.length;
  66135. var meshPos = this.mesh.position;
  66136. for (var i = 0; i < len; i++) {
  66137. var bone = bones[i];
  66138. var points = this._debugLines[i];
  66139. if (!points) {
  66140. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66141. this._debugLines[i] = points;
  66142. }
  66143. this._getBonePosition(points[0], bone, meshMat);
  66144. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66145. points[0].subtractInPlace(meshPos);
  66146. points[1].subtractInPlace(meshPos);
  66147. }
  66148. };
  66149. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66150. var len = bones.length;
  66151. var boneNum = 0;
  66152. var meshPos = this.mesh.position;
  66153. for (var i = len - 1; i >= 0; i--) {
  66154. var childBone = bones[i];
  66155. var parentBone = childBone.getParent();
  66156. if (!parentBone) {
  66157. continue;
  66158. }
  66159. var points = this._debugLines[boneNum];
  66160. if (!points) {
  66161. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66162. this._debugLines[boneNum] = points;
  66163. }
  66164. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66165. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66166. points[0].subtractInPlace(meshPos);
  66167. points[1].subtractInPlace(meshPos);
  66168. boneNum++;
  66169. }
  66170. };
  66171. /** Update the viewer to sync with current skeleton state */
  66172. SkeletonViewer.prototype.update = function () {
  66173. if (!this._utilityLayer) {
  66174. return;
  66175. }
  66176. if (this.autoUpdateBonesMatrices) {
  66177. this.skeleton.computeAbsoluteTransforms();
  66178. }
  66179. if (this.skeleton.bones[0].length === undefined) {
  66180. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66181. }
  66182. else {
  66183. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66184. }
  66185. var targetScene = this._utilityLayer.utilityLayerScene;
  66186. if (!this._debugMesh) {
  66187. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66188. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66189. }
  66190. else {
  66191. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66192. }
  66193. this._debugMesh.position.copyFrom(this.mesh.position);
  66194. this._debugMesh.color = this.color;
  66195. };
  66196. /** Release associated resources */
  66197. SkeletonViewer.prototype.dispose = function () {
  66198. this.isEnabled = false;
  66199. if (this._debugMesh) {
  66200. this.isEnabled = false;
  66201. this._debugMesh.dispose();
  66202. this._debugMesh = null;
  66203. }
  66204. if (this._utilityLayer) {
  66205. this._utilityLayer.dispose();
  66206. this._utilityLayer = null;
  66207. }
  66208. };
  66209. return SkeletonViewer;
  66210. }());
  66211. Debug.SkeletonViewer = SkeletonViewer;
  66212. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66213. })(BABYLON || (BABYLON = {}));
  66214. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66215. /**
  66216. * Module Debug contains the (visual) components to debug a scene correctly
  66217. */
  66218. var BABYLON;
  66219. (function (BABYLON) {
  66220. var Debug;
  66221. (function (Debug) {
  66222. /**
  66223. * The Axes viewer will show 3 axes in a specific point in space
  66224. */
  66225. var AxesViewer = /** @class */ (function () {
  66226. /**
  66227. * Creates a new AxesViewer
  66228. * @param scene defines the hosting scene
  66229. * @param scaleLines defines a number used to scale line length (1 by default)
  66230. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  66231. * @param xAxis defines the node hierarchy used to render the x-axis
  66232. * @param yAxis defines the node hierarchy used to render the y-axis
  66233. * @param zAxis defines the node hierarchy used to render the z-axis
  66234. */
  66235. function AxesViewer(scene, scaleLines, renderingGroupId, xAxis, yAxis, zAxis) {
  66236. if (scaleLines === void 0) { scaleLines = 1; }
  66237. if (renderingGroupId === void 0) { renderingGroupId = 2; }
  66238. this._tmpVector = new BABYLON.Vector3();
  66239. this._scaleLinesFactor = 4;
  66240. this._instanced = false;
  66241. /**
  66242. * Gets or sets a number used to scale line length
  66243. */
  66244. this.scaleLines = 1;
  66245. this.scaleLines = scaleLines;
  66246. if (!xAxis) {
  66247. var redColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66248. redColoredMaterial.disableLighting = true;
  66249. redColoredMaterial.emissiveColor = BABYLON.Color3.Red().scale(0.5);
  66250. xAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, redColoredMaterial);
  66251. }
  66252. if (!yAxis) {
  66253. var greenColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66254. greenColoredMaterial.disableLighting = true;
  66255. greenColoredMaterial.emissiveColor = BABYLON.Color3.Green().scale(0.5);
  66256. yAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);
  66257. }
  66258. if (!zAxis) {
  66259. var blueColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66260. blueColoredMaterial.disableLighting = true;
  66261. blueColoredMaterial.emissiveColor = BABYLON.Color3.Blue().scale(0.5);
  66262. zAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);
  66263. }
  66264. this._xAxis = xAxis;
  66265. this._xAxis.rotationQuaternion = new BABYLON.Quaternion();
  66266. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66267. this._yAxis = yAxis;
  66268. this._yAxis.rotationQuaternion = new BABYLON.Quaternion();
  66269. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66270. this._zAxis = zAxis;
  66271. this._zAxis.rotationQuaternion = new BABYLON.Quaternion();
  66272. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66273. if (renderingGroupId != null) {
  66274. AxesViewer._SetRenderingGroupId(this._xAxis, renderingGroupId);
  66275. AxesViewer._SetRenderingGroupId(this._yAxis, renderingGroupId);
  66276. AxesViewer._SetRenderingGroupId(this._zAxis, renderingGroupId);
  66277. }
  66278. this.scene = scene;
  66279. this.update(new BABYLON.Vector3(), BABYLON.Vector3.Right(), BABYLON.Vector3.Up(), BABYLON.Vector3.Forward());
  66280. }
  66281. Object.defineProperty(AxesViewer.prototype, "xAxis", {
  66282. /** Gets the node hierarchy used to render x-axis */
  66283. get: function () {
  66284. return this._xAxis;
  66285. },
  66286. enumerable: true,
  66287. configurable: true
  66288. });
  66289. Object.defineProperty(AxesViewer.prototype, "yAxis", {
  66290. /** Gets the node hierarchy used to render y-axis */
  66291. get: function () {
  66292. return this._yAxis;
  66293. },
  66294. enumerable: true,
  66295. configurable: true
  66296. });
  66297. Object.defineProperty(AxesViewer.prototype, "zAxis", {
  66298. /** Gets the node hierarchy used to render z-axis */
  66299. get: function () {
  66300. return this._zAxis;
  66301. },
  66302. enumerable: true,
  66303. configurable: true
  66304. });
  66305. /**
  66306. * Force the viewer to update
  66307. * @param position defines the position of the viewer
  66308. * @param xaxis defines the x axis of the viewer
  66309. * @param yaxis defines the y axis of the viewer
  66310. * @param zaxis defines the z axis of the viewer
  66311. */
  66312. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66313. this._xAxis.position.copyFrom(position);
  66314. xaxis.scaleToRef(-1, this._tmpVector);
  66315. this._xAxis.setDirection(this._tmpVector);
  66316. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66317. this._yAxis.position.copyFrom(position);
  66318. yaxis.scaleToRef(-1, this._tmpVector);
  66319. this._yAxis.setDirection(this._tmpVector);
  66320. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66321. this._zAxis.position.copyFrom(position);
  66322. zaxis.scaleToRef(-1, this._tmpVector);
  66323. this._zAxis.setDirection(this._tmpVector);
  66324. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66325. };
  66326. /**
  66327. * Creates an instance of this axes viewer.
  66328. * @returns a new axes viewer with instanced meshes
  66329. */
  66330. AxesViewer.prototype.createInstance = function () {
  66331. var xAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._xAxis);
  66332. var yAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._yAxis);
  66333. var zAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._zAxis);
  66334. var axesViewer = new AxesViewer(this.scene, this.scaleLines, null, xAxis, yAxis, zAxis);
  66335. axesViewer._instanced = true;
  66336. return axesViewer;
  66337. };
  66338. /** Releases resources */
  66339. AxesViewer.prototype.dispose = function () {
  66340. if (this._xAxis) {
  66341. this._xAxis.dispose(false, !this._instanced);
  66342. delete this._xAxis;
  66343. }
  66344. if (this._yAxis) {
  66345. this._yAxis.dispose(false, !this._instanced);
  66346. delete this._yAxis;
  66347. }
  66348. if (this._zAxis) {
  66349. this._zAxis.dispose(false, !this._instanced);
  66350. delete this._zAxis;
  66351. }
  66352. delete this.scene;
  66353. };
  66354. AxesViewer._SetRenderingGroupId = function (node, id) {
  66355. node.getChildMeshes().forEach(function (mesh) {
  66356. mesh.renderingGroupId = id;
  66357. });
  66358. };
  66359. return AxesViewer;
  66360. }());
  66361. Debug.AxesViewer = AxesViewer;
  66362. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66363. })(BABYLON || (BABYLON = {}));
  66364. //# sourceMappingURL=babylon.axesViewer.js.map
  66365. var BABYLON;
  66366. (function (BABYLON) {
  66367. var Debug;
  66368. (function (Debug) {
  66369. /**
  66370. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66371. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66372. */
  66373. var BoneAxesViewer = /** @class */ (function (_super) {
  66374. __extends(BoneAxesViewer, _super);
  66375. /**
  66376. * Creates a new BoneAxesViewer
  66377. * @param scene defines the hosting scene
  66378. * @param bone defines the target bone
  66379. * @param mesh defines the target mesh
  66380. * @param scaleLines defines a scaling factor for line length (1 by default)
  66381. */
  66382. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66383. if (scaleLines === void 0) { scaleLines = 1; }
  66384. var _this = _super.call(this, scene, scaleLines) || this;
  66385. /** Gets current position */
  66386. _this.pos = BABYLON.Vector3.Zero();
  66387. /** Gets direction of X axis */
  66388. _this.xaxis = BABYLON.Vector3.Zero();
  66389. /** Gets direction of Y axis */
  66390. _this.yaxis = BABYLON.Vector3.Zero();
  66391. /** Gets direction of Z axis */
  66392. _this.zaxis = BABYLON.Vector3.Zero();
  66393. _this.mesh = mesh;
  66394. _this.bone = bone;
  66395. return _this;
  66396. }
  66397. /**
  66398. * Force the viewer to update
  66399. */
  66400. BoneAxesViewer.prototype.update = function () {
  66401. if (!this.mesh || !this.bone) {
  66402. return;
  66403. }
  66404. var bone = this.bone;
  66405. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66406. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66407. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66408. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66409. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66410. };
  66411. /** Releases resources */
  66412. BoneAxesViewer.prototype.dispose = function () {
  66413. if (this.mesh) {
  66414. this.mesh = null;
  66415. this.bone = null;
  66416. _super.prototype.dispose.call(this);
  66417. }
  66418. };
  66419. return BoneAxesViewer;
  66420. }(Debug.AxesViewer));
  66421. Debug.BoneAxesViewer = BoneAxesViewer;
  66422. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66423. })(BABYLON || (BABYLON = {}));
  66424. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66425. var BABYLON;
  66426. (function (BABYLON) {
  66427. /**
  66428. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66429. * in order to better appreciate the issue one might have.
  66430. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66431. */
  66432. var RayHelper = /** @class */ (function () {
  66433. /**
  66434. * Instantiate a new ray helper.
  66435. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66436. * in order to better appreciate the issue one might have.
  66437. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66438. * @param ray Defines the ray we are currently tryin to visualize
  66439. */
  66440. function RayHelper(ray) {
  66441. this.ray = ray;
  66442. }
  66443. /**
  66444. * Helper function to create a colored helper in a scene in one line.
  66445. * @param ray Defines the ray we are currently tryin to visualize
  66446. * @param scene Defines the scene the ray is used in
  66447. * @param color Defines the color we want to see the ray in
  66448. * @returns The newly created ray helper.
  66449. */
  66450. RayHelper.CreateAndShow = function (ray, scene, color) {
  66451. var helper = new RayHelper(ray);
  66452. helper.show(scene, color);
  66453. return helper;
  66454. };
  66455. /**
  66456. * Shows the ray we are willing to debug.
  66457. * @param scene Defines the scene the ray needs to be rendered in
  66458. * @param color Defines the color the ray needs to be rendered in
  66459. */
  66460. RayHelper.prototype.show = function (scene, color) {
  66461. if (!this._renderFunction && this.ray) {
  66462. var ray = this.ray;
  66463. this._renderFunction = this._render.bind(this);
  66464. this._scene = scene;
  66465. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66466. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66467. if (this._renderFunction) {
  66468. this._scene.registerBeforeRender(this._renderFunction);
  66469. }
  66470. }
  66471. if (color && this._renderLine) {
  66472. this._renderLine.color.copyFrom(color);
  66473. }
  66474. };
  66475. /**
  66476. * Hides the ray we are debugging.
  66477. */
  66478. RayHelper.prototype.hide = function () {
  66479. if (this._renderFunction && this._scene) {
  66480. this._scene.unregisterBeforeRender(this._renderFunction);
  66481. this._scene = null;
  66482. this._renderFunction = null;
  66483. if (this._renderLine) {
  66484. this._renderLine.dispose();
  66485. this._renderLine = null;
  66486. }
  66487. this._renderPoints = [];
  66488. }
  66489. };
  66490. RayHelper.prototype._render = function () {
  66491. var ray = this.ray;
  66492. if (!ray) {
  66493. return;
  66494. }
  66495. var point = this._renderPoints[1];
  66496. var len = Math.min(ray.length, 1000000);
  66497. point.copyFrom(ray.direction);
  66498. point.scaleInPlace(len);
  66499. point.addInPlace(ray.origin);
  66500. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66501. };
  66502. /**
  66503. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66504. * @param mesh Defines the mesh we want the helper attached to
  66505. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66506. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66507. * @param length Defines the length of the ray
  66508. */
  66509. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66510. this._attachedToMesh = mesh;
  66511. var ray = this.ray;
  66512. if (!ray) {
  66513. return;
  66514. }
  66515. if (!ray.direction) {
  66516. ray.direction = BABYLON.Vector3.Zero();
  66517. }
  66518. if (!ray.origin) {
  66519. ray.origin = BABYLON.Vector3.Zero();
  66520. }
  66521. if (length) {
  66522. ray.length = length;
  66523. }
  66524. if (!meshSpaceOrigin) {
  66525. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66526. }
  66527. if (!meshSpaceDirection) {
  66528. // -1 so that this will work with Mesh.lookAt
  66529. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66530. }
  66531. if (!this._meshSpaceDirection) {
  66532. this._meshSpaceDirection = meshSpaceDirection.clone();
  66533. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66534. }
  66535. else {
  66536. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66537. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66538. }
  66539. if (!this._updateToMeshFunction) {
  66540. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66541. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66542. }
  66543. this._updateToMesh();
  66544. };
  66545. /**
  66546. * Detach the ray helper from the mesh it has previously been attached to.
  66547. */
  66548. RayHelper.prototype.detachFromMesh = function () {
  66549. if (this._attachedToMesh) {
  66550. if (this._updateToMeshFunction) {
  66551. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66552. }
  66553. this._attachedToMesh = null;
  66554. this._updateToMeshFunction = null;
  66555. }
  66556. };
  66557. RayHelper.prototype._updateToMesh = function () {
  66558. var ray = this.ray;
  66559. if (!this._attachedToMesh || !ray) {
  66560. return;
  66561. }
  66562. if (this._attachedToMesh._isDisposed) {
  66563. this.detachFromMesh();
  66564. return;
  66565. }
  66566. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66567. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66568. };
  66569. /**
  66570. * Dispose the helper and release its associated resources.
  66571. */
  66572. RayHelper.prototype.dispose = function () {
  66573. this.hide();
  66574. this.detachFromMesh();
  66575. this.ray = null;
  66576. };
  66577. return RayHelper;
  66578. }());
  66579. BABYLON.RayHelper = RayHelper;
  66580. })(BABYLON || (BABYLON = {}));
  66581. //# sourceMappingURL=babylon.rayHelper.js.map
  66582. var __assign = (this && this.__assign) || function () {
  66583. __assign = Object.assign || function(t) {
  66584. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66585. s = arguments[i];
  66586. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66587. t[p] = s[p];
  66588. }
  66589. return t;
  66590. };
  66591. return __assign.apply(this, arguments);
  66592. };
  66593. var BABYLON;
  66594. (function (BABYLON) {
  66595. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66596. get: function () {
  66597. if (!this._debugLayer) {
  66598. this._debugLayer = new DebugLayer(this);
  66599. }
  66600. return this._debugLayer;
  66601. },
  66602. enumerable: true,
  66603. configurable: true
  66604. });
  66605. /**
  66606. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66607. * what is happening in your scene
  66608. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66609. */
  66610. var DebugLayer = /** @class */ (function () {
  66611. /**
  66612. * Instantiates a new debug layer.
  66613. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66614. * what is happening in your scene
  66615. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66616. * @param scene Defines the scene to inspect
  66617. */
  66618. function DebugLayer(scene) {
  66619. var _this = this;
  66620. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66621. /**
  66622. * Observable triggered when a property is changed through the inspector.
  66623. */
  66624. this.onPropertyChangedObservable = new BABYLON.Observable();
  66625. this._scene = scene;
  66626. this._scene.onDisposeObservable.add(function () {
  66627. // Debug layer
  66628. if (_this._scene._debugLayer) {
  66629. _this._scene._debugLayer.hide();
  66630. }
  66631. });
  66632. }
  66633. /** Creates the inspector window. */
  66634. DebugLayer.prototype._createInspector = function (config) {
  66635. if (this.isVisible()) {
  66636. return;
  66637. }
  66638. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66639. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66640. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66641. };
  66642. /**
  66643. * Get if the inspector is visible or not.
  66644. * @returns true if visible otherwise, false
  66645. */
  66646. DebugLayer.prototype.isVisible = function () {
  66647. return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;
  66648. };
  66649. /**
  66650. * Hide the inspector and close its window.
  66651. */
  66652. DebugLayer.prototype.hide = function () {
  66653. this.BJSINSPECTOR.Inspector.Hide();
  66654. };
  66655. /**
  66656. * Launch the debugLayer.
  66657. * @param config Define the configuration of the inspector
  66658. */
  66659. DebugLayer.prototype.show = function (config) {
  66660. if (typeof this.BJSINSPECTOR == 'undefined') {
  66661. // Load inspector and add it to the DOM
  66662. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66663. }
  66664. else {
  66665. // Otherwise creates the inspector
  66666. this._createInspector(config);
  66667. }
  66668. };
  66669. /**
  66670. * Define the url to get the inspector script from.
  66671. * By default it uses the babylonjs CDN.
  66672. * @ignoreNaming
  66673. */
  66674. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66675. return DebugLayer;
  66676. }());
  66677. BABYLON.DebugLayer = DebugLayer;
  66678. })(BABYLON || (BABYLON = {}));
  66679. //# sourceMappingURL=babylon.debugLayer.js.map
  66680. var BABYLON;
  66681. (function (BABYLON) {
  66682. var Debug;
  66683. (function (Debug) {
  66684. /**
  66685. * Used to show the physics impostor around the specific mesh
  66686. */
  66687. var PhysicsViewer = /** @class */ (function () {
  66688. /**
  66689. * Creates a new PhysicsViewer
  66690. * @param scene defines the hosting scene
  66691. */
  66692. function PhysicsViewer(scene) {
  66693. /** @hidden */
  66694. this._impostors = [];
  66695. /** @hidden */
  66696. this._meshes = [];
  66697. /** @hidden */
  66698. this._numMeshes = 0;
  66699. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66700. var physicEngine = this._scene.getPhysicsEngine();
  66701. if (physicEngine) {
  66702. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66703. }
  66704. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66705. this._utilityLayer.pickUtilitySceneFirst = false;
  66706. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66707. }
  66708. /** @hidden */
  66709. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66710. var plugin = this._physicsEnginePlugin;
  66711. for (var i = 0; i < this._numMeshes; i++) {
  66712. var impostor = this._impostors[i];
  66713. if (!impostor) {
  66714. continue;
  66715. }
  66716. if (impostor.isDisposed) {
  66717. this.hideImpostor(this._impostors[i--]);
  66718. }
  66719. else {
  66720. var mesh = this._meshes[i];
  66721. if (mesh && plugin) {
  66722. plugin.syncMeshWithImpostor(mesh, impostor);
  66723. }
  66724. }
  66725. }
  66726. };
  66727. /**
  66728. * Renders a specified physic impostor
  66729. * @param impostor defines the impostor to render
  66730. * @returns the new debug mesh used to render the impostor
  66731. */
  66732. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66733. if (!this._scene) {
  66734. return null;
  66735. }
  66736. for (var i = 0; i < this._numMeshes; i++) {
  66737. if (this._impostors[i] == impostor) {
  66738. return null;
  66739. }
  66740. }
  66741. var debugMesh = this._getDebugMesh(impostor);
  66742. if (debugMesh) {
  66743. this._impostors[this._numMeshes] = impostor;
  66744. this._meshes[this._numMeshes] = debugMesh;
  66745. if (this._numMeshes === 0) {
  66746. this._renderFunction = this._updateDebugMeshes.bind(this);
  66747. this._scene.registerBeforeRender(this._renderFunction);
  66748. }
  66749. this._numMeshes++;
  66750. }
  66751. return debugMesh;
  66752. };
  66753. /**
  66754. * Hides a specified physic impostor
  66755. * @param impostor defines the impostor to hide
  66756. */
  66757. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66758. if (!impostor || !this._scene || !this._utilityLayer) {
  66759. return;
  66760. }
  66761. var removed = false;
  66762. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66763. for (var i = 0; i < this._numMeshes; i++) {
  66764. if (this._impostors[i] == impostor) {
  66765. var mesh = this._meshes[i];
  66766. if (!mesh) {
  66767. continue;
  66768. }
  66769. utilityLayerScene.removeMesh(mesh);
  66770. mesh.dispose();
  66771. this._numMeshes--;
  66772. if (this._numMeshes > 0) {
  66773. this._meshes[i] = this._meshes[this._numMeshes];
  66774. this._impostors[i] = this._impostors[this._numMeshes];
  66775. this._meshes[this._numMeshes] = null;
  66776. this._impostors[this._numMeshes] = null;
  66777. }
  66778. else {
  66779. this._meshes[0] = null;
  66780. this._impostors[0] = null;
  66781. }
  66782. removed = true;
  66783. break;
  66784. }
  66785. }
  66786. if (removed && this._numMeshes === 0) {
  66787. this._scene.unregisterBeforeRender(this._renderFunction);
  66788. }
  66789. };
  66790. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66791. if (!this._debugMaterial) {
  66792. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66793. this._debugMaterial.wireframe = true;
  66794. this._debugMaterial.emissiveColor = BABYLON.Color3.White();
  66795. this._debugMaterial.disableLighting = true;
  66796. }
  66797. return this._debugMaterial;
  66798. };
  66799. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66800. if (!this._debugBoxMesh) {
  66801. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66802. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66803. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66804. }
  66805. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66806. };
  66807. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66808. if (!this._debugSphereMesh) {
  66809. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66810. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66811. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66812. }
  66813. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66814. };
  66815. PhysicsViewer.prototype._getDebugMesh = function (impostor) {
  66816. if (!this._utilityLayer) {
  66817. return null;
  66818. }
  66819. var mesh = null;
  66820. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66821. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66822. mesh = this._getDebugBoxMesh(utilityLayerScene);
  66823. impostor.getBoxSizeToRef(mesh.scaling);
  66824. }
  66825. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66826. mesh = this._getDebugSphereMesh(utilityLayerScene);
  66827. var radius = impostor.getRadius();
  66828. mesh.scaling.x = radius * 2;
  66829. mesh.scaling.y = radius * 2;
  66830. mesh.scaling.z = radius * 2;
  66831. }
  66832. return mesh;
  66833. };
  66834. /** Releases all resources */
  66835. PhysicsViewer.prototype.dispose = function () {
  66836. for (var i = 0; i < this._numMeshes; i++) {
  66837. this.hideImpostor(this._impostors[i]);
  66838. }
  66839. if (this._debugBoxMesh) {
  66840. this._debugBoxMesh.dispose();
  66841. }
  66842. if (this._debugSphereMesh) {
  66843. this._debugSphereMesh.dispose();
  66844. }
  66845. if (this._debugMaterial) {
  66846. this._debugMaterial.dispose();
  66847. }
  66848. this._impostors.length = 0;
  66849. this._scene = null;
  66850. this._physicsEnginePlugin = null;
  66851. if (this._utilityLayer) {
  66852. this._utilityLayer.dispose();
  66853. this._utilityLayer = null;
  66854. }
  66855. };
  66856. return PhysicsViewer;
  66857. }());
  66858. Debug.PhysicsViewer = PhysicsViewer;
  66859. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66860. })(BABYLON || (BABYLON = {}));
  66861. //# sourceMappingURL=babylon.physicsViewer.js.map
  66862. var BABYLON;
  66863. (function (BABYLON) {
  66864. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66865. get: function () {
  66866. return this._forceShowBoundingBoxes || false;
  66867. },
  66868. set: function (value) {
  66869. this._forceShowBoundingBoxes = value;
  66870. // Lazyly creates a BB renderer if needed.
  66871. if (value) {
  66872. this.getBoundingBoxRenderer();
  66873. }
  66874. },
  66875. enumerable: true,
  66876. configurable: true
  66877. });
  66878. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66879. if (!this._boundingBoxRenderer) {
  66880. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66881. }
  66882. return this._boundingBoxRenderer;
  66883. };
  66884. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66885. get: function () {
  66886. return this._showBoundingBox || false;
  66887. },
  66888. set: function (value) {
  66889. this._showBoundingBox = value;
  66890. // Lazyly creates a BB renderer if needed.
  66891. if (value) {
  66892. this.getScene().getBoundingBoxRenderer();
  66893. }
  66894. },
  66895. enumerable: true,
  66896. configurable: true
  66897. });
  66898. /**
  66899. * Component responsible of rendering the bounding box of the meshes in a scene.
  66900. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66901. */
  66902. var BoundingBoxRenderer = /** @class */ (function () {
  66903. /**
  66904. * Instantiates a new bounding box renderer in a scene.
  66905. * @param scene the scene the renderer renders in
  66906. */
  66907. function BoundingBoxRenderer(scene) {
  66908. /**
  66909. * The component name helpfull to identify the component in the list of scene components.
  66910. */
  66911. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66912. /**
  66913. * Color of the bounding box lines placed in front of an object
  66914. */
  66915. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66916. /**
  66917. * Color of the bounding box lines placed behind an object
  66918. */
  66919. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66920. /**
  66921. * Defines if the renderer should show the back lines or not
  66922. */
  66923. this.showBackLines = true;
  66924. /**
  66925. * @hidden
  66926. */
  66927. this.renderList = new BABYLON.SmartArray(32);
  66928. this._vertexBuffers = {};
  66929. this.scene = scene;
  66930. scene._addComponent(this);
  66931. }
  66932. /**
  66933. * Registers the component in a given scene
  66934. */
  66935. BoundingBoxRenderer.prototype.register = function () {
  66936. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66937. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66938. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66939. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66940. };
  66941. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66942. if (mesh.showSubMeshesBoundingBox) {
  66943. var boundingInfo = subMesh.getBoundingInfo();
  66944. if (boundingInfo !== null && boundingInfo !== undefined) {
  66945. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66946. this.renderList.push(boundingInfo.boundingBox);
  66947. }
  66948. }
  66949. };
  66950. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66951. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66952. var boundingInfo = sourceMesh.getBoundingInfo();
  66953. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66954. this.renderList.push(boundingInfo.boundingBox);
  66955. }
  66956. };
  66957. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66958. if (this._colorShader) {
  66959. return;
  66960. }
  66961. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66962. attributes: [BABYLON.VertexBuffer.PositionKind],
  66963. uniforms: ["world", "viewProjection", "color"]
  66964. });
  66965. var engine = this.scene.getEngine();
  66966. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  66967. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  66968. this._createIndexBuffer();
  66969. };
  66970. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  66971. var engine = this.scene.getEngine();
  66972. 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]);
  66973. };
  66974. /**
  66975. * Rebuilds the elements related to this component in case of
  66976. * context lost for instance.
  66977. */
  66978. BoundingBoxRenderer.prototype.rebuild = function () {
  66979. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  66980. if (vb) {
  66981. vb._rebuild();
  66982. }
  66983. this._createIndexBuffer();
  66984. };
  66985. /**
  66986. * @hidden
  66987. */
  66988. BoundingBoxRenderer.prototype.reset = function () {
  66989. this.renderList.reset();
  66990. };
  66991. /**
  66992. * Render the bounding boxes of a specific rendering group
  66993. * @param renderingGroupId defines the rendering group to render
  66994. */
  66995. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  66996. if (this.renderList.length === 0) {
  66997. return;
  66998. }
  66999. this._prepareRessources();
  67000. if (!this._colorShader.isReady()) {
  67001. return;
  67002. }
  67003. var engine = this.scene.getEngine();
  67004. engine.setDepthWrite(false);
  67005. this._colorShader._preBind();
  67006. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  67007. var boundingBox = this.renderList.data[boundingBoxIndex];
  67008. if (boundingBox._tag !== renderingGroupId) {
  67009. continue;
  67010. }
  67011. var min = boundingBox.minimum;
  67012. var max = boundingBox.maximum;
  67013. var diff = max.subtract(min);
  67014. var median = min.add(diff.scale(0.5));
  67015. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67016. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67017. .multiply(boundingBox.getWorldMatrix());
  67018. // VBOs
  67019. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67020. if (this.showBackLines) {
  67021. // Back
  67022. engine.setDepthFunctionToGreaterOrEqual();
  67023. this.scene.resetCachedMaterial();
  67024. this._colorShader.setColor4("color", this.backColor.toColor4());
  67025. this._colorShader.bind(worldMatrix);
  67026. // Draw order
  67027. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67028. }
  67029. // Front
  67030. engine.setDepthFunctionToLess();
  67031. this.scene.resetCachedMaterial();
  67032. this._colorShader.setColor4("color", this.frontColor.toColor4());
  67033. this._colorShader.bind(worldMatrix);
  67034. // Draw order
  67035. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67036. }
  67037. this._colorShader.unbind();
  67038. engine.setDepthFunctionToLessOrEqual();
  67039. engine.setDepthWrite(true);
  67040. };
  67041. /**
  67042. * In case of occlusion queries, we can render the occlusion bounding box through this method
  67043. * @param mesh Define the mesh to render the occlusion bounding box for
  67044. */
  67045. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  67046. this._prepareRessources();
  67047. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  67048. return;
  67049. }
  67050. var engine = this.scene.getEngine();
  67051. engine.setDepthWrite(false);
  67052. engine.setColorWrite(false);
  67053. this._colorShader._preBind();
  67054. var boundingBox = mesh._boundingInfo.boundingBox;
  67055. var min = boundingBox.minimum;
  67056. var max = boundingBox.maximum;
  67057. var diff = max.subtract(min);
  67058. var median = min.add(diff.scale(0.5));
  67059. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67060. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67061. .multiply(boundingBox.getWorldMatrix());
  67062. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67063. engine.setDepthFunctionToLess();
  67064. this.scene.resetCachedMaterial();
  67065. this._colorShader.bind(worldMatrix);
  67066. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67067. this._colorShader.unbind();
  67068. engine.setDepthFunctionToLessOrEqual();
  67069. engine.setDepthWrite(true);
  67070. engine.setColorWrite(true);
  67071. };
  67072. /**
  67073. * Dispose and release the resources attached to this renderer.
  67074. */
  67075. BoundingBoxRenderer.prototype.dispose = function () {
  67076. if (!this._colorShader) {
  67077. return;
  67078. }
  67079. this.renderList.dispose();
  67080. this._colorShader.dispose();
  67081. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67082. if (buffer) {
  67083. buffer.dispose();
  67084. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  67085. }
  67086. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  67087. };
  67088. return BoundingBoxRenderer;
  67089. }());
  67090. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  67091. })(BABYLON || (BABYLON = {}));
  67092. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  67093. var BABYLON;
  67094. (function (BABYLON) {
  67095. BABYLON.Engine.prototype.createTransformFeedback = function () {
  67096. return this._gl.createTransformFeedback();
  67097. };
  67098. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  67099. this._gl.deleteTransformFeedback(value);
  67100. };
  67101. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  67102. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  67103. };
  67104. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  67105. if (usePoints === void 0) { usePoints = true; }
  67106. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  67107. };
  67108. BABYLON.Engine.prototype.endTransformFeedback = function () {
  67109. this._gl.endTransformFeedback();
  67110. };
  67111. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  67112. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  67113. };
  67114. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  67115. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  67116. };
  67117. })(BABYLON || (BABYLON = {}));
  67118. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  67119. var BABYLON;
  67120. (function (BABYLON) {
  67121. /**
  67122. * This represents a GPU particle system in Babylon
  67123. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  67124. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  67125. */
  67126. var GPUParticleSystem = /** @class */ (function (_super) {
  67127. __extends(GPUParticleSystem, _super);
  67128. /**
  67129. * Instantiates a GPU particle system.
  67130. * 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.
  67131. * @param name The name of the particle system
  67132. * @param options The options used to create the system
  67133. * @param scene The scene the particle system belongs to
  67134. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  67135. */
  67136. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  67137. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  67138. var _this = _super.call(this, name) || this;
  67139. /**
  67140. * The layer mask we are rendering the particles through.
  67141. */
  67142. _this.layerMask = 0x0FFFFFFF;
  67143. _this._accumulatedCount = 0;
  67144. _this._targetIndex = 0;
  67145. _this._currentRenderId = -1;
  67146. _this._started = false;
  67147. _this._stopped = false;
  67148. _this._timeDelta = 0;
  67149. _this._actualFrame = 0;
  67150. _this._rawTextureWidth = 256;
  67151. /**
  67152. * An event triggered when the system is disposed.
  67153. */
  67154. _this.onDisposeObservable = new BABYLON.Observable();
  67155. /**
  67156. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67157. * to override the particles.
  67158. */
  67159. _this.forceDepthWrite = false;
  67160. _this._preWarmDone = false;
  67161. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67162. // Setup the default processing configuration to the scene.
  67163. _this._attachImageProcessingConfiguration(null);
  67164. _this._engine = _this._scene.getEngine();
  67165. if (!options.randomTextureSize) {
  67166. delete options.randomTextureSize;
  67167. }
  67168. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67169. var optionsAsNumber = options;
  67170. if (isFinite(optionsAsNumber)) {
  67171. fullOptions.capacity = optionsAsNumber;
  67172. }
  67173. _this._capacity = fullOptions.capacity;
  67174. _this._activeCount = fullOptions.capacity;
  67175. _this._currentActiveCount = 0;
  67176. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67177. _this._scene.particleSystems.push(_this);
  67178. _this._updateEffectOptions = {
  67179. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67180. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67181. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67182. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67183. uniformBuffersNames: [],
  67184. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67185. defines: "",
  67186. fallbacks: null,
  67187. onCompiled: null,
  67188. onError: null,
  67189. indexParameters: null,
  67190. maxSimultaneousLights: 0,
  67191. transformFeedbackVaryings: []
  67192. };
  67193. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67194. // Random data
  67195. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67196. var d = [];
  67197. for (var i = 0; i < maxTextureSize; ++i) {
  67198. d.push(Math.random());
  67199. d.push(Math.random());
  67200. d.push(Math.random());
  67201. d.push(Math.random());
  67202. }
  67203. _this._randomTexture = new BABYLON.RawTexture(new Float32Array(d), maxTextureSize, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, _this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  67204. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67205. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67206. d = [];
  67207. for (var i = 0; i < maxTextureSize; ++i) {
  67208. d.push(Math.random());
  67209. d.push(Math.random());
  67210. d.push(Math.random());
  67211. d.push(Math.random());
  67212. }
  67213. _this._randomTexture2 = new BABYLON.RawTexture(new Float32Array(d), maxTextureSize, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, _this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  67214. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67215. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67216. _this._randomTextureSize = maxTextureSize;
  67217. return _this;
  67218. }
  67219. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67220. /**
  67221. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67222. */
  67223. get: function () {
  67224. if (!BABYLON.Engine.LastCreatedEngine) {
  67225. return false;
  67226. }
  67227. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67228. },
  67229. enumerable: true,
  67230. configurable: true
  67231. });
  67232. /**
  67233. * Gets the maximum number of particles active at the same time.
  67234. * @returns The max number of active particles.
  67235. */
  67236. GPUParticleSystem.prototype.getCapacity = function () {
  67237. return this._capacity;
  67238. };
  67239. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67240. /**
  67241. * Gets or set the number of active particles
  67242. */
  67243. get: function () {
  67244. return this._activeCount;
  67245. },
  67246. set: function (value) {
  67247. this._activeCount = Math.min(value, this._capacity);
  67248. },
  67249. enumerable: true,
  67250. configurable: true
  67251. });
  67252. /**
  67253. * Is this system ready to be used/rendered
  67254. * @return true if the system is ready
  67255. */
  67256. GPUParticleSystem.prototype.isReady = function () {
  67257. if (!this._updateEffect) {
  67258. this._recreateUpdateEffect();
  67259. this._recreateRenderEffect();
  67260. return false;
  67261. }
  67262. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67263. return false;
  67264. }
  67265. return true;
  67266. };
  67267. /**
  67268. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67269. * @returns True if it has been started, otherwise false.
  67270. */
  67271. GPUParticleSystem.prototype.isStarted = function () {
  67272. return this._started;
  67273. };
  67274. /**
  67275. * Starts the particle system and begins to emit
  67276. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67277. */
  67278. GPUParticleSystem.prototype.start = function (delay) {
  67279. var _this = this;
  67280. if (delay === void 0) { delay = this.startDelay; }
  67281. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67282. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67283. }
  67284. if (delay) {
  67285. setTimeout(function () {
  67286. _this.start(0);
  67287. }, delay);
  67288. return;
  67289. }
  67290. this._started = true;
  67291. this._stopped = false;
  67292. this._preWarmDone = false;
  67293. // Animations
  67294. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67295. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67296. }
  67297. };
  67298. /**
  67299. * Stops the particle system.
  67300. */
  67301. GPUParticleSystem.prototype.stop = function () {
  67302. this._stopped = true;
  67303. };
  67304. /**
  67305. * Remove all active particles
  67306. */
  67307. GPUParticleSystem.prototype.reset = function () {
  67308. this._releaseBuffers();
  67309. this._releaseVAOs();
  67310. this._currentActiveCount = 0;
  67311. this._targetIndex = 0;
  67312. };
  67313. /**
  67314. * Returns the string "GPUParticleSystem"
  67315. * @returns a string containing the class name
  67316. */
  67317. GPUParticleSystem.prototype.getClassName = function () {
  67318. return "GPUParticleSystem";
  67319. };
  67320. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67321. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67322. this._releaseBuffers();
  67323. return this;
  67324. };
  67325. /**
  67326. * Adds a new color gradient
  67327. * @param gradient defines the gradient to use (between 0 and 1)
  67328. * @param color1 defines the color to affect to the specified gradient
  67329. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67330. * @returns the current particle system
  67331. */
  67332. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67333. if (!this._colorGradients) {
  67334. this._colorGradients = [];
  67335. }
  67336. var colorGradient = new BABYLON.ColorGradient();
  67337. colorGradient.gradient = gradient;
  67338. colorGradient.color1 = color1;
  67339. this._colorGradients.push(colorGradient);
  67340. this._colorGradients.sort(function (a, b) {
  67341. if (a.gradient < b.gradient) {
  67342. return -1;
  67343. }
  67344. else if (a.gradient > b.gradient) {
  67345. return 1;
  67346. }
  67347. return 0;
  67348. });
  67349. if (this._colorGradientsTexture) {
  67350. this._colorGradientsTexture.dispose();
  67351. this._colorGradientsTexture = null;
  67352. }
  67353. this._releaseBuffers();
  67354. return this;
  67355. };
  67356. /**
  67357. * Remove a specific color gradient
  67358. * @param gradient defines the gradient to remove
  67359. * @returns the current particle system
  67360. */
  67361. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67362. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67363. this._colorGradientsTexture = null;
  67364. return this;
  67365. };
  67366. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67367. var valueGradient = new BABYLON.FactorGradient();
  67368. valueGradient.gradient = gradient;
  67369. valueGradient.factor1 = factor;
  67370. factorGradients.push(valueGradient);
  67371. factorGradients.sort(function (a, b) {
  67372. if (a.gradient < b.gradient) {
  67373. return -1;
  67374. }
  67375. else if (a.gradient > b.gradient) {
  67376. return 1;
  67377. }
  67378. return 0;
  67379. });
  67380. this._releaseBuffers();
  67381. };
  67382. /**
  67383. * Adds a new size gradient
  67384. * @param gradient defines the gradient to use (between 0 and 1)
  67385. * @param factor defines the size factor to affect to the specified gradient
  67386. * @returns the current particle system
  67387. */
  67388. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67389. if (!this._sizeGradients) {
  67390. this._sizeGradients = [];
  67391. }
  67392. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67393. if (this._sizeGradientsTexture) {
  67394. this._sizeGradientsTexture.dispose();
  67395. this._sizeGradientsTexture = null;
  67396. }
  67397. this._releaseBuffers();
  67398. return this;
  67399. };
  67400. /**
  67401. * Remove a specific size gradient
  67402. * @param gradient defines the gradient to remove
  67403. * @returns the current particle system
  67404. */
  67405. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67406. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67407. this._sizeGradientsTexture = null;
  67408. return this;
  67409. };
  67410. /**
  67411. * Adds a new angular speed gradient
  67412. * @param gradient defines the gradient to use (between 0 and 1)
  67413. * @param factor defines the angular speed to affect to the specified gradient
  67414. * @returns the current particle system
  67415. */
  67416. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67417. if (!this._angularSpeedGradients) {
  67418. this._angularSpeedGradients = [];
  67419. }
  67420. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67421. if (this._angularSpeedGradientsTexture) {
  67422. this._angularSpeedGradientsTexture.dispose();
  67423. this._angularSpeedGradientsTexture = null;
  67424. }
  67425. this._releaseBuffers();
  67426. return this;
  67427. };
  67428. /**
  67429. * Remove a specific angular speed gradient
  67430. * @param gradient defines the gradient to remove
  67431. * @returns the current particle system
  67432. */
  67433. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67434. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67435. this._angularSpeedGradientsTexture = null;
  67436. return this;
  67437. };
  67438. /**
  67439. * Adds a new velocity gradient
  67440. * @param gradient defines the gradient to use (between 0 and 1)
  67441. * @param factor defines the velocity to affect to the specified gradient
  67442. * @returns the current particle system
  67443. */
  67444. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67445. if (!this._velocityGradients) {
  67446. this._velocityGradients = [];
  67447. }
  67448. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67449. if (this._velocityGradientsTexture) {
  67450. this._velocityGradientsTexture.dispose();
  67451. this._velocityGradientsTexture = null;
  67452. }
  67453. this._releaseBuffers();
  67454. return this;
  67455. };
  67456. /**
  67457. * Remove a specific velocity gradient
  67458. * @param gradient defines the gradient to remove
  67459. * @returns the current particle system
  67460. */
  67461. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67462. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67463. this._velocityGradientsTexture = null;
  67464. return this;
  67465. };
  67466. /**
  67467. * Adds a new limit velocity gradient
  67468. * @param gradient defines the gradient to use (between 0 and 1)
  67469. * @param factor defines the limit velocity value to affect to the specified gradient
  67470. * @returns the current particle system
  67471. */
  67472. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67473. if (!this._limitVelocityGradients) {
  67474. this._limitVelocityGradients = [];
  67475. }
  67476. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67477. if (this._limitVelocityGradientsTexture) {
  67478. this._limitVelocityGradientsTexture.dispose();
  67479. this._limitVelocityGradientsTexture = null;
  67480. }
  67481. this._releaseBuffers();
  67482. return this;
  67483. };
  67484. /**
  67485. * Remove a specific limit velocity gradient
  67486. * @param gradient defines the gradient to remove
  67487. * @returns the current particle system
  67488. */
  67489. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67490. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67491. this._limitVelocityGradientsTexture = null;
  67492. return this;
  67493. };
  67494. /**
  67495. * Adds a new drag gradient
  67496. * @param gradient defines the gradient to use (between 0 and 1)
  67497. * @param factor defines the drag value to affect to the specified gradient
  67498. * @returns the current particle system
  67499. */
  67500. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67501. if (!this._dragGradients) {
  67502. this._dragGradients = [];
  67503. }
  67504. this._addFactorGradient(this._dragGradients, gradient, factor);
  67505. if (this._dragGradientsTexture) {
  67506. this._dragGradientsTexture.dispose();
  67507. this._dragGradientsTexture = null;
  67508. }
  67509. this._releaseBuffers();
  67510. return this;
  67511. };
  67512. /**
  67513. * Remove a specific drag gradient
  67514. * @param gradient defines the gradient to remove
  67515. * @returns the current particle system
  67516. */
  67517. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67518. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67519. this._dragGradientsTexture = null;
  67520. return this;
  67521. };
  67522. /**
  67523. * Not supported by GPUParticleSystem
  67524. * @param gradient defines the gradient to use (between 0 and 1)
  67525. * @param factor defines the emit rate value to affect to the specified gradient
  67526. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67527. * @returns the current particle system
  67528. */
  67529. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67530. // Do nothing as emit rate is not supported by GPUParticleSystem
  67531. return this;
  67532. };
  67533. /**
  67534. * Not supported by GPUParticleSystem
  67535. * @param gradient defines the gradient to remove
  67536. * @returns the current particle system
  67537. */
  67538. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67539. // Do nothing as emit rate is not supported by GPUParticleSystem
  67540. return this;
  67541. };
  67542. /**
  67543. * Not supported by GPUParticleSystem
  67544. * @param gradient defines the gradient to use (between 0 and 1)
  67545. * @param factor defines the start size value to affect to the specified gradient
  67546. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67547. * @returns the current particle system
  67548. */
  67549. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67550. // Do nothing as start size is not supported by GPUParticleSystem
  67551. return this;
  67552. };
  67553. /**
  67554. * Not supported by GPUParticleSystem
  67555. * @param gradient defines the gradient to remove
  67556. * @returns the current particle system
  67557. */
  67558. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67559. // Do nothing as start size is not supported by GPUParticleSystem
  67560. return this;
  67561. };
  67562. /**
  67563. * Not supported by GPUParticleSystem
  67564. * @param gradient defines the gradient to use (between 0 and 1)
  67565. * @param min defines the color remap minimal range
  67566. * @param max defines the color remap maximal range
  67567. * @returns the current particle system
  67568. */
  67569. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67570. // Do nothing as start size is not supported by GPUParticleSystem
  67571. return this;
  67572. };
  67573. /**
  67574. * Not supported by GPUParticleSystem
  67575. * @param gradient defines the gradient to remove
  67576. * @returns the current particle system
  67577. */
  67578. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67579. // Do nothing as start size is not supported by GPUParticleSystem
  67580. return this;
  67581. };
  67582. /**
  67583. * Not supported by GPUParticleSystem
  67584. * @param gradient defines the gradient to use (between 0 and 1)
  67585. * @param min defines the alpha remap minimal range
  67586. * @param max defines the alpha remap maximal range
  67587. * @returns the current particle system
  67588. */
  67589. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67590. // Do nothing as start size is not supported by GPUParticleSystem
  67591. return this;
  67592. };
  67593. /**
  67594. * Not supported by GPUParticleSystem
  67595. * @param gradient defines the gradient to remove
  67596. * @returns the current particle system
  67597. */
  67598. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67599. // Do nothing as start size is not supported by GPUParticleSystem
  67600. return this;
  67601. };
  67602. /**
  67603. * Not supported by GPUParticleSystem
  67604. * @param gradient defines the gradient to use (between 0 and 1)
  67605. * @param color defines the color to affect to the specified gradient
  67606. * @returns the current particle system
  67607. */
  67608. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67609. //Not supported by GPUParticleSystem
  67610. return this;
  67611. };
  67612. /**
  67613. * Not supported by GPUParticleSystem
  67614. * @param gradient defines the gradient to remove
  67615. * @returns the current particle system
  67616. */
  67617. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67618. //Not supported by GPUParticleSystem
  67619. return this;
  67620. };
  67621. /**
  67622. * Not supported by GPUParticleSystem
  67623. * @returns the list of ramp gradients
  67624. */
  67625. GPUParticleSystem.prototype.getRampGradients = function () {
  67626. return null;
  67627. };
  67628. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67629. /**
  67630. * Not supported by GPUParticleSystem
  67631. * Gets or sets a boolean indicating that ramp gradients must be used
  67632. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67633. */
  67634. get: function () {
  67635. //Not supported by GPUParticleSystem
  67636. return false;
  67637. },
  67638. set: function (value) {
  67639. //Not supported by GPUParticleSystem
  67640. },
  67641. enumerable: true,
  67642. configurable: true
  67643. });
  67644. /**
  67645. * Not supported by GPUParticleSystem
  67646. * @param gradient defines the gradient to use (between 0 and 1)
  67647. * @param factor defines the life time factor to affect to the specified gradient
  67648. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67649. * @returns the current particle system
  67650. */
  67651. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67652. //Not supported by GPUParticleSystem
  67653. return this;
  67654. };
  67655. /**
  67656. * Not supported by GPUParticleSystem
  67657. * @param gradient defines the gradient to remove
  67658. * @returns the current particle system
  67659. */
  67660. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67661. //Not supported by GPUParticleSystem
  67662. return this;
  67663. };
  67664. GPUParticleSystem.prototype._reset = function () {
  67665. this._releaseBuffers();
  67666. };
  67667. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67668. var updateVertexBuffers = {};
  67669. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67670. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67671. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67672. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67673. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67674. var offset = 12;
  67675. if (!this._colorGradientsTexture) {
  67676. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67677. offset += 4;
  67678. }
  67679. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67680. offset += 3;
  67681. if (!this._isBillboardBased) {
  67682. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67683. offset += 3;
  67684. }
  67685. if (this._angularSpeedGradientsTexture) {
  67686. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67687. offset += 1;
  67688. }
  67689. else {
  67690. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67691. offset += 2;
  67692. }
  67693. if (this._isAnimationSheetEnabled) {
  67694. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67695. offset += 1;
  67696. if (this.spriteRandomStartCell) {
  67697. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67698. offset += 1;
  67699. }
  67700. }
  67701. if (this.noiseTexture) {
  67702. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67703. offset += 3;
  67704. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67705. offset += 3;
  67706. }
  67707. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67708. this._engine.bindArrayBuffer(null);
  67709. return vao;
  67710. };
  67711. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67712. var renderVertexBuffers = {};
  67713. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67714. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67715. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67716. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67717. var offset = 12;
  67718. if (!this._colorGradientsTexture) {
  67719. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67720. offset += 4;
  67721. }
  67722. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67723. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67724. }
  67725. offset += 3; // Direction
  67726. if (!this._isBillboardBased) {
  67727. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67728. offset += 3;
  67729. }
  67730. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67731. if (this._angularSpeedGradientsTexture) {
  67732. offset++;
  67733. }
  67734. else {
  67735. offset += 2;
  67736. }
  67737. if (this._isAnimationSheetEnabled) {
  67738. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67739. offset += 1;
  67740. if (this.spriteRandomStartCell) {
  67741. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67742. offset += 1;
  67743. }
  67744. }
  67745. if (this.noiseTexture) {
  67746. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67747. offset += 3;
  67748. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67749. offset += 3;
  67750. }
  67751. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67752. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67753. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67754. this._engine.bindArrayBuffer(null);
  67755. return vao;
  67756. };
  67757. GPUParticleSystem.prototype._initialize = function (force) {
  67758. if (force === void 0) { force = false; }
  67759. if (this._buffer0 && !force) {
  67760. return;
  67761. }
  67762. var engine = this._scene.getEngine();
  67763. var data = new Array();
  67764. this._attributesStrideSize = 21;
  67765. this._targetIndex = 0;
  67766. if (!this.isBillboardBased) {
  67767. this._attributesStrideSize += 3;
  67768. }
  67769. if (this._colorGradientsTexture) {
  67770. this._attributesStrideSize -= 4;
  67771. }
  67772. if (this._angularSpeedGradientsTexture) {
  67773. this._attributesStrideSize -= 1;
  67774. }
  67775. if (this._isAnimationSheetEnabled) {
  67776. this._attributesStrideSize += 1;
  67777. if (this.spriteRandomStartCell) {
  67778. this._attributesStrideSize += 1;
  67779. }
  67780. }
  67781. if (this.noiseTexture) {
  67782. this._attributesStrideSize += 6;
  67783. }
  67784. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67785. // position
  67786. data.push(0.0);
  67787. data.push(0.0);
  67788. data.push(0.0);
  67789. // Age and life
  67790. data.push(0.0); // create the particle as a dead one to create a new one at start
  67791. data.push(0.0);
  67792. // Seed
  67793. data.push(Math.random());
  67794. data.push(Math.random());
  67795. data.push(Math.random());
  67796. data.push(Math.random());
  67797. // Size
  67798. data.push(0.0);
  67799. data.push(0.0);
  67800. data.push(0.0);
  67801. if (!this._colorGradientsTexture) {
  67802. // color
  67803. data.push(0.0);
  67804. data.push(0.0);
  67805. data.push(0.0);
  67806. data.push(0.0);
  67807. }
  67808. // direction
  67809. data.push(0.0);
  67810. data.push(0.0);
  67811. data.push(0.0);
  67812. if (!this.isBillboardBased) {
  67813. // initialDirection
  67814. data.push(0.0);
  67815. data.push(0.0);
  67816. data.push(0.0);
  67817. }
  67818. // angle
  67819. data.push(0.0);
  67820. if (!this._angularSpeedGradientsTexture) {
  67821. data.push(0.0);
  67822. }
  67823. if (this._isAnimationSheetEnabled) {
  67824. data.push(0.0);
  67825. if (this.spriteRandomStartCell) {
  67826. data.push(0.0);
  67827. }
  67828. }
  67829. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67830. data.push(Math.random());
  67831. data.push(Math.random());
  67832. data.push(Math.random());
  67833. data.push(Math.random());
  67834. data.push(Math.random());
  67835. data.push(Math.random());
  67836. }
  67837. }
  67838. // Sprite data
  67839. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67840. -0.5, 0.5, 0, 1,
  67841. -0.5, -0.5, 0, 0,
  67842. 0.5, -0.5, 1, 0]);
  67843. // Buffers
  67844. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67845. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67846. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67847. // Update VAO
  67848. this._updateVAO = [];
  67849. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67850. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67851. // Render VAO
  67852. this._renderVAO = [];
  67853. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67854. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67855. // Links
  67856. this._sourceBuffer = this._buffer0;
  67857. this._targetBuffer = this._buffer1;
  67858. };
  67859. /** @hidden */
  67860. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67861. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67862. if (this._isBillboardBased) {
  67863. defines += "\n#define BILLBOARD";
  67864. }
  67865. if (this._colorGradientsTexture) {
  67866. defines += "\n#define COLORGRADIENTS";
  67867. }
  67868. if (this._sizeGradientsTexture) {
  67869. defines += "\n#define SIZEGRADIENTS";
  67870. }
  67871. if (this._angularSpeedGradientsTexture) {
  67872. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67873. }
  67874. if (this._velocityGradientsTexture) {
  67875. defines += "\n#define VELOCITYGRADIENTS";
  67876. }
  67877. if (this._limitVelocityGradientsTexture) {
  67878. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67879. }
  67880. if (this._dragGradientsTexture) {
  67881. defines += "\n#define DRAGGRADIENTS";
  67882. }
  67883. if (this.isAnimationSheetEnabled) {
  67884. defines += "\n#define ANIMATESHEET";
  67885. if (this.spriteRandomStartCell) {
  67886. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67887. }
  67888. }
  67889. if (this.noiseTexture) {
  67890. defines += "\n#define NOISE";
  67891. }
  67892. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67893. return;
  67894. }
  67895. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67896. if (!this._colorGradientsTexture) {
  67897. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67898. }
  67899. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67900. if (!this._isBillboardBased) {
  67901. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67902. }
  67903. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67904. if (this.isAnimationSheetEnabled) {
  67905. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67906. if (this.spriteRandomStartCell) {
  67907. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67908. }
  67909. }
  67910. if (this.noiseTexture) {
  67911. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67912. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67913. }
  67914. this._updateEffectOptions.defines = defines;
  67915. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67916. };
  67917. /** @hidden */
  67918. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67919. var defines = "";
  67920. if (this._scene.clipPlane) {
  67921. defines = "\n#define CLIPPLANE";
  67922. }
  67923. if (this._scene.clipPlane2) {
  67924. defines = "\n#define CLIPPLANE2";
  67925. }
  67926. if (this._scene.clipPlane3) {
  67927. defines = "\n#define CLIPPLANE3";
  67928. }
  67929. if (this._scene.clipPlane4) {
  67930. defines = "\n#define CLIPPLANE4";
  67931. }
  67932. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67933. defines = "\n#define BLENDMULTIPLYMODE";
  67934. }
  67935. if (this._isBillboardBased) {
  67936. defines += "\n#define BILLBOARD";
  67937. switch (this.billboardMode) {
  67938. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67939. defines += "\n#define BILLBOARDY";
  67940. break;
  67941. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67942. defines += "\n#define BILLBOARDSTRETCHED";
  67943. break;
  67944. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67945. default:
  67946. break;
  67947. }
  67948. }
  67949. if (this._colorGradientsTexture) {
  67950. defines += "\n#define COLORGRADIENTS";
  67951. }
  67952. if (this.isAnimationSheetEnabled) {
  67953. defines += "\n#define ANIMATESHEET";
  67954. }
  67955. if (this._imageProcessingConfiguration) {
  67956. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67957. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67958. }
  67959. if (this._renderEffect && this._renderEffect.defines === defines) {
  67960. return;
  67961. }
  67962. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67963. var samplers = ["textureSampler", "colorGradientSampler"];
  67964. if (BABYLON.ImageProcessingConfiguration) {
  67965. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  67966. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  67967. }
  67968. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  67969. };
  67970. /**
  67971. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  67972. * @param preWarm defines if we are in the pre-warmimg phase
  67973. */
  67974. GPUParticleSystem.prototype.animate = function (preWarm) {
  67975. if (preWarm === void 0) { preWarm = false; }
  67976. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  67977. this._actualFrame += this._timeDelta;
  67978. if (!this._stopped) {
  67979. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  67980. this.stop();
  67981. }
  67982. }
  67983. };
  67984. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  67985. var texture = this[textureName];
  67986. if (!factorGradients || !factorGradients.length || texture) {
  67987. return;
  67988. }
  67989. var data = new Float32Array(this._rawTextureWidth);
  67990. for (var x = 0; x < this._rawTextureWidth; x++) {
  67991. var ratio = x / this._rawTextureWidth;
  67992. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  67993. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  67994. });
  67995. }
  67996. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  67997. };
  67998. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  67999. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  68000. };
  68001. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  68002. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  68003. };
  68004. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  68005. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  68006. };
  68007. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  68008. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  68009. };
  68010. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  68011. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  68012. };
  68013. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  68014. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  68015. return;
  68016. }
  68017. var data = new Uint8Array(this._rawTextureWidth * 4);
  68018. var tmpColor = BABYLON.Tmp.Color4[0];
  68019. for (var x = 0; x < this._rawTextureWidth; x++) {
  68020. var ratio = x / this._rawTextureWidth;
  68021. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  68022. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  68023. data[x * 4] = tmpColor.r * 255;
  68024. data[x * 4 + 1] = tmpColor.g * 255;
  68025. data[x * 4 + 2] = tmpColor.b * 255;
  68026. data[x * 4 + 3] = tmpColor.a * 255;
  68027. });
  68028. }
  68029. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68030. };
  68031. /**
  68032. * Renders the particle system in its current state
  68033. * @param preWarm defines if the system should only update the particles but not render them
  68034. * @returns the current number of particles
  68035. */
  68036. GPUParticleSystem.prototype.render = function (preWarm) {
  68037. if (preWarm === void 0) { preWarm = false; }
  68038. if (!this._started) {
  68039. return 0;
  68040. }
  68041. this._createColorGradientTexture();
  68042. this._createSizeGradientTexture();
  68043. this._createAngularSpeedGradientTexture();
  68044. this._createVelocityGradientTexture();
  68045. this._createLimitVelocityGradientTexture();
  68046. this._createDragGradientTexture();
  68047. this._recreateUpdateEffect();
  68048. this._recreateRenderEffect();
  68049. if (!this.isReady()) {
  68050. return 0;
  68051. }
  68052. if (!preWarm) {
  68053. if (!this._preWarmDone && this.preWarmCycles) {
  68054. for (var index = 0; index < this.preWarmCycles; index++) {
  68055. this.animate(true);
  68056. this.render(true);
  68057. }
  68058. this._preWarmDone = true;
  68059. }
  68060. if (this._currentRenderId === this._scene.getFrameId()) {
  68061. return 0;
  68062. }
  68063. this._currentRenderId = this._scene.getFrameId();
  68064. }
  68065. // Get everything ready to render
  68066. this._initialize();
  68067. this._accumulatedCount += this.emitRate * this._timeDelta;
  68068. if (this._accumulatedCount > 1) {
  68069. var intPart = this._accumulatedCount | 0;
  68070. this._accumulatedCount -= intPart;
  68071. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  68072. }
  68073. if (!this._currentActiveCount) {
  68074. return 0;
  68075. }
  68076. // Enable update effect
  68077. this._engine.enableEffect(this._updateEffect);
  68078. this._engine.setState(false);
  68079. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  68080. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  68081. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  68082. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  68083. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  68084. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  68085. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  68086. if (!this._colorGradientsTexture) {
  68087. this._updateEffect.setDirectColor4("color1", this.color1);
  68088. this._updateEffect.setDirectColor4("color2", this.color2);
  68089. }
  68090. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  68091. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  68092. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  68093. this._updateEffect.setVector3("gravity", this.gravity);
  68094. if (this._sizeGradientsTexture) {
  68095. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  68096. }
  68097. if (this._angularSpeedGradientsTexture) {
  68098. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  68099. }
  68100. if (this._velocityGradientsTexture) {
  68101. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  68102. }
  68103. if (this._limitVelocityGradientsTexture) {
  68104. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  68105. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  68106. }
  68107. if (this._dragGradientsTexture) {
  68108. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  68109. }
  68110. if (this.particleEmitterType) {
  68111. this.particleEmitterType.applyToShader(this._updateEffect);
  68112. }
  68113. if (this._isAnimationSheetEnabled) {
  68114. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  68115. }
  68116. if (this.noiseTexture) {
  68117. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  68118. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  68119. }
  68120. var emitterWM;
  68121. if (this.emitter.position) {
  68122. var emitterMesh = this.emitter;
  68123. emitterWM = emitterMesh.getWorldMatrix();
  68124. }
  68125. else {
  68126. var emitterPosition = this.emitter;
  68127. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  68128. }
  68129. this._updateEffect.setMatrix("emitterWM", emitterWM);
  68130. // Bind source VAO
  68131. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  68132. // Update
  68133. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  68134. this._engine.setRasterizerState(false);
  68135. this._engine.beginTransformFeedback(true);
  68136. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  68137. this._engine.endTransformFeedback();
  68138. this._engine.setRasterizerState(true);
  68139. this._engine.bindTransformFeedbackBuffer(null);
  68140. if (!preWarm) {
  68141. // Enable render effect
  68142. this._engine.enableEffect(this._renderEffect);
  68143. var viewMatrix = this._scene.getViewMatrix();
  68144. this._renderEffect.setMatrix("view", viewMatrix);
  68145. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68146. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68147. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68148. if (this._colorGradientsTexture) {
  68149. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68150. }
  68151. else {
  68152. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68153. }
  68154. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68155. var baseSize = this.particleTexture.getBaseSize();
  68156. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68157. }
  68158. if (this._isBillboardBased) {
  68159. var camera = this._scene.activeCamera;
  68160. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68161. }
  68162. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68163. var invView = viewMatrix.clone();
  68164. invView.invert();
  68165. this._renderEffect.setMatrix("invView", invView);
  68166. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68167. }
  68168. // image processing
  68169. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68170. this._imageProcessingConfiguration.bind(this._renderEffect);
  68171. }
  68172. // Draw order
  68173. switch (this.blendMode) {
  68174. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68175. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68176. break;
  68177. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68178. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68179. break;
  68180. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68181. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68182. break;
  68183. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68184. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68185. break;
  68186. }
  68187. if (this.forceDepthWrite) {
  68188. this._engine.setDepthWrite(true);
  68189. }
  68190. // Bind source VAO
  68191. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68192. // Render
  68193. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68194. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68195. }
  68196. // Switch VAOs
  68197. this._targetIndex++;
  68198. if (this._targetIndex === 2) {
  68199. this._targetIndex = 0;
  68200. }
  68201. // Switch buffers
  68202. var tmpBuffer = this._sourceBuffer;
  68203. this._sourceBuffer = this._targetBuffer;
  68204. this._targetBuffer = tmpBuffer;
  68205. return this._currentActiveCount;
  68206. };
  68207. /**
  68208. * Rebuilds the particle system
  68209. */
  68210. GPUParticleSystem.prototype.rebuild = function () {
  68211. this._initialize(true);
  68212. };
  68213. GPUParticleSystem.prototype._releaseBuffers = function () {
  68214. if (this._buffer0) {
  68215. this._buffer0.dispose();
  68216. this._buffer0 = null;
  68217. }
  68218. if (this._buffer1) {
  68219. this._buffer1.dispose();
  68220. this._buffer1 = null;
  68221. }
  68222. if (this._spriteBuffer) {
  68223. this._spriteBuffer.dispose();
  68224. this._spriteBuffer = null;
  68225. }
  68226. };
  68227. GPUParticleSystem.prototype._releaseVAOs = function () {
  68228. if (!this._updateVAO) {
  68229. return;
  68230. }
  68231. for (var index = 0; index < this._updateVAO.length; index++) {
  68232. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68233. }
  68234. this._updateVAO = [];
  68235. for (var index = 0; index < this._renderVAO.length; index++) {
  68236. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68237. }
  68238. this._renderVAO = [];
  68239. };
  68240. /**
  68241. * Disposes the particle system and free the associated resources
  68242. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68243. */
  68244. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68245. if (disposeTexture === void 0) { disposeTexture = true; }
  68246. var index = this._scene.particleSystems.indexOf(this);
  68247. if (index > -1) {
  68248. this._scene.particleSystems.splice(index, 1);
  68249. }
  68250. this._releaseBuffers();
  68251. this._releaseVAOs();
  68252. if (this._colorGradientsTexture) {
  68253. this._colorGradientsTexture.dispose();
  68254. this._colorGradientsTexture = null;
  68255. }
  68256. if (this._sizeGradientsTexture) {
  68257. this._sizeGradientsTexture.dispose();
  68258. this._sizeGradientsTexture = null;
  68259. }
  68260. if (this._angularSpeedGradientsTexture) {
  68261. this._angularSpeedGradientsTexture.dispose();
  68262. this._angularSpeedGradientsTexture = null;
  68263. }
  68264. if (this._velocityGradientsTexture) {
  68265. this._velocityGradientsTexture.dispose();
  68266. this._velocityGradientsTexture = null;
  68267. }
  68268. if (this._limitVelocityGradientsTexture) {
  68269. this._limitVelocityGradientsTexture.dispose();
  68270. this._limitVelocityGradientsTexture = null;
  68271. }
  68272. if (this._dragGradientsTexture) {
  68273. this._dragGradientsTexture.dispose();
  68274. this._dragGradientsTexture = null;
  68275. }
  68276. if (this._randomTexture) {
  68277. this._randomTexture.dispose();
  68278. this._randomTexture = null;
  68279. }
  68280. if (this._randomTexture2) {
  68281. this._randomTexture2.dispose();
  68282. this._randomTexture2 = null;
  68283. }
  68284. if (disposeTexture && this.particleTexture) {
  68285. this.particleTexture.dispose();
  68286. this.particleTexture = null;
  68287. }
  68288. if (disposeTexture && this.noiseTexture) {
  68289. this.noiseTexture.dispose();
  68290. this.noiseTexture = null;
  68291. }
  68292. // Callback
  68293. this.onDisposeObservable.notifyObservers(this);
  68294. this.onDisposeObservable.clear();
  68295. };
  68296. /**
  68297. * Clones the particle system.
  68298. * @param name The name of the cloned object
  68299. * @param newEmitter The new emitter to use
  68300. * @returns the cloned particle system
  68301. */
  68302. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68303. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68304. BABYLON.Tools.DeepCopy(this, result);
  68305. if (newEmitter === undefined) {
  68306. newEmitter = this.emitter;
  68307. }
  68308. result.emitter = newEmitter;
  68309. if (this.particleTexture) {
  68310. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68311. }
  68312. return result;
  68313. };
  68314. /**
  68315. * Serializes the particle system to a JSON object.
  68316. * @returns the JSON object
  68317. */
  68318. GPUParticleSystem.prototype.serialize = function () {
  68319. var serializationObject = {};
  68320. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68321. serializationObject.activeParticleCount = this.activeParticleCount;
  68322. return serializationObject;
  68323. };
  68324. /**
  68325. * Parses a JSON object to create a GPU particle system.
  68326. * @param parsedParticleSystem The JSON object to parse
  68327. * @param scene The scene to create the particle system in
  68328. * @param rootUrl The root url to use to load external dependencies like texture
  68329. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68330. * @returns the parsed GPU particle system
  68331. */
  68332. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68333. if (doNotStart === void 0) { doNotStart = false; }
  68334. var name = parsedParticleSystem.name;
  68335. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68336. if (parsedParticleSystem.activeParticleCount) {
  68337. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68338. }
  68339. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68340. // Auto start
  68341. if (parsedParticleSystem.preventAutoStart) {
  68342. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68343. }
  68344. if (!doNotStart && !particleSystem.preventAutoStart) {
  68345. particleSystem.start();
  68346. }
  68347. return particleSystem;
  68348. };
  68349. return GPUParticleSystem;
  68350. }(BABYLON.BaseParticleSystem));
  68351. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68352. })(BABYLON || (BABYLON = {}));
  68353. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68354. var BABYLON;
  68355. (function (BABYLON) {
  68356. /**
  68357. * Represents one particle of a solid particle system.
  68358. */
  68359. var SolidParticle = /** @class */ (function () {
  68360. /**
  68361. * Creates a Solid Particle object.
  68362. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68363. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68364. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68365. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68366. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68367. * @param shapeId (integer) is the model shape identifier in the SPS.
  68368. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68369. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68370. */
  68371. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68372. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68373. /**
  68374. * particle global index
  68375. */
  68376. this.idx = 0;
  68377. /**
  68378. * The color of the particle
  68379. */
  68380. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68381. /**
  68382. * The world space position of the particle.
  68383. */
  68384. this.position = BABYLON.Vector3.Zero();
  68385. /**
  68386. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68387. */
  68388. this.rotation = BABYLON.Vector3.Zero();
  68389. /**
  68390. * The scaling of the particle.
  68391. */
  68392. this.scaling = BABYLON.Vector3.One();
  68393. /**
  68394. * The uvs of the particle.
  68395. */
  68396. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68397. /**
  68398. * The current speed of the particle.
  68399. */
  68400. this.velocity = BABYLON.Vector3.Zero();
  68401. /**
  68402. * The pivot point in the particle local space.
  68403. */
  68404. this.pivot = BABYLON.Vector3.Zero();
  68405. /**
  68406. * Must the particle be translated from its pivot point in its local space ?
  68407. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68408. * Default : false
  68409. */
  68410. this.translateFromPivot = false;
  68411. /**
  68412. * Is the particle active or not ?
  68413. */
  68414. this.alive = true;
  68415. /**
  68416. * Is the particle visible or not ?
  68417. */
  68418. this.isVisible = true;
  68419. /**
  68420. * Index of this particle in the global "positions" array (Internal use)
  68421. * @hidden
  68422. */
  68423. this._pos = 0;
  68424. /**
  68425. * @hidden Index of this particle in the global "indices" array (Internal use)
  68426. */
  68427. this._ind = 0;
  68428. /**
  68429. * ModelShape id of this particle
  68430. */
  68431. this.shapeId = 0;
  68432. /**
  68433. * Index of the particle in its shape id (Internal use)
  68434. */
  68435. this.idxInShape = 0;
  68436. /**
  68437. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68438. */
  68439. this._stillInvisible = false;
  68440. /**
  68441. * @hidden Last computed particle rotation matrix
  68442. */
  68443. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68444. /**
  68445. * Parent particle Id, if any.
  68446. * Default null.
  68447. */
  68448. this.parentId = null;
  68449. /**
  68450. * @hidden Internal global position in the SPS.
  68451. */
  68452. this._globalPosition = BABYLON.Vector3.Zero();
  68453. this.idx = particleIndex;
  68454. this._pos = positionIndex;
  68455. this._ind = indiceIndex;
  68456. this._model = model;
  68457. this.shapeId = shapeId;
  68458. this.idxInShape = idxInShape;
  68459. this._sps = sps;
  68460. if (modelBoundingInfo) {
  68461. this._modelBoundingInfo = modelBoundingInfo;
  68462. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68463. }
  68464. }
  68465. Object.defineProperty(SolidParticle.prototype, "scale", {
  68466. /**
  68467. * Legacy support, changed scale to scaling
  68468. */
  68469. get: function () {
  68470. return this.scaling;
  68471. },
  68472. /**
  68473. * Legacy support, changed scale to scaling
  68474. */
  68475. set: function (scale) {
  68476. this.scaling = scale;
  68477. },
  68478. enumerable: true,
  68479. configurable: true
  68480. });
  68481. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68482. /**
  68483. * Legacy support, changed quaternion to rotationQuaternion
  68484. */
  68485. get: function () {
  68486. return this.rotationQuaternion;
  68487. },
  68488. /**
  68489. * Legacy support, changed quaternion to rotationQuaternion
  68490. */
  68491. set: function (q) {
  68492. this.rotationQuaternion = q;
  68493. },
  68494. enumerable: true,
  68495. configurable: true
  68496. });
  68497. /**
  68498. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68499. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68500. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68501. * @returns true if it intersects
  68502. */
  68503. SolidParticle.prototype.intersectsMesh = function (target) {
  68504. if (!this._boundingInfo || !target._boundingInfo) {
  68505. return false;
  68506. }
  68507. if (this._sps._bSphereOnly) {
  68508. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68509. }
  68510. return this._boundingInfo.intersects(target._boundingInfo, false);
  68511. };
  68512. /**
  68513. * get the rotation matrix of the particle
  68514. * @hidden
  68515. */
  68516. SolidParticle.prototype.getRotationMatrix = function (m) {
  68517. var quaternion;
  68518. if (this.rotationQuaternion) {
  68519. quaternion = this.rotationQuaternion;
  68520. }
  68521. else {
  68522. quaternion = BABYLON.Tmp.Quaternion[0];
  68523. var rotation = this.rotation;
  68524. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68525. }
  68526. quaternion.toRotationMatrix(m);
  68527. };
  68528. return SolidParticle;
  68529. }());
  68530. BABYLON.SolidParticle = SolidParticle;
  68531. /**
  68532. * Represents the shape of the model used by one particle of a solid particle system.
  68533. * SPS internal tool, don't use it manually.
  68534. */
  68535. var ModelShape = /** @class */ (function () {
  68536. /**
  68537. * 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.
  68538. * SPS internal tool, don't use it manually.
  68539. * @hidden
  68540. */
  68541. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68542. /**
  68543. * length of the shape in the model indices array (internal use)
  68544. * @hidden
  68545. */
  68546. this._indicesLength = 0;
  68547. this.shapeID = id;
  68548. this._shape = shape;
  68549. this._indicesLength = indicesLength;
  68550. this._shapeUV = shapeUV;
  68551. this._positionFunction = posFunction;
  68552. this._vertexFunction = vtxFunction;
  68553. }
  68554. return ModelShape;
  68555. }());
  68556. BABYLON.ModelShape = ModelShape;
  68557. /**
  68558. * Represents a Depth Sorted Particle in the solid particle system.
  68559. */
  68560. var DepthSortedParticle = /** @class */ (function () {
  68561. function DepthSortedParticle() {
  68562. /**
  68563. * Index of the particle in the "indices" array
  68564. */
  68565. this.ind = 0;
  68566. /**
  68567. * Length of the particle shape in the "indices" array
  68568. */
  68569. this.indicesLength = 0;
  68570. /**
  68571. * Squared distance from the particle to the camera
  68572. */
  68573. this.sqDistance = 0.0;
  68574. }
  68575. return DepthSortedParticle;
  68576. }());
  68577. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68578. })(BABYLON || (BABYLON = {}));
  68579. //# sourceMappingURL=babylon.solidParticle.js.map
  68580. var BABYLON;
  68581. (function (BABYLON) {
  68582. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68583. /**
  68584. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68585. *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.
  68586. * The SPS is also a particle system. It provides some methods to manage the particles.
  68587. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68588. *
  68589. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68590. */
  68591. var SolidParticleSystem = /** @class */ (function () {
  68592. /**
  68593. * Creates a SPS (Solid Particle System) object.
  68594. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68595. * @param scene (Scene) is the scene in which the SPS is added.
  68596. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68597. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68598. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68599. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68600. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68601. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68602. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68603. */
  68604. function SolidParticleSystem(name, scene, options) {
  68605. /**
  68606. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68607. * Example : var p = SPS.particles[i];
  68608. */
  68609. this.particles = new Array();
  68610. /**
  68611. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68612. */
  68613. this.nbParticles = 0;
  68614. /**
  68615. * If the particles must ever face the camera (default false). Useful for planar particles.
  68616. */
  68617. this.billboard = false;
  68618. /**
  68619. * Recompute normals when adding a shape
  68620. */
  68621. this.recomputeNormals = true;
  68622. /**
  68623. * This a counter ofr your own usage. It's not set by any SPS functions.
  68624. */
  68625. this.counter = 0;
  68626. /**
  68627. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68628. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68629. */
  68630. this.vars = {};
  68631. /**
  68632. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68633. * @hidden
  68634. */
  68635. this._bSphereOnly = false;
  68636. /**
  68637. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68638. * @hidden
  68639. */
  68640. this._bSphereRadiusFactor = 1.0;
  68641. this._positions = new Array();
  68642. this._indices = new Array();
  68643. this._normals = new Array();
  68644. this._colors = new Array();
  68645. this._uvs = new Array();
  68646. this._index = 0; // indices index
  68647. this._updatable = true;
  68648. this._pickable = false;
  68649. this._isVisibilityBoxLocked = false;
  68650. this._alwaysVisible = false;
  68651. this._depthSort = false;
  68652. this._shapeCounter = 0;
  68653. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68654. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68655. this._computeParticleColor = true;
  68656. this._computeParticleTexture = true;
  68657. this._computeParticleRotation = true;
  68658. this._computeParticleVertex = false;
  68659. this._computeBoundingBox = false;
  68660. this._depthSortParticles = true;
  68661. this._mustUnrotateFixedNormals = false;
  68662. this._particlesIntersect = false;
  68663. this._needs32Bits = false;
  68664. this.name = name;
  68665. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68666. this._camera = scene.activeCamera;
  68667. this._pickable = options ? options.isPickable : false;
  68668. this._depthSort = options ? options.enableDepthSort : false;
  68669. this._particlesIntersect = options ? options.particleIntersection : false;
  68670. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68671. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68672. if (options && options.updatable !== undefined) {
  68673. this._updatable = options.updatable;
  68674. }
  68675. else {
  68676. this._updatable = true;
  68677. }
  68678. if (this._pickable) {
  68679. this.pickedParticles = [];
  68680. }
  68681. if (this._depthSort) {
  68682. this.depthSortedParticles = [];
  68683. }
  68684. }
  68685. /**
  68686. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68687. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68688. * @returns the created mesh
  68689. */
  68690. SolidParticleSystem.prototype.buildMesh = function () {
  68691. if (this.nbParticles === 0) {
  68692. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68693. this.addShape(triangle, 1);
  68694. triangle.dispose();
  68695. }
  68696. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68697. this._positions32 = new Float32Array(this._positions);
  68698. this._uvs32 = new Float32Array(this._uvs);
  68699. this._colors32 = new Float32Array(this._colors);
  68700. if (this.recomputeNormals) {
  68701. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68702. }
  68703. this._normals32 = new Float32Array(this._normals);
  68704. this._fixedNormal32 = new Float32Array(this._normals);
  68705. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68706. this._unrotateFixedNormals();
  68707. }
  68708. var vertexData = new BABYLON.VertexData();
  68709. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68710. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68711. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68712. if (this._uvs32.length > 0) {
  68713. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68714. }
  68715. if (this._colors32.length > 0) {
  68716. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68717. }
  68718. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68719. vertexData.applyToMesh(mesh, this._updatable);
  68720. this.mesh = mesh;
  68721. this.mesh.isPickable = this._pickable;
  68722. // free memory
  68723. if (!this._depthSort) {
  68724. this._indices = null;
  68725. }
  68726. this._positions = null;
  68727. this._normals = null;
  68728. this._uvs = null;
  68729. this._colors = null;
  68730. if (!this._updatable) {
  68731. this.particles.length = 0;
  68732. }
  68733. return mesh;
  68734. };
  68735. /**
  68736. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68737. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68738. * Thus the particles generated from `digest()` have their property `position` set yet.
  68739. * @param mesh ( Mesh ) is the mesh to be digested
  68740. * @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
  68741. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68742. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68743. * @returns the current SPS
  68744. */
  68745. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68746. var size = (options && options.facetNb) || 1;
  68747. var number = (options && options.number) || 0;
  68748. var delta = (options && options.delta) || 0;
  68749. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68750. var meshInd = mesh.getIndices();
  68751. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68752. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68753. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68754. var f = 0; // facet counter
  68755. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68756. // compute size from number
  68757. if (number) {
  68758. number = (number > totalFacets) ? totalFacets : number;
  68759. size = Math.round(totalFacets / number);
  68760. delta = 0;
  68761. }
  68762. else {
  68763. size = (size > totalFacets) ? totalFacets : size;
  68764. }
  68765. var facetPos = []; // submesh positions
  68766. var facetInd = []; // submesh indices
  68767. var facetUV = []; // submesh UV
  68768. var facetCol = []; // submesh colors
  68769. var barycenter = BABYLON.Vector3.Zero();
  68770. var sizeO = size;
  68771. while (f < totalFacets) {
  68772. size = sizeO + Math.floor((1 + delta) * Math.random());
  68773. if (f > totalFacets - size) {
  68774. size = totalFacets - f;
  68775. }
  68776. // reset temp arrays
  68777. facetPos.length = 0;
  68778. facetInd.length = 0;
  68779. facetUV.length = 0;
  68780. facetCol.length = 0;
  68781. // iterate over "size" facets
  68782. var fi = 0;
  68783. for (var j = f * 3; j < (f + size) * 3; j++) {
  68784. facetInd.push(fi);
  68785. var i = meshInd[j];
  68786. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68787. if (meshUV) {
  68788. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68789. }
  68790. if (meshCol) {
  68791. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68792. }
  68793. fi++;
  68794. }
  68795. // create a model shape for each single particle
  68796. var idx = this.nbParticles;
  68797. var shape = this._posToShape(facetPos);
  68798. var shapeUV = this._uvsToShapeUV(facetUV);
  68799. // compute the barycenter of the shape
  68800. var v;
  68801. for (v = 0; v < shape.length; v++) {
  68802. barycenter.addInPlace(shape[v]);
  68803. }
  68804. barycenter.scaleInPlace(1 / shape.length);
  68805. // shift the shape from its barycenter to the origin
  68806. for (v = 0; v < shape.length; v++) {
  68807. shape[v].subtractInPlace(barycenter);
  68808. }
  68809. var bInfo;
  68810. if (this._particlesIntersect) {
  68811. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68812. }
  68813. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68814. // add the particle in the SPS
  68815. var currentPos = this._positions.length;
  68816. var currentInd = this._indices.length;
  68817. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68818. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68819. // initialize the particle position
  68820. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68821. this._index += shape.length;
  68822. idx++;
  68823. this.nbParticles++;
  68824. this._shapeCounter++;
  68825. f += size;
  68826. }
  68827. return this;
  68828. };
  68829. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68830. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68831. var index = 0;
  68832. var idx = 0;
  68833. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68834. var quaternion = BABYLON.Tmp.Quaternion[0];
  68835. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68836. for (var p = 0; p < this.particles.length; p++) {
  68837. var particle = this.particles[p];
  68838. var shape = particle._model._shape;
  68839. // computing the inverse of the rotation matrix from the quaternion
  68840. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68841. if (particle.rotationQuaternion) {
  68842. particle.rotationQuaternion.conjugateToRef(quaternion);
  68843. }
  68844. else {
  68845. var rotation = particle.rotation;
  68846. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68847. quaternion.conjugateInPlace();
  68848. }
  68849. quaternion.toRotationMatrix(invertedRotMatrix);
  68850. for (var pt = 0; pt < shape.length; pt++) {
  68851. idx = index + pt * 3;
  68852. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68853. tmpNormal.toArray(this._fixedNormal32, idx);
  68854. }
  68855. index = idx + 3;
  68856. }
  68857. };
  68858. //reset copy
  68859. SolidParticleSystem.prototype._resetCopy = function () {
  68860. var copy = this._copy;
  68861. copy.position.setAll(0);
  68862. copy.rotation.setAll(0);
  68863. copy.rotationQuaternion = null;
  68864. copy.scaling.setAll(1);
  68865. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68866. copy.color = null;
  68867. copy.translateFromPivot = false;
  68868. };
  68869. // _meshBuilder : inserts the shape model in the global SPS mesh
  68870. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68871. var i;
  68872. var u = 0;
  68873. var c = 0;
  68874. var n = 0;
  68875. this._resetCopy();
  68876. var copy = this._copy;
  68877. if (options && options.positionFunction) { // call to custom positionFunction
  68878. options.positionFunction(copy, idx, idxInShape);
  68879. this._mustUnrotateFixedNormals = true;
  68880. }
  68881. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68882. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68883. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68884. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68885. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68886. copy.getRotationMatrix(rotMatrix);
  68887. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68888. if (copy.translateFromPivot) {
  68889. pivotBackTranslation.setAll(0.0);
  68890. }
  68891. else {
  68892. pivotBackTranslation.copyFrom(scaledPivot);
  68893. }
  68894. for (i = 0; i < shape.length; i++) {
  68895. tmpVertex.copyFrom(shape[i]);
  68896. if (options && options.vertexFunction) {
  68897. options.vertexFunction(copy, tmpVertex, i);
  68898. }
  68899. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68900. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68901. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68902. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68903. if (meshUV) {
  68904. var copyUvs = copy.uvs;
  68905. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68906. u += 2;
  68907. }
  68908. if (copy.color) {
  68909. this._color = copy.color;
  68910. }
  68911. else {
  68912. var color = this._color;
  68913. if (meshCol && meshCol[c] !== undefined) {
  68914. color.r = meshCol[c];
  68915. color.g = meshCol[c + 1];
  68916. color.b = meshCol[c + 2];
  68917. color.a = meshCol[c + 3];
  68918. }
  68919. else {
  68920. color.r = 1.0;
  68921. color.g = 1.0;
  68922. color.b = 1.0;
  68923. color.a = 1.0;
  68924. }
  68925. }
  68926. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68927. c += 4;
  68928. if (!this.recomputeNormals && meshNor) {
  68929. tmpVertex.x = meshNor[n];
  68930. tmpVertex.y = meshNor[n + 1];
  68931. tmpVertex.z = meshNor[n + 2];
  68932. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68933. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68934. n += 3;
  68935. }
  68936. }
  68937. for (i = 0; i < meshInd.length; i++) {
  68938. var current_ind = p + meshInd[i];
  68939. indices.push(current_ind);
  68940. if (current_ind > 65535) {
  68941. this._needs32Bits = true;
  68942. }
  68943. }
  68944. if (this._pickable) {
  68945. var nbfaces = meshInd.length / 3;
  68946. for (i = 0; i < nbfaces; i++) {
  68947. this.pickedParticles.push({ idx: idx, faceId: i });
  68948. }
  68949. }
  68950. if (this._depthSort) {
  68951. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68952. }
  68953. return copy;
  68954. };
  68955. // returns a shape array from positions array
  68956. SolidParticleSystem.prototype._posToShape = function (positions) {
  68957. var shape = [];
  68958. for (var i = 0; i < positions.length; i += 3) {
  68959. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68960. }
  68961. return shape;
  68962. };
  68963. // returns a shapeUV array from a Vector4 uvs
  68964. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  68965. var shapeUV = [];
  68966. if (uvs) {
  68967. for (var i = 0; i < uvs.length; i++) {
  68968. shapeUV.push(uvs[i]);
  68969. }
  68970. }
  68971. return shapeUV;
  68972. };
  68973. // adds a new particle object in the particles array
  68974. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  68975. if (bInfo === void 0) { bInfo = null; }
  68976. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  68977. this.particles.push(sp);
  68978. return sp;
  68979. };
  68980. /**
  68981. * Adds some particles to the SPS from the model shape. Returns the shape id.
  68982. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  68983. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  68984. * @param nb (positive integer) the number of particles to be created from this model
  68985. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  68986. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  68987. * @returns the number of shapes in the system
  68988. */
  68989. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  68990. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68991. var meshInd = mesh.getIndices();
  68992. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68993. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68994. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68995. var bbInfo;
  68996. if (this._particlesIntersect) {
  68997. bbInfo = mesh.getBoundingInfo();
  68998. }
  68999. var shape = this._posToShape(meshPos);
  69000. var shapeUV = this._uvsToShapeUV(meshUV);
  69001. var posfunc = options ? options.positionFunction : null;
  69002. var vtxfunc = options ? options.vertexFunction : null;
  69003. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  69004. // particles
  69005. var sp;
  69006. var currentCopy;
  69007. var idx = this.nbParticles;
  69008. for (var i = 0; i < nb; i++) {
  69009. var currentPos = this._positions.length;
  69010. var currentInd = this._indices.length;
  69011. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  69012. if (this._updatable) {
  69013. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  69014. sp.position.copyFrom(currentCopy.position);
  69015. sp.rotation.copyFrom(currentCopy.rotation);
  69016. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  69017. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  69018. }
  69019. if (currentCopy.color && sp.color) {
  69020. sp.color.copyFrom(currentCopy.color);
  69021. }
  69022. sp.scaling.copyFrom(currentCopy.scaling);
  69023. sp.uvs.copyFrom(currentCopy.uvs);
  69024. }
  69025. this._index += shape.length;
  69026. idx++;
  69027. }
  69028. this.nbParticles += nb;
  69029. this._shapeCounter++;
  69030. return this._shapeCounter - 1;
  69031. };
  69032. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  69033. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  69034. this._resetCopy();
  69035. var copy = this._copy;
  69036. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  69037. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  69038. }
  69039. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69040. var tmpVertex = BABYLON.Tmp.Vector3[0];
  69041. var tmpRotated = BABYLON.Tmp.Vector3[1];
  69042. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  69043. var scaledPivot = BABYLON.Tmp.Vector3[3];
  69044. copy.getRotationMatrix(rotMatrix);
  69045. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  69046. if (copy.translateFromPivot) {
  69047. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  69048. }
  69049. else {
  69050. pivotBackTranslation.copyFrom(scaledPivot);
  69051. }
  69052. var shape = particle._model._shape;
  69053. for (var pt = 0; pt < shape.length; pt++) {
  69054. tmpVertex.copyFrom(shape[pt]);
  69055. if (particle._model._vertexFunction) {
  69056. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  69057. }
  69058. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  69059. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  69060. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  69061. }
  69062. particle.position.setAll(0.0);
  69063. particle.rotation.setAll(0.0);
  69064. particle.rotationQuaternion = null;
  69065. particle.scaling.setAll(1.0);
  69066. particle.uvs.setAll(0.0);
  69067. particle.pivot.setAll(0.0);
  69068. particle.translateFromPivot = false;
  69069. particle.parentId = null;
  69070. };
  69071. /**
  69072. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  69073. * @returns the SPS.
  69074. */
  69075. SolidParticleSystem.prototype.rebuildMesh = function () {
  69076. for (var p = 0; p < this.particles.length; p++) {
  69077. this._rebuildParticle(this.particles[p]);
  69078. }
  69079. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  69080. return this;
  69081. };
  69082. /**
  69083. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  69084. * This method calls `updateParticle()` for each particle of the SPS.
  69085. * For an animated SPS, it is usually called within the render loop.
  69086. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  69087. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  69088. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  69089. * @returns the SPS.
  69090. */
  69091. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  69092. if (start === void 0) { start = 0; }
  69093. if (end === void 0) { end = this.nbParticles - 1; }
  69094. if (update === void 0) { update = true; }
  69095. if (!this._updatable) {
  69096. return this;
  69097. }
  69098. // custom beforeUpdate
  69099. this.beforeUpdateParticles(start, end, update);
  69100. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69101. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  69102. var mesh = this.mesh;
  69103. var colors32 = this._colors32;
  69104. var positions32 = this._positions32;
  69105. var normals32 = this._normals32;
  69106. var uvs32 = this._uvs32;
  69107. var indices32 = this._indices32;
  69108. var indices = this._indices;
  69109. var fixedNormal32 = this._fixedNormal32;
  69110. var tempVectors = BABYLON.Tmp.Vector3;
  69111. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  69112. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  69113. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  69114. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  69115. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  69116. var camInvertedPosition = tempVectors[10].setAll(0);
  69117. // cases when the World Matrix is to be computed first
  69118. if (this.billboard || this._depthSort) {
  69119. this.mesh.computeWorldMatrix(true);
  69120. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  69121. }
  69122. // if the particles will always face the camera
  69123. if (this.billboard) {
  69124. // compute the camera position and un-rotate it by the current mesh rotation
  69125. var tmpVertex = tempVectors[0];
  69126. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  69127. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  69128. camAxisZ.normalize();
  69129. // same for camera up vector extracted from the cam view matrix
  69130. var view = this._camera.getViewMatrix(true);
  69131. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  69132. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  69133. camAxisY.normalize();
  69134. camAxisX.normalize();
  69135. }
  69136. // if depthSort, compute the camera global position in the mesh local system
  69137. if (this._depthSort) {
  69138. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  69139. }
  69140. BABYLON.Matrix.IdentityToRef(rotMatrix);
  69141. var idx = 0; // current position index in the global array positions32
  69142. var index = 0; // position start index in the global array positions32 of the current particle
  69143. var colidx = 0; // current color index in the global array colors32
  69144. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  69145. var uvidx = 0; // current uv index in the global array uvs32
  69146. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69147. var pt = 0; // current index in the particle model shape
  69148. if (this.mesh.isFacetDataEnabled) {
  69149. this._computeBoundingBox = true;
  69150. }
  69151. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69152. if (this._computeBoundingBox) {
  69153. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69154. var boundingInfo = this.mesh._boundingInfo;
  69155. if (boundingInfo) {
  69156. minimum.copyFrom(boundingInfo.minimum);
  69157. maximum.copyFrom(boundingInfo.maximum);
  69158. }
  69159. }
  69160. }
  69161. // particle loop
  69162. index = this.particles[start]._pos;
  69163. var vpos = (index / 3) | 0;
  69164. colorIndex = vpos * 4;
  69165. uvIndex = vpos * 2;
  69166. for (var p = start; p <= end; p++) {
  69167. var particle = this.particles[p];
  69168. // call to custom user function to update the particle properties
  69169. this.updateParticle(particle);
  69170. var shape = particle._model._shape;
  69171. var shapeUV = particle._model._shapeUV;
  69172. var particleRotationMatrix = particle._rotationMatrix;
  69173. var particlePosition = particle.position;
  69174. var particleRotation = particle.rotation;
  69175. var particleScaling = particle.scaling;
  69176. var particleGlobalPosition = particle._globalPosition;
  69177. // camera-particle distance for depth sorting
  69178. if (this._depthSort && this._depthSortParticles) {
  69179. var dsp = this.depthSortedParticles[p];
  69180. dsp.ind = particle._ind;
  69181. dsp.indicesLength = particle._model._indicesLength;
  69182. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69183. }
  69184. // skip the computations for inactive or already invisible particles
  69185. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69186. // increment indexes for the next particle
  69187. pt = shape.length;
  69188. index += pt * 3;
  69189. colorIndex += pt * 4;
  69190. uvIndex += pt * 2;
  69191. continue;
  69192. }
  69193. if (particle.isVisible) {
  69194. particle._stillInvisible = false; // un-mark permanent invisibility
  69195. var scaledPivot = tempVectors[12];
  69196. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69197. // particle rotation matrix
  69198. if (this.billboard) {
  69199. particleRotation.x = 0.0;
  69200. particleRotation.y = 0.0;
  69201. }
  69202. if (this._computeParticleRotation || this.billboard) {
  69203. particle.getRotationMatrix(rotMatrix);
  69204. }
  69205. var particleHasParent = (particle.parentId !== null);
  69206. if (particleHasParent) {
  69207. var parent_1 = this.particles[particle.parentId];
  69208. var parentRotationMatrix = parent_1._rotationMatrix;
  69209. var parentGlobalPosition = parent_1._globalPosition;
  69210. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69211. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69212. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69213. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69214. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69215. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69216. if (this._computeParticleRotation || this.billboard) {
  69217. var rotMatrixValues = rotMatrix.m;
  69218. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69219. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69220. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69221. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69222. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69223. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69224. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69225. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69226. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69227. }
  69228. }
  69229. else {
  69230. particleGlobalPosition.x = particlePosition.x;
  69231. particleGlobalPosition.y = particlePosition.y;
  69232. particleGlobalPosition.z = particlePosition.z;
  69233. if (this._computeParticleRotation || this.billboard) {
  69234. var rotMatrixValues = rotMatrix.m;
  69235. particleRotationMatrix[0] = rotMatrixValues[0];
  69236. particleRotationMatrix[1] = rotMatrixValues[1];
  69237. particleRotationMatrix[2] = rotMatrixValues[2];
  69238. particleRotationMatrix[3] = rotMatrixValues[4];
  69239. particleRotationMatrix[4] = rotMatrixValues[5];
  69240. particleRotationMatrix[5] = rotMatrixValues[6];
  69241. particleRotationMatrix[6] = rotMatrixValues[8];
  69242. particleRotationMatrix[7] = rotMatrixValues[9];
  69243. particleRotationMatrix[8] = rotMatrixValues[10];
  69244. }
  69245. }
  69246. var pivotBackTranslation = tempVectors[11];
  69247. if (particle.translateFromPivot) {
  69248. pivotBackTranslation.setAll(0.0);
  69249. }
  69250. else {
  69251. pivotBackTranslation.copyFrom(scaledPivot);
  69252. }
  69253. // particle vertex loop
  69254. for (pt = 0; pt < shape.length; pt++) {
  69255. idx = index + pt * 3;
  69256. colidx = colorIndex + pt * 4;
  69257. uvidx = uvIndex + pt * 2;
  69258. var tmpVertex = tempVectors[0];
  69259. tmpVertex.copyFrom(shape[pt]);
  69260. if (this._computeParticleVertex) {
  69261. this.updateParticleVertex(particle, tmpVertex, pt);
  69262. }
  69263. // positions
  69264. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69265. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69266. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69267. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69268. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69269. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69270. rotatedX += pivotBackTranslation.x;
  69271. rotatedY += pivotBackTranslation.y;
  69272. rotatedZ += pivotBackTranslation.z;
  69273. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69274. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69275. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69276. if (this._computeBoundingBox) {
  69277. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69278. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69279. }
  69280. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69281. if (!this._computeParticleVertex) {
  69282. var normalx = fixedNormal32[idx];
  69283. var normaly = fixedNormal32[idx + 1];
  69284. var normalz = fixedNormal32[idx + 2];
  69285. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69286. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69287. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69288. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69289. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69290. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69291. }
  69292. if (this._computeParticleColor && particle.color) {
  69293. var color = particle.color;
  69294. var colors32_1 = this._colors32;
  69295. colors32_1[colidx] = color.r;
  69296. colors32_1[colidx + 1] = color.g;
  69297. colors32_1[colidx + 2] = color.b;
  69298. colors32_1[colidx + 3] = color.a;
  69299. }
  69300. if (this._computeParticleTexture) {
  69301. var uvs = particle.uvs;
  69302. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69303. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69304. }
  69305. }
  69306. }
  69307. // particle just set invisible : scaled to zero and positioned at the origin
  69308. else {
  69309. particle._stillInvisible = true; // mark the particle as invisible
  69310. for (pt = 0; pt < shape.length; pt++) {
  69311. idx = index + pt * 3;
  69312. colidx = colorIndex + pt * 4;
  69313. uvidx = uvIndex + pt * 2;
  69314. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69315. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69316. if (this._computeParticleColor && particle.color) {
  69317. var color = particle.color;
  69318. colors32[colidx] = color.r;
  69319. colors32[colidx + 1] = color.g;
  69320. colors32[colidx + 2] = color.b;
  69321. colors32[colidx + 3] = color.a;
  69322. }
  69323. if (this._computeParticleTexture) {
  69324. var uvs = particle.uvs;
  69325. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69326. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69327. }
  69328. }
  69329. }
  69330. // if the particle intersections must be computed : update the bbInfo
  69331. if (this._particlesIntersect) {
  69332. var bInfo = particle._boundingInfo;
  69333. var bBox = bInfo.boundingBox;
  69334. var bSphere = bInfo.boundingSphere;
  69335. var modelBoundingInfo = particle._modelBoundingInfo;
  69336. if (!this._bSphereOnly) {
  69337. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69338. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69339. var tempMin = tempVectors[1];
  69340. var tempMax = tempVectors[2];
  69341. tempMin.setAll(Number.MAX_VALUE);
  69342. tempMax.setAll(-Number.MAX_VALUE);
  69343. for (var b = 0; b < 8; b++) {
  69344. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69345. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69346. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69347. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69348. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69349. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69350. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69351. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69352. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69353. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69354. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69355. }
  69356. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69357. }
  69358. // place and scale the particle bouding sphere in the SPS local system, then update it
  69359. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69360. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69361. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);
  69362. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69363. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69364. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69365. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69366. }
  69367. // increment indexes for the next particle
  69368. index = idx + 3;
  69369. colorIndex = colidx + 4;
  69370. uvIndex = uvidx + 2;
  69371. }
  69372. // if the VBO must be updated
  69373. if (update) {
  69374. if (this._computeParticleColor) {
  69375. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69376. }
  69377. if (this._computeParticleTexture) {
  69378. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69379. }
  69380. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69381. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69382. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69383. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69384. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69385. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69386. for (var i = 0; i < normals32.length; i++) {
  69387. fixedNormal32[i] = normals32[i];
  69388. }
  69389. }
  69390. if (!mesh.areNormalsFrozen) {
  69391. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69392. }
  69393. }
  69394. if (this._depthSort && this._depthSortParticles) {
  69395. var depthSortedParticles = this.depthSortedParticles;
  69396. depthSortedParticles.sort(depthSortFunction);
  69397. var dspl = depthSortedParticles.length;
  69398. var sid = 0;
  69399. for (var sorted = 0; sorted < dspl; sorted++) {
  69400. var lind = depthSortedParticles[sorted].indicesLength;
  69401. var sind = depthSortedParticles[sorted].ind;
  69402. for (var i = 0; i < lind; i++) {
  69403. indices32[sid] = indices[sind + i];
  69404. sid++;
  69405. }
  69406. }
  69407. mesh.updateIndices(indices32);
  69408. }
  69409. }
  69410. if (this._computeBoundingBox) {
  69411. if (mesh._boundingInfo) {
  69412. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69413. }
  69414. else {
  69415. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69416. }
  69417. }
  69418. this.afterUpdateParticles(start, end, update);
  69419. return this;
  69420. };
  69421. /**
  69422. * Disposes the SPS.
  69423. */
  69424. SolidParticleSystem.prototype.dispose = function () {
  69425. this.mesh.dispose();
  69426. this.vars = null;
  69427. // drop references to internal big arrays for the GC
  69428. this._positions = null;
  69429. this._indices = null;
  69430. this._normals = null;
  69431. this._uvs = null;
  69432. this._colors = null;
  69433. this._indices32 = null;
  69434. this._positions32 = null;
  69435. this._normals32 = null;
  69436. this._fixedNormal32 = null;
  69437. this._uvs32 = null;
  69438. this._colors32 = null;
  69439. this.pickedParticles = null;
  69440. };
  69441. /**
  69442. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69443. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69444. * @returns the SPS.
  69445. */
  69446. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69447. if (!this._isVisibilityBoxLocked) {
  69448. this.mesh.refreshBoundingInfo();
  69449. }
  69450. return this;
  69451. };
  69452. /**
  69453. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69454. * @param size the size (float) of the visibility box
  69455. * note : this doesn't lock the SPS mesh bounding box.
  69456. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69457. */
  69458. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69459. var vis = size / 2;
  69460. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69461. };
  69462. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69463. /**
  69464. * Gets whether the SPS as always visible or not
  69465. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69466. */
  69467. get: function () {
  69468. return this._alwaysVisible;
  69469. },
  69470. /**
  69471. * Sets the SPS as always visible or not
  69472. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69473. */
  69474. set: function (val) {
  69475. this._alwaysVisible = val;
  69476. this.mesh.alwaysSelectAsActiveMesh = val;
  69477. },
  69478. enumerable: true,
  69479. configurable: true
  69480. });
  69481. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69482. /**
  69483. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69484. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69485. */
  69486. get: function () {
  69487. return this._isVisibilityBoxLocked;
  69488. },
  69489. /**
  69490. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69491. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69492. */
  69493. set: function (val) {
  69494. this._isVisibilityBoxLocked = val;
  69495. var boundingInfo = this.mesh.getBoundingInfo();
  69496. boundingInfo.isLocked = val;
  69497. },
  69498. enumerable: true,
  69499. configurable: true
  69500. });
  69501. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69502. /**
  69503. * Gets if `setParticles()` computes the particle rotations or not.
  69504. * Default value : true. The SPS is faster when it's set to false.
  69505. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69506. */
  69507. get: function () {
  69508. return this._computeParticleRotation;
  69509. },
  69510. /**
  69511. * Tells to `setParticles()` to compute the particle rotations or not.
  69512. * Default value : true. The SPS is faster when it's set to false.
  69513. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69514. */
  69515. set: function (val) {
  69516. this._computeParticleRotation = val;
  69517. },
  69518. enumerable: true,
  69519. configurable: true
  69520. });
  69521. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69522. /**
  69523. * Gets if `setParticles()` computes the particle colors or not.
  69524. * Default value : true. The SPS is faster when it's set to false.
  69525. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69526. */
  69527. get: function () {
  69528. return this._computeParticleColor;
  69529. },
  69530. /**
  69531. * Tells to `setParticles()` to compute the particle colors or not.
  69532. * Default value : true. The SPS is faster when it's set to false.
  69533. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69534. */
  69535. set: function (val) {
  69536. this._computeParticleColor = val;
  69537. },
  69538. enumerable: true,
  69539. configurable: true
  69540. });
  69541. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69542. /**
  69543. * Gets if `setParticles()` computes the particle textures or not.
  69544. * Default value : true. The SPS is faster when it's set to false.
  69545. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69546. */
  69547. get: function () {
  69548. return this._computeParticleTexture;
  69549. },
  69550. set: function (val) {
  69551. this._computeParticleTexture = val;
  69552. },
  69553. enumerable: true,
  69554. configurable: true
  69555. });
  69556. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69557. /**
  69558. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69559. * Default value : false. The SPS is faster when it's set to false.
  69560. * Note : the particle custom vertex positions aren't stored values.
  69561. */
  69562. get: function () {
  69563. return this._computeParticleVertex;
  69564. },
  69565. /**
  69566. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69567. * Default value : false. The SPS is faster when it's set to false.
  69568. * Note : the particle custom vertex positions aren't stored values.
  69569. */
  69570. set: function (val) {
  69571. this._computeParticleVertex = val;
  69572. },
  69573. enumerable: true,
  69574. configurable: true
  69575. });
  69576. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69577. /**
  69578. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69579. */
  69580. get: function () {
  69581. return this._computeBoundingBox;
  69582. },
  69583. /**
  69584. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69585. */
  69586. set: function (val) {
  69587. this._computeBoundingBox = val;
  69588. },
  69589. enumerable: true,
  69590. configurable: true
  69591. });
  69592. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69593. /**
  69594. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69595. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69596. * Default : `true`
  69597. */
  69598. get: function () {
  69599. return this._depthSortParticles;
  69600. },
  69601. /**
  69602. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69603. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69604. * Default : `true`
  69605. */
  69606. set: function (val) {
  69607. this._depthSortParticles = val;
  69608. },
  69609. enumerable: true,
  69610. configurable: true
  69611. });
  69612. // =======================================================================
  69613. // Particle behavior logic
  69614. // these following methods may be overwritten by the user to fit his needs
  69615. /**
  69616. * This function does nothing. It may be overwritten to set all the particle first values.
  69617. * The SPS doesn't call this function, you may have to call it by your own.
  69618. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69619. */
  69620. SolidParticleSystem.prototype.initParticles = function () {
  69621. };
  69622. /**
  69623. * This function does nothing. It may be overwritten to recycle a particle.
  69624. * The SPS doesn't call this function, you may have to call it by your own.
  69625. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69626. * @param particle The particle to recycle
  69627. * @returns the recycled particle
  69628. */
  69629. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69630. return particle;
  69631. };
  69632. /**
  69633. * Updates a particle : this function should be overwritten by the user.
  69634. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69635. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69636. * @example : just set a particle position or velocity and recycle conditions
  69637. * @param particle The particle to update
  69638. * @returns the updated particle
  69639. */
  69640. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69641. return particle;
  69642. };
  69643. /**
  69644. * Updates a vertex of a particle : it can be overwritten by the user.
  69645. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69646. * @param particle the current particle
  69647. * @param vertex the current index of the current particle
  69648. * @param pt the index of the current vertex in the particle shape
  69649. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69650. * @example : just set a vertex particle position
  69651. * @returns the updated vertex
  69652. */
  69653. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69654. return vertex;
  69655. };
  69656. /**
  69657. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69658. * This does nothing and may be overwritten by the user.
  69659. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69660. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69661. * @param update the boolean update value actually passed to setParticles()
  69662. */
  69663. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69664. };
  69665. /**
  69666. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69667. * This will be passed three parameters.
  69668. * This does nothing and may be overwritten by the user.
  69669. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69670. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69671. * @param update the boolean update value actually passed to setParticles()
  69672. */
  69673. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69674. };
  69675. return SolidParticleSystem;
  69676. }());
  69677. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69678. })(BABYLON || (BABYLON = {}));
  69679. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69680. var BABYLON;
  69681. (function (BABYLON) {
  69682. /**
  69683. * Class containing static functions to help procedurally build meshes
  69684. */
  69685. var MeshBuilder = /** @class */ (function () {
  69686. function MeshBuilder() {
  69687. }
  69688. MeshBuilder.updateSideOrientation = function (orientation) {
  69689. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69690. return BABYLON.Mesh.DOUBLESIDE;
  69691. }
  69692. if (orientation === undefined || orientation === null) {
  69693. return BABYLON.Mesh.FRONTSIDE;
  69694. }
  69695. return orientation;
  69696. };
  69697. /**
  69698. * Creates a box mesh
  69699. * * The parameter `size` sets the size (float) of each box side (default 1)
  69700. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69701. * * 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)
  69702. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69703. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69704. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69705. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69706. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69707. * @param name defines the name of the mesh
  69708. * @param options defines the options used to create the mesh
  69709. * @param scene defines the hosting scene
  69710. * @returns the box mesh
  69711. */
  69712. MeshBuilder.CreateBox = function (name, options, scene) {
  69713. if (scene === void 0) { scene = null; }
  69714. var box = new BABYLON.Mesh(name, scene);
  69715. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69716. box._originalBuilderSideOrientation = options.sideOrientation;
  69717. var vertexData = BABYLON.VertexData.CreateBox(options);
  69718. vertexData.applyToMesh(box, options.updatable);
  69719. return box;
  69720. };
  69721. /**
  69722. * Creates a sphere mesh
  69723. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69724. * * You can set some different sphere dimensions, for instance to build an ellipsoid, by using the parameters `diameterX`, `diameterY` and `diameterZ` (all by default have the same value of `diameter`)
  69725. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69726. * * 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
  69727. * * 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)
  69728. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69729. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69730. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69731. * @param name defines the name of the mesh
  69732. * @param options defines the options used to create the mesh
  69733. * @param scene defines the hosting scene
  69734. * @returns the sphere mesh
  69735. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69736. */
  69737. MeshBuilder.CreateSphere = function (name, options, scene) {
  69738. var sphere = new BABYLON.Mesh(name, scene);
  69739. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69740. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69741. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69742. vertexData.applyToMesh(sphere, options.updatable);
  69743. return sphere;
  69744. };
  69745. /**
  69746. * Creates a plane polygonal mesh. By default, this is a disc
  69747. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69748. * * 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
  69749. * * 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
  69750. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69751. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69753. * @param name defines the name of the mesh
  69754. * @param options defines the options used to create the mesh
  69755. * @param scene defines the hosting scene
  69756. * @returns the plane polygonal mesh
  69757. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69758. */
  69759. MeshBuilder.CreateDisc = function (name, options, scene) {
  69760. if (scene === void 0) { scene = null; }
  69761. var disc = new BABYLON.Mesh(name, scene);
  69762. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69763. disc._originalBuilderSideOrientation = options.sideOrientation;
  69764. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69765. vertexData.applyToMesh(disc, options.updatable);
  69766. return disc;
  69767. };
  69768. /**
  69769. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69770. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69771. * * You can set some different icosphere dimensions, for instance to build an ellipsoid, by using the parameters `radiusX`, `radiusY` and `radiusZ` (all by default have the same value of `radius`)
  69772. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69773. * * 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
  69774. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69775. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69776. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69777. * @param name defines the name of the mesh
  69778. * @param options defines the options used to create the mesh
  69779. * @param scene defines the hosting scene
  69780. * @returns the icosahedron mesh
  69781. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69782. */
  69783. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69784. var sphere = new BABYLON.Mesh(name, scene);
  69785. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69786. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69787. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69788. vertexData.applyToMesh(sphere, options.updatable);
  69789. return sphere;
  69790. };
  69791. /**
  69792. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69793. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69794. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69795. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69796. * * 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
  69797. * * 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
  69798. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  69799. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69800. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69801. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69802. * * 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
  69803. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69804. * * 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
  69805. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69806. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69807. * @param name defines the name of the mesh
  69808. * @param options defines the options used to create the mesh
  69809. * @param scene defines the hosting scene
  69810. * @returns the ribbon mesh
  69811. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69812. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69813. */
  69814. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69815. if (scene === void 0) { scene = null; }
  69816. var pathArray = options.pathArray;
  69817. var closeArray = options.closeArray;
  69818. var closePath = options.closePath;
  69819. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69820. var instance = options.instance;
  69821. var updatable = options.updatable;
  69822. if (instance) { // existing ribbon instance update
  69823. // positionFunction : ribbon case
  69824. // only pathArray and sideOrientation parameters are taken into account for positions update
  69825. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69826. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69827. var positionFunction = function (positions) {
  69828. var minlg = pathArray[0].length;
  69829. var mesh = instance;
  69830. var i = 0;
  69831. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69832. for (var si = 1; si <= ns; ++si) {
  69833. for (var p = 0; p < pathArray.length; ++p) {
  69834. var path = pathArray[p];
  69835. var l = path.length;
  69836. minlg = (minlg < l) ? minlg : l;
  69837. for (var j = 0; j < minlg; ++j) {
  69838. var pathPoint = path[j];
  69839. positions[i] = pathPoint.x;
  69840. positions[i + 1] = pathPoint.y;
  69841. positions[i + 2] = pathPoint.z;
  69842. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69843. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69844. i += 3;
  69845. }
  69846. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69847. var pathPoint = path[0];
  69848. positions[i] = pathPoint.x;
  69849. positions[i + 1] = pathPoint.y;
  69850. positions[i + 2] = pathPoint.z;
  69851. i += 3;
  69852. }
  69853. }
  69854. }
  69855. };
  69856. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69857. positionFunction(positions);
  69858. if (instance._boundingInfo) {
  69859. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69860. }
  69861. else {
  69862. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69863. }
  69864. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69865. if (options.colors) {
  69866. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69867. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69868. var color = options.colors[c];
  69869. colors[colorIndex] = color.r;
  69870. colors[colorIndex + 1] = color.g;
  69871. colors[colorIndex + 2] = color.b;
  69872. colors[colorIndex + 3] = color.a;
  69873. }
  69874. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69875. }
  69876. if (options.uvs) {
  69877. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69878. for (var i = 0; i < options.uvs.length; i++) {
  69879. uvs[i * 2] = options.uvs[i].x;
  69880. uvs[i * 2 + 1] = options.uvs[i].y;
  69881. }
  69882. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69883. }
  69884. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69885. var indices = instance.getIndices();
  69886. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69887. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69888. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69889. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69890. var indexFirst = 0;
  69891. var indexLast = 0;
  69892. for (var p = 0; p < pathArray.length; p++) {
  69893. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69894. if (p + 1 < pathArray.length) {
  69895. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69896. }
  69897. else {
  69898. indexLast = normals.length - 3;
  69899. }
  69900. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69901. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69902. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69903. normals[indexLast] = normals[indexFirst];
  69904. normals[indexLast + 1] = normals[indexFirst + 1];
  69905. normals[indexLast + 2] = normals[indexFirst + 2];
  69906. }
  69907. }
  69908. if (!(instance.areNormalsFrozen)) {
  69909. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69910. }
  69911. }
  69912. return instance;
  69913. }
  69914. else { // new ribbon creation
  69915. var ribbon = new BABYLON.Mesh(name, scene);
  69916. ribbon._originalBuilderSideOrientation = sideOrientation;
  69917. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69918. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69919. if (closePath) {
  69920. ribbon._creationDataStorage.idx = vertexData._idx;
  69921. }
  69922. ribbon._creationDataStorage.closePath = closePath;
  69923. ribbon._creationDataStorage.closeArray = closeArray;
  69924. vertexData.applyToMesh(ribbon, updatable);
  69925. return ribbon;
  69926. }
  69927. };
  69928. /**
  69929. * Creates a cylinder or a cone mesh
  69930. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69931. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69932. * * 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.
  69933. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69934. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69935. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69936. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69937. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69938. * * 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).
  69939. * * 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
  69940. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69941. * * 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
  69942. * * 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.
  69943. * * If `enclose` is false, a ring surface is one element.
  69944. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69945. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69946. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69947. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69948. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69949. * @param name defines the name of the mesh
  69950. * @param options defines the options used to create the mesh
  69951. * @param scene defines the hosting scene
  69952. * @returns the cylinder mesh
  69953. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69954. */
  69955. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69956. var cylinder = new BABYLON.Mesh(name, scene);
  69957. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69958. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69959. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69960. vertexData.applyToMesh(cylinder, options.updatable);
  69961. return cylinder;
  69962. };
  69963. /**
  69964. * Creates a torus mesh
  69965. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  69966. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  69967. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  69968. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69969. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69970. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69971. * @param name defines the name of the mesh
  69972. * @param options defines the options used to create the mesh
  69973. * @param scene defines the hosting scene
  69974. * @returns the torus mesh
  69975. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  69976. */
  69977. MeshBuilder.CreateTorus = function (name, options, scene) {
  69978. var torus = new BABYLON.Mesh(name, scene);
  69979. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69980. torus._originalBuilderSideOrientation = options.sideOrientation;
  69981. var vertexData = BABYLON.VertexData.CreateTorus(options);
  69982. vertexData.applyToMesh(torus, options.updatable);
  69983. return torus;
  69984. };
  69985. /**
  69986. * Creates a torus knot mesh
  69987. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  69988. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  69989. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  69990. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  69991. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69992. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69993. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69994. * @param name defines the name of the mesh
  69995. * @param options defines the options used to create the mesh
  69996. * @param scene defines the hosting scene
  69997. * @returns the torus knot mesh
  69998. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  69999. */
  70000. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  70001. var torusKnot = new BABYLON.Mesh(name, scene);
  70002. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70003. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  70004. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  70005. vertexData.applyToMesh(torusKnot, options.updatable);
  70006. return torusKnot;
  70007. };
  70008. /**
  70009. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  70010. * * 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
  70011. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  70012. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  70013. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  70014. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  70015. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  70016. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70017. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  70018. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70019. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  70020. * @param name defines the name of the new line system
  70021. * @param options defines the options used to create the line system
  70022. * @param scene defines the hosting scene
  70023. * @returns a new line system mesh
  70024. */
  70025. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  70026. var instance = options.instance;
  70027. var lines = options.lines;
  70028. var colors = options.colors;
  70029. if (instance) { // lines update
  70030. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70031. var vertexColor;
  70032. var lineColors;
  70033. if (colors) {
  70034. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  70035. }
  70036. var i = 0;
  70037. var c = 0;
  70038. for (var l = 0; l < lines.length; l++) {
  70039. var points = lines[l];
  70040. for (var p = 0; p < points.length; p++) {
  70041. positions[i] = points[p].x;
  70042. positions[i + 1] = points[p].y;
  70043. positions[i + 2] = points[p].z;
  70044. if (colors && vertexColor) {
  70045. lineColors = colors[l];
  70046. vertexColor[c] = lineColors[p].r;
  70047. vertexColor[c + 1] = lineColors[p].g;
  70048. vertexColor[c + 2] = lineColors[p].b;
  70049. vertexColor[c + 3] = lineColors[p].a;
  70050. c += 4;
  70051. }
  70052. i += 3;
  70053. }
  70054. }
  70055. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  70056. if (colors && vertexColor) {
  70057. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  70058. }
  70059. return instance;
  70060. }
  70061. // line system creation
  70062. var useVertexColor = (colors) ? true : false;
  70063. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  70064. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  70065. vertexData.applyToMesh(lineSystem, options.updatable);
  70066. return lineSystem;
  70067. };
  70068. /**
  70069. * Creates a line mesh
  70070. * 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
  70071. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70072. * * The parameter `points` is an array successive Vector3
  70073. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70074. * * The optional parameter `colors` is an array of successive Color4, one per line point
  70075. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  70076. * * When updating an instance, remember that only point positions can change, not the number of points
  70077. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70078. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  70079. * @param name defines the name of the new line system
  70080. * @param options defines the options used to create the line system
  70081. * @param scene defines the hosting scene
  70082. * @returns a new line mesh
  70083. */
  70084. MeshBuilder.CreateLines = function (name, options, scene) {
  70085. if (scene === void 0) { scene = null; }
  70086. var colors = (options.colors) ? [options.colors] : null;
  70087. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  70088. return lines;
  70089. };
  70090. /**
  70091. * Creates a dashed line mesh
  70092. * * 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
  70093. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70094. * * The parameter `points` is an array successive Vector3
  70095. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  70096. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  70097. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  70098. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70099. * * When updating an instance, remember that only point positions can change, not the number of points
  70100. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70101. * @param name defines the name of the mesh
  70102. * @param options defines the options used to create the mesh
  70103. * @param scene defines the hosting scene
  70104. * @returns the dashed line mesh
  70105. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  70106. */
  70107. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  70108. if (scene === void 0) { scene = null; }
  70109. var points = options.points;
  70110. var instance = options.instance;
  70111. var gapSize = options.gapSize || 1;
  70112. var dashSize = options.dashSize || 3;
  70113. if (instance) { // dashed lines update
  70114. var positionFunction = function (positions) {
  70115. var curvect = BABYLON.Vector3.Zero();
  70116. var nbSeg = positions.length / 6;
  70117. var lg = 0;
  70118. var nb = 0;
  70119. var shft = 0;
  70120. var dashshft = 0;
  70121. var curshft = 0;
  70122. var p = 0;
  70123. var i = 0;
  70124. var j = 0;
  70125. for (i = 0; i < points.length - 1; i++) {
  70126. points[i + 1].subtractToRef(points[i], curvect);
  70127. lg += curvect.length();
  70128. }
  70129. shft = lg / nbSeg;
  70130. var dashSize = instance._creationDataStorage.dashSize;
  70131. var gapSize = instance._creationDataStorage.gapSize;
  70132. dashshft = dashSize * shft / (dashSize + gapSize);
  70133. for (i = 0; i < points.length - 1; i++) {
  70134. points[i + 1].subtractToRef(points[i], curvect);
  70135. nb = Math.floor(curvect.length() / shft);
  70136. curvect.normalize();
  70137. j = 0;
  70138. while (j < nb && p < positions.length) {
  70139. curshft = shft * j;
  70140. positions[p] = points[i].x + curshft * curvect.x;
  70141. positions[p + 1] = points[i].y + curshft * curvect.y;
  70142. positions[p + 2] = points[i].z + curshft * curvect.z;
  70143. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  70144. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  70145. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70146. p += 6;
  70147. j++;
  70148. }
  70149. }
  70150. while (p < positions.length) {
  70151. positions[p] = points[i].x;
  70152. positions[p + 1] = points[i].y;
  70153. positions[p + 2] = points[i].z;
  70154. p += 3;
  70155. }
  70156. };
  70157. instance.updateMeshPositions(positionFunction, false);
  70158. return instance;
  70159. }
  70160. // dashed lines creation
  70161. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70162. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70163. vertexData.applyToMesh(dashedLines, options.updatable);
  70164. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70165. dashedLines._creationDataStorage.dashSize = dashSize;
  70166. dashedLines._creationDataStorage.gapSize = gapSize;
  70167. return dashedLines;
  70168. };
  70169. /**
  70170. * 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.
  70171. * * 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.
  70172. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70173. * * 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.
  70174. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70175. * * 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
  70176. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70177. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70178. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70179. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70180. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70181. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70182. * @param name defines the name of the mesh
  70183. * @param options defines the options used to create the mesh
  70184. * @param scene defines the hosting scene
  70185. * @returns the extruded shape mesh
  70186. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70187. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70188. */
  70189. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70190. if (scene === void 0) { scene = null; }
  70191. var path = options.path;
  70192. var shape = options.shape;
  70193. var scale = options.scale || 1;
  70194. var rotation = options.rotation || 0;
  70195. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70196. var updatable = options.updatable;
  70197. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70198. var instance = options.instance || null;
  70199. var invertUV = options.invertUV || false;
  70200. 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);
  70201. };
  70202. /**
  70203. * Creates an custom extruded shape mesh.
  70204. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70205. * * 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.
  70206. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70207. * * 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
  70208. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70209. * * 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
  70210. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70211. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70212. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70213. * * 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
  70214. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70215. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70216. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70217. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70218. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70219. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70220. * @param name defines the name of the mesh
  70221. * @param options defines the options used to create the mesh
  70222. * @param scene defines the hosting scene
  70223. * @returns the custom extruded shape mesh
  70224. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70225. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70226. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70227. */
  70228. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70229. var path = options.path;
  70230. var shape = options.shape;
  70231. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70232. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70233. var ribbonCloseArray = options.ribbonCloseArray || false;
  70234. var ribbonClosePath = options.ribbonClosePath || false;
  70235. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70236. var updatable = options.updatable;
  70237. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70238. var instance = options.instance;
  70239. var invertUV = options.invertUV || false;
  70240. 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);
  70241. };
  70242. /**
  70243. * Creates lathe mesh.
  70244. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70245. * * 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
  70246. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70247. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70248. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70249. * * 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
  70250. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70251. * * 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
  70252. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70253. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70254. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70255. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70256. * @param name defines the name of the mesh
  70257. * @param options defines the options used to create the mesh
  70258. * @param scene defines the hosting scene
  70259. * @returns the lathe mesh
  70260. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70261. */
  70262. MeshBuilder.CreateLathe = function (name, options, scene) {
  70263. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70264. var closed = (options.closed === undefined) ? true : options.closed;
  70265. var shape = options.shape;
  70266. var radius = options.radius || 1;
  70267. var tessellation = options.tessellation || 64;
  70268. var clip = options.clip || 0;
  70269. var updatable = options.updatable;
  70270. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70271. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70272. var pi2 = Math.PI * 2;
  70273. var paths = new Array();
  70274. var invertUV = options.invertUV || false;
  70275. var i = 0;
  70276. var p = 0;
  70277. var step = pi2 / tessellation * arc;
  70278. var rotated;
  70279. var path = new Array();
  70280. for (i = 0; i <= tessellation - clip; i++) {
  70281. var path = [];
  70282. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70283. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70284. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70285. }
  70286. for (p = 0; p < shape.length; p++) {
  70287. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70288. path.push(rotated);
  70289. }
  70290. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70291. 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));
  70292. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70293. }
  70294. paths.push(path);
  70295. }
  70296. // lathe ribbon
  70297. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70298. return lathe;
  70299. };
  70300. /**
  70301. * Creates a plane mesh
  70302. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70303. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70304. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70305. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70306. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70307. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70308. * @param name defines the name of the mesh
  70309. * @param options defines the options used to create the mesh
  70310. * @param scene defines the hosting scene
  70311. * @returns the plane mesh
  70312. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70313. */
  70314. MeshBuilder.CreatePlane = function (name, options, scene) {
  70315. var plane = new BABYLON.Mesh(name, scene);
  70316. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70317. plane._originalBuilderSideOrientation = options.sideOrientation;
  70318. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70319. vertexData.applyToMesh(plane, options.updatable);
  70320. if (options.sourcePlane) {
  70321. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70322. plane.setDirection(options.sourcePlane.normal);
  70323. }
  70324. return plane;
  70325. };
  70326. /**
  70327. * Creates a ground mesh
  70328. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70329. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70330. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70331. * @param name defines the name of the mesh
  70332. * @param options defines the options used to create the mesh
  70333. * @param scene defines the hosting scene
  70334. * @returns the ground mesh
  70335. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70336. */
  70337. MeshBuilder.CreateGround = function (name, options, scene) {
  70338. var ground = new BABYLON.GroundMesh(name, scene);
  70339. ground._setReady(false);
  70340. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70341. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70342. ground._width = options.width || 1;
  70343. ground._height = options.height || 1;
  70344. ground._maxX = ground._width / 2;
  70345. ground._maxZ = ground._height / 2;
  70346. ground._minX = -ground._maxX;
  70347. ground._minZ = -ground._maxZ;
  70348. var vertexData = BABYLON.VertexData.CreateGround(options);
  70349. vertexData.applyToMesh(ground, options.updatable);
  70350. ground._setReady(true);
  70351. return ground;
  70352. };
  70353. /**
  70354. * Creates a tiled ground mesh
  70355. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70356. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70357. * * 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
  70358. * * 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
  70359. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70360. * @param name defines the name of the mesh
  70361. * @param options defines the options used to create the mesh
  70362. * @param scene defines the hosting scene
  70363. * @returns the tiled ground mesh
  70364. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70365. */
  70366. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70367. var tiledGround = new BABYLON.Mesh(name, scene);
  70368. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70369. vertexData.applyToMesh(tiledGround, options.updatable);
  70370. return tiledGround;
  70371. };
  70372. /**
  70373. * Creates a ground mesh from a height map
  70374. * * The parameter `url` sets the URL of the height map image resource.
  70375. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70376. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70377. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70378. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70379. * * 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.
  70380. * * 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).
  70381. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70382. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70383. * @param name defines the name of the mesh
  70384. * @param url defines the url to the height map
  70385. * @param options defines the options used to create the mesh
  70386. * @param scene defines the hosting scene
  70387. * @returns the ground mesh
  70388. * @see https://doc.babylonjs.com/babylon101/height_map
  70389. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70390. */
  70391. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70392. var width = options.width || 10.0;
  70393. var height = options.height || 10.0;
  70394. var subdivisions = options.subdivisions || 1 | 0;
  70395. var minHeight = options.minHeight || 0.0;
  70396. var maxHeight = options.maxHeight || 1.0;
  70397. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70398. var alphaFilter = options.alphaFilter || 0.0;
  70399. var updatable = options.updatable;
  70400. var onReady = options.onReady;
  70401. var ground = new BABYLON.GroundMesh(name, scene);
  70402. ground._subdivisionsX = subdivisions;
  70403. ground._subdivisionsY = subdivisions;
  70404. ground._width = width;
  70405. ground._height = height;
  70406. ground._maxX = ground._width / 2.0;
  70407. ground._maxZ = ground._height / 2.0;
  70408. ground._minX = -ground._maxX;
  70409. ground._minZ = -ground._maxZ;
  70410. ground._setReady(false);
  70411. var onload = function (img) {
  70412. // Getting height map data
  70413. var canvas = document.createElement("canvas");
  70414. var context = canvas.getContext("2d");
  70415. if (!context) {
  70416. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70417. }
  70418. if (scene.isDisposed) {
  70419. return;
  70420. }
  70421. var bufferWidth = img.width;
  70422. var bufferHeight = img.height;
  70423. canvas.width = bufferWidth;
  70424. canvas.height = bufferHeight;
  70425. context.drawImage(img, 0, 0);
  70426. // Create VertexData from map data
  70427. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70428. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70429. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70430. width: width, height: height,
  70431. subdivisions: subdivisions,
  70432. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70433. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70434. alphaFilter: alphaFilter
  70435. });
  70436. vertexData.applyToMesh(ground, updatable);
  70437. //execute ready callback, if set
  70438. if (onReady) {
  70439. onReady(ground);
  70440. }
  70441. ground._setReady(true);
  70442. };
  70443. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70444. return ground;
  70445. };
  70446. /**
  70447. * Creates a polygon mesh
  70448. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70449. * * 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
  70450. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70451. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70452. * * 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)
  70453. * * Remember you can only change the shape positions, not their number when updating a polygon
  70454. * @param name defines the name of the mesh
  70455. * @param options defines the options used to create the mesh
  70456. * @param scene defines the hosting scene
  70457. * @returns the polygon mesh
  70458. */
  70459. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70460. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70461. var shape = options.shape;
  70462. var holes = options.holes || [];
  70463. var depth = options.depth || 0;
  70464. var contours = [];
  70465. var hole = [];
  70466. for (var i = 0; i < shape.length; i++) {
  70467. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70468. }
  70469. var epsilon = 0.00000001;
  70470. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70471. contours.pop();
  70472. }
  70473. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70474. for (var hNb = 0; hNb < holes.length; hNb++) {
  70475. hole = [];
  70476. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70477. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70478. }
  70479. polygonTriangulation.addHole(hole);
  70480. }
  70481. var polygon = polygonTriangulation.build(options.updatable, depth);
  70482. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70483. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70484. vertexData.applyToMesh(polygon, options.updatable);
  70485. return polygon;
  70486. };
  70487. /**
  70488. * Creates an extruded polygon mesh, with depth in the Y direction.
  70489. * * 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)
  70490. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70491. * @param name defines the name of the mesh
  70492. * @param options defines the options used to create the mesh
  70493. * @param scene defines the hosting scene
  70494. * @returns the polygon mesh
  70495. */
  70496. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70497. return MeshBuilder.CreatePolygon(name, options, scene);
  70498. };
  70499. /**
  70500. * Creates a tube mesh.
  70501. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70502. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70503. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70504. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70505. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70506. * * 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)
  70507. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70508. * * 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
  70509. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  70510. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70511. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70512. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70513. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70514. * @param name defines the name of the mesh
  70515. * @param options defines the options used to create the mesh
  70516. * @param scene defines the hosting scene
  70517. * @returns the tube mesh
  70518. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70519. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70520. */
  70521. MeshBuilder.CreateTube = function (name, options, scene) {
  70522. var path = options.path;
  70523. var instance = options.instance;
  70524. var radius = 1.0;
  70525. if (options.radius !== undefined) {
  70526. radius = options.radius;
  70527. }
  70528. else if (instance) {
  70529. radius = instance._creationDataStorage.radius;
  70530. }
  70531. var tessellation = options.tessellation || 64 | 0;
  70532. var radiusFunction = options.radiusFunction || null;
  70533. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70534. var invertUV = options.invertUV || false;
  70535. var updatable = options.updatable;
  70536. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70537. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70538. // tube geometry
  70539. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70540. var tangents = path3D.getTangents();
  70541. var normals = path3D.getNormals();
  70542. var distances = path3D.getDistances();
  70543. var pi2 = Math.PI * 2;
  70544. var step = pi2 / tessellation * arc;
  70545. var returnRadius = function () { return radius; };
  70546. var radiusFunctionFinal = radiusFunction || returnRadius;
  70547. var circlePath;
  70548. var rad;
  70549. var normal;
  70550. var rotated;
  70551. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70552. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70553. for (var i = 0; i < path.length; i++) {
  70554. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70555. circlePath = Array(); // current circle array
  70556. normal = normals[i]; // current normal
  70557. for (var t = 0; t < tessellation; t++) {
  70558. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70559. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70560. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70561. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70562. circlePath[t] = rotated;
  70563. }
  70564. circlePaths[index] = circlePath;
  70565. index++;
  70566. }
  70567. // cap
  70568. var capPath = function (nbPoints, pathIndex) {
  70569. var pointCap = Array();
  70570. for (var i = 0; i < nbPoints; i++) {
  70571. pointCap.push(path[pathIndex]);
  70572. }
  70573. return pointCap;
  70574. };
  70575. switch (cap) {
  70576. case BABYLON.Mesh.NO_CAP:
  70577. break;
  70578. case BABYLON.Mesh.CAP_START:
  70579. circlePaths[0] = capPath(tessellation, 0);
  70580. circlePaths[1] = circlePaths[2].slice(0);
  70581. break;
  70582. case BABYLON.Mesh.CAP_END:
  70583. circlePaths[index] = circlePaths[index - 1].slice(0);
  70584. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70585. break;
  70586. case BABYLON.Mesh.CAP_ALL:
  70587. circlePaths[0] = capPath(tessellation, 0);
  70588. circlePaths[1] = circlePaths[2].slice(0);
  70589. circlePaths[index] = circlePaths[index - 1].slice(0);
  70590. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70591. break;
  70592. default:
  70593. break;
  70594. }
  70595. return circlePaths;
  70596. };
  70597. var path3D;
  70598. var pathArray;
  70599. if (instance) { // tube update
  70600. var storage = instance._creationDataStorage;
  70601. var arc = options.arc || storage.arc;
  70602. path3D = storage.path3D.update(path);
  70603. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70604. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70605. // Update mode, no need to recreate the storage.
  70606. storage.path3D = path3D;
  70607. storage.pathArray = pathArray;
  70608. storage.arc = arc;
  70609. storage.radius = radius;
  70610. return instance;
  70611. }
  70612. // tube creation
  70613. path3D = new BABYLON.Path3D(path);
  70614. var newPathArray = new Array();
  70615. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70616. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70617. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70618. tube._creationDataStorage.pathArray = pathArray;
  70619. tube._creationDataStorage.path3D = path3D;
  70620. tube._creationDataStorage.tessellation = tessellation;
  70621. tube._creationDataStorage.cap = cap;
  70622. tube._creationDataStorage.arc = options.arc;
  70623. tube._creationDataStorage.radius = radius;
  70624. return tube;
  70625. };
  70626. /**
  70627. * Creates a polyhedron mesh
  70628. * * 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
  70629. * * The parameter `size` (positive float, default 1) sets the polygon size
  70630. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70631. * * 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`
  70632. * * 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
  70633. * * 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)`)
  70634. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70635. * * 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
  70636. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70637. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70638. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70639. * @param name defines the name of the mesh
  70640. * @param options defines the options used to create the mesh
  70641. * @param scene defines the hosting scene
  70642. * @returns the polyhedron mesh
  70643. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70644. */
  70645. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70646. var polyhedron = new BABYLON.Mesh(name, scene);
  70647. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70648. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70649. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70650. vertexData.applyToMesh(polyhedron, options.updatable);
  70651. return polyhedron;
  70652. };
  70653. /**
  70654. * Creates a decal mesh.
  70655. * 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
  70656. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70657. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70658. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70659. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70660. * @param name defines the name of the mesh
  70661. * @param sourceMesh defines the mesh where the decal must be applied
  70662. * @param options defines the options used to create the mesh
  70663. * @param scene defines the hosting scene
  70664. * @returns the decal mesh
  70665. * @see https://doc.babylonjs.com/how_to/decals
  70666. */
  70667. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70668. var indices = sourceMesh.getIndices();
  70669. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70670. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70671. var position = options.position || BABYLON.Vector3.Zero();
  70672. var normal = options.normal || BABYLON.Vector3.Up();
  70673. var size = options.size || BABYLON.Vector3.One();
  70674. var angle = options.angle || 0;
  70675. // Getting correct rotation
  70676. if (!normal) {
  70677. var target = new BABYLON.Vector3(0, 0, 1);
  70678. var camera = sourceMesh.getScene().activeCamera;
  70679. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70680. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70681. }
  70682. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70683. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70684. var pitch = Math.atan2(normal.y, len);
  70685. // Matrix
  70686. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70687. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70688. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70689. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70690. var vertexData = new BABYLON.VertexData();
  70691. vertexData.indices = [];
  70692. vertexData.positions = [];
  70693. vertexData.normals = [];
  70694. vertexData.uvs = [];
  70695. var currentVertexDataIndex = 0;
  70696. var extractDecalVector3 = function (indexId) {
  70697. var result = new BABYLON.PositionNormalVertex();
  70698. if (!indices || !positions || !normals) {
  70699. return result;
  70700. }
  70701. var vertexId = indices[indexId];
  70702. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70703. // Send vector to decal local world
  70704. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70705. // Get normal
  70706. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70707. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70708. return result;
  70709. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70710. var clip = function (vertices, axis) {
  70711. if (vertices.length === 0) {
  70712. return vertices;
  70713. }
  70714. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70715. var clipVertices = function (v0, v1) {
  70716. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70717. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70718. };
  70719. var result = new Array();
  70720. for (var index = 0; index < vertices.length; index += 3) {
  70721. var v1Out;
  70722. var v2Out;
  70723. var v3Out;
  70724. var total = 0;
  70725. var nV1 = null;
  70726. var nV2 = null;
  70727. var nV3 = null;
  70728. var nV4 = null;
  70729. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70730. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70731. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70732. v1Out = d1 > 0;
  70733. v2Out = d2 > 0;
  70734. v3Out = d3 > 0;
  70735. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70736. switch (total) {
  70737. case 0:
  70738. result.push(vertices[index]);
  70739. result.push(vertices[index + 1]);
  70740. result.push(vertices[index + 2]);
  70741. break;
  70742. case 1:
  70743. if (v1Out) {
  70744. nV1 = vertices[index + 1];
  70745. nV2 = vertices[index + 2];
  70746. nV3 = clipVertices(vertices[index], nV1);
  70747. nV4 = clipVertices(vertices[index], nV2);
  70748. }
  70749. if (v2Out) {
  70750. nV1 = vertices[index];
  70751. nV2 = vertices[index + 2];
  70752. nV3 = clipVertices(vertices[index + 1], nV1);
  70753. nV4 = clipVertices(vertices[index + 1], nV2);
  70754. result.push(nV3);
  70755. result.push(nV2.clone());
  70756. result.push(nV1.clone());
  70757. result.push(nV2.clone());
  70758. result.push(nV3.clone());
  70759. result.push(nV4);
  70760. break;
  70761. }
  70762. if (v3Out) {
  70763. nV1 = vertices[index];
  70764. nV2 = vertices[index + 1];
  70765. nV3 = clipVertices(vertices[index + 2], nV1);
  70766. nV4 = clipVertices(vertices[index + 2], nV2);
  70767. }
  70768. if (nV1 && nV2 && nV3 && nV4) {
  70769. result.push(nV1.clone());
  70770. result.push(nV2.clone());
  70771. result.push(nV3);
  70772. result.push(nV4);
  70773. result.push(nV3.clone());
  70774. result.push(nV2.clone());
  70775. }
  70776. break;
  70777. case 2:
  70778. if (!v1Out) {
  70779. nV1 = vertices[index].clone();
  70780. nV2 = clipVertices(nV1, vertices[index + 1]);
  70781. nV3 = clipVertices(nV1, vertices[index + 2]);
  70782. result.push(nV1);
  70783. result.push(nV2);
  70784. result.push(nV3);
  70785. }
  70786. if (!v2Out) {
  70787. nV1 = vertices[index + 1].clone();
  70788. nV2 = clipVertices(nV1, vertices[index + 2]);
  70789. nV3 = clipVertices(nV1, vertices[index]);
  70790. result.push(nV1);
  70791. result.push(nV2);
  70792. result.push(nV3);
  70793. }
  70794. if (!v3Out) {
  70795. nV1 = vertices[index + 2].clone();
  70796. nV2 = clipVertices(nV1, vertices[index]);
  70797. nV3 = clipVertices(nV1, vertices[index + 1]);
  70798. result.push(nV1);
  70799. result.push(nV2);
  70800. result.push(nV3);
  70801. }
  70802. break;
  70803. case 3:
  70804. break;
  70805. }
  70806. }
  70807. return result;
  70808. };
  70809. for (var index = 0; index < indices.length; index += 3) {
  70810. var faceVertices = new Array();
  70811. faceVertices.push(extractDecalVector3(index));
  70812. faceVertices.push(extractDecalVector3(index + 1));
  70813. faceVertices.push(extractDecalVector3(index + 2));
  70814. // Clip
  70815. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70816. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70817. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70818. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70819. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70820. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70821. if (faceVertices.length === 0) {
  70822. continue;
  70823. }
  70824. // Add UVs and get back to world
  70825. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70826. var vertex = faceVertices[vIndex];
  70827. //TODO check for Int32Array | Uint32Array | Uint16Array
  70828. vertexData.indices.push(currentVertexDataIndex);
  70829. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70830. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70831. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70832. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70833. currentVertexDataIndex++;
  70834. }
  70835. }
  70836. // Return mesh
  70837. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70838. vertexData.applyToMesh(decal);
  70839. decal.position = position.clone();
  70840. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70841. return decal;
  70842. };
  70843. // Privates
  70844. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70845. // extrusion geometry
  70846. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70847. var tangents = path3D.getTangents();
  70848. var normals = path3D.getNormals();
  70849. var binormals = path3D.getBinormals();
  70850. var distances = path3D.getDistances();
  70851. var angle = 0;
  70852. var returnScale = function () { return scale !== null ? scale : 1; };
  70853. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70854. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70855. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70856. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70857. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70858. for (var i = 0; i < curve.length; i++) {
  70859. var shapePath = new Array();
  70860. var angleStep = rotate(i, distances[i]);
  70861. var scaleRatio = scl(i, distances[i]);
  70862. for (var p = 0; p < shape.length; p++) {
  70863. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70864. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70865. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70866. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70867. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70868. shapePath[p] = rotated;
  70869. }
  70870. shapePaths[index] = shapePath;
  70871. angle += angleStep;
  70872. index++;
  70873. }
  70874. // cap
  70875. var capPath = function (shapePath) {
  70876. var pointCap = Array();
  70877. var barycenter = BABYLON.Vector3.Zero();
  70878. var i;
  70879. for (i = 0; i < shapePath.length; i++) {
  70880. barycenter.addInPlace(shapePath[i]);
  70881. }
  70882. barycenter.scaleInPlace(1.0 / shapePath.length);
  70883. for (i = 0; i < shapePath.length; i++) {
  70884. pointCap.push(barycenter);
  70885. }
  70886. return pointCap;
  70887. };
  70888. switch (cap) {
  70889. case BABYLON.Mesh.NO_CAP:
  70890. break;
  70891. case BABYLON.Mesh.CAP_START:
  70892. shapePaths[0] = capPath(shapePaths[2]);
  70893. shapePaths[1] = shapePaths[2];
  70894. break;
  70895. case BABYLON.Mesh.CAP_END:
  70896. shapePaths[index] = shapePaths[index - 1];
  70897. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70898. break;
  70899. case BABYLON.Mesh.CAP_ALL:
  70900. shapePaths[0] = capPath(shapePaths[2]);
  70901. shapePaths[1] = shapePaths[2];
  70902. shapePaths[index] = shapePaths[index - 1];
  70903. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70904. break;
  70905. default:
  70906. break;
  70907. }
  70908. return shapePaths;
  70909. };
  70910. var path3D;
  70911. var pathArray;
  70912. if (instance) { // instance update
  70913. var storage = instance._creationDataStorage;
  70914. path3D = storage.path3D.update(curve);
  70915. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70916. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70917. return instance;
  70918. }
  70919. // extruded shape creation
  70920. path3D = new BABYLON.Path3D(curve);
  70921. var newShapePaths = new Array();
  70922. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70923. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70924. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70925. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70926. extrudedGeneric._creationDataStorage.path3D = path3D;
  70927. extrudedGeneric._creationDataStorage.cap = cap;
  70928. return extrudedGeneric;
  70929. };
  70930. return MeshBuilder;
  70931. }());
  70932. BABYLON.MeshBuilder = MeshBuilder;
  70933. })(BABYLON || (BABYLON = {}));
  70934. //# sourceMappingURL=babylon.meshBuilder.js.map
  70935. var BABYLON;
  70936. (function (BABYLON) {
  70937. /**
  70938. * Draco compression (https://google.github.io/draco/)
  70939. *
  70940. * This class wraps the Draco module.
  70941. *
  70942. * **Encoder**
  70943. *
  70944. * The encoder is not currently implemented.
  70945. *
  70946. * **Decoder**
  70947. *
  70948. * By default, the configuration points to a copy of the Draco decoder files for glTF from the babylon.js preview cdn https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js.
  70949. *
  70950. * To update the configuration, use the following code:
  70951. * ```javascript
  70952. * BABYLON.DracoCompression.Configuration = {
  70953. * decoder: {
  70954. * wasmUrl: "<url to the WebAssembly library>",
  70955. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70956. * fallbackUrl: "<url to the fallback JavaScript library>",
  70957. * }
  70958. * };
  70959. * ```
  70960. *
  70961. * Draco has two versions, one for WebAssembly and one for JavaScript. The decoder configuration can be set to only support Webssembly or only support the JavaScript version.
  70962. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70963. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  70964. *
  70965. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  70966. * ```javascript
  70967. * var dracoCompression = new BABYLON.DracoCompression();
  70968. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  70969. * [BABYLON.VertexBuffer.PositionKind]: 0
  70970. * });
  70971. * ```
  70972. *
  70973. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  70974. */
  70975. var DracoCompression = /** @class */ (function () {
  70976. /**
  70977. * Constructor
  70978. */
  70979. function DracoCompression() {
  70980. }
  70981. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  70982. /**
  70983. * Returns true if the decoder is available.
  70984. */
  70985. get: function () {
  70986. if (typeof DracoDecoderModule !== "undefined") {
  70987. return true;
  70988. }
  70989. var decoder = DracoCompression.Configuration.decoder;
  70990. if (decoder) {
  70991. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  70992. return true;
  70993. }
  70994. if (decoder.fallbackUrl) {
  70995. return true;
  70996. }
  70997. }
  70998. return false;
  70999. },
  71000. enumerable: true,
  71001. configurable: true
  71002. });
  71003. /**
  71004. * Stop all async operations and release resources.
  71005. */
  71006. DracoCompression.prototype.dispose = function () {
  71007. };
  71008. /**
  71009. * Decode Draco compressed mesh data to vertex data.
  71010. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  71011. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  71012. * @returns A promise that resolves with the decoded vertex data
  71013. */
  71014. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  71015. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  71016. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  71017. var module = wrappedModule.module;
  71018. var vertexData = new BABYLON.VertexData();
  71019. var buffer = new module.DecoderBuffer();
  71020. buffer.Init(dataView, dataView.byteLength);
  71021. var decoder = new module.Decoder();
  71022. var geometry;
  71023. var status;
  71024. try {
  71025. var type = decoder.GetEncodedGeometryType(buffer);
  71026. switch (type) {
  71027. case module.TRIANGULAR_MESH:
  71028. geometry = new module.Mesh();
  71029. status = decoder.DecodeBufferToMesh(buffer, geometry);
  71030. break;
  71031. case module.POINT_CLOUD:
  71032. geometry = new module.PointCloud();
  71033. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  71034. break;
  71035. default:
  71036. throw new Error("Invalid geometry type " + type);
  71037. }
  71038. if (!status.ok() || !geometry.ptr) {
  71039. throw new Error(status.error_msg());
  71040. }
  71041. var numPoints = geometry.num_points();
  71042. if (type === module.TRIANGULAR_MESH) {
  71043. var numFaces = geometry.num_faces();
  71044. var faceIndices = new module.DracoInt32Array();
  71045. try {
  71046. var indices = new Uint32Array(numFaces * 3);
  71047. for (var i = 0; i < numFaces; i++) {
  71048. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  71049. var offset = i * 3;
  71050. indices[offset + 0] = faceIndices.GetValue(0);
  71051. indices[offset + 1] = faceIndices.GetValue(1);
  71052. indices[offset + 2] = faceIndices.GetValue(2);
  71053. }
  71054. vertexData.indices = indices;
  71055. }
  71056. finally {
  71057. module.destroy(faceIndices);
  71058. }
  71059. }
  71060. for (var kind in attributes) {
  71061. var uniqueId = attributes[kind];
  71062. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  71063. var dracoData = new module.DracoFloat32Array();
  71064. try {
  71065. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  71066. var babylonData = new Float32Array(numPoints * attribute.num_components());
  71067. for (var i = 0; i < babylonData.length; i++) {
  71068. babylonData[i] = dracoData.GetValue(i);
  71069. }
  71070. vertexData.set(babylonData, kind);
  71071. }
  71072. finally {
  71073. module.destroy(dracoData);
  71074. }
  71075. }
  71076. }
  71077. finally {
  71078. if (geometry) {
  71079. module.destroy(geometry);
  71080. }
  71081. module.destroy(decoder);
  71082. module.destroy(buffer);
  71083. }
  71084. return vertexData;
  71085. });
  71086. };
  71087. DracoCompression._GetDecoderModule = function () {
  71088. if (!DracoCompression._DecoderModulePromise) {
  71089. var promise = null;
  71090. var config_1 = {};
  71091. if (typeof DracoDecoderModule !== "undefined") {
  71092. promise = Promise.resolve();
  71093. }
  71094. else {
  71095. var decoder = DracoCompression.Configuration.decoder;
  71096. if (decoder) {
  71097. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71098. promise = Promise.all([
  71099. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  71100. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  71101. config_1.wasmBinary = data;
  71102. })
  71103. ]);
  71104. }
  71105. else if (decoder.fallbackUrl) {
  71106. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  71107. }
  71108. }
  71109. }
  71110. if (!promise) {
  71111. throw new Error("Draco decoder module is not available");
  71112. }
  71113. DracoCompression._DecoderModulePromise = promise.then(function () {
  71114. return new Promise(function (resolve) {
  71115. config_1.onModuleLoaded = function (decoderModule) {
  71116. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  71117. resolve({ module: decoderModule });
  71118. };
  71119. DracoDecoderModule(config_1);
  71120. });
  71121. });
  71122. }
  71123. return DracoCompression._DecoderModulePromise;
  71124. };
  71125. DracoCompression._LoadScriptAsync = function (url) {
  71126. return new Promise(function (resolve, reject) {
  71127. BABYLON.Tools.LoadScript(url, function () {
  71128. resolve();
  71129. }, function (message) {
  71130. reject(new Error(message));
  71131. });
  71132. });
  71133. };
  71134. DracoCompression._LoadFileAsync = function (url) {
  71135. return new Promise(function (resolve, reject) {
  71136. BABYLON.Tools.LoadFile(url, function (data) {
  71137. resolve(data);
  71138. }, undefined, undefined, true, function (request, exception) {
  71139. reject(exception);
  71140. });
  71141. });
  71142. };
  71143. /**
  71144. * The configuration. Defaults to the following urls:
  71145. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71146. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71147. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71148. */
  71149. DracoCompression.Configuration = {
  71150. decoder: {
  71151. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71152. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71153. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71154. }
  71155. };
  71156. return DracoCompression;
  71157. }());
  71158. BABYLON.DracoCompression = DracoCompression;
  71159. })(BABYLON || (BABYLON = {}));
  71160. //# sourceMappingURL=babylon.dracoCompression.js.map
  71161. var BABYLON;
  71162. (function (BABYLON) {
  71163. // Sets the default audio engine to Babylon.js
  71164. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71165. /**
  71166. * This represents the default audio engine used in babylon.
  71167. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71168. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71169. */
  71170. var AudioEngine = /** @class */ (function () {
  71171. /**
  71172. * Instantiates a new audio engine.
  71173. *
  71174. * There should be only one per page as some browsers restrict the number
  71175. * of audio contexts you can create.
  71176. * @param hostElement defines the host element where to display the mute icon if necessary
  71177. */
  71178. function AudioEngine(hostElement) {
  71179. if (hostElement === void 0) { hostElement = null; }
  71180. var _this = this;
  71181. this._audioContext = null;
  71182. this._audioContextInitialized = false;
  71183. this._muteButton = null;
  71184. /**
  71185. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71186. */
  71187. this.canUseWebAudio = false;
  71188. /**
  71189. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71190. * @ignoreNaming
  71191. */
  71192. this.WarnedWebAudioUnsupported = false;
  71193. /**
  71194. * Gets whether or not mp3 are supported by your browser.
  71195. */
  71196. this.isMP3supported = false;
  71197. /**
  71198. * Gets whether or not ogg are supported by your browser.
  71199. */
  71200. this.isOGGsupported = false;
  71201. /**
  71202. * Gets whether audio has been unlocked on the device.
  71203. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71204. * a user interaction has happened.
  71205. */
  71206. this.unlocked = true;
  71207. /**
  71208. * Defines if the audio engine relies on a custom unlocked button.
  71209. * In this case, the embedded button will not be displayed.
  71210. */
  71211. this.useCustomUnlockedButton = false;
  71212. /**
  71213. * Event raised when audio has been unlocked on the browser.
  71214. */
  71215. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71216. /**
  71217. * Event raised when audio has been locked on the browser.
  71218. */
  71219. this.onAudioLockedObservable = new BABYLON.Observable();
  71220. this._tryToRun = false;
  71221. this._onResize = function () {
  71222. _this._moveButtonToTopLeft();
  71223. };
  71224. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71225. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71226. this.canUseWebAudio = true;
  71227. }
  71228. var audioElem = document.createElement('audio');
  71229. this._hostElement = hostElement;
  71230. try {
  71231. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71232. this.isMP3supported = true;
  71233. }
  71234. }
  71235. catch (e) {
  71236. // protect error during capability check.
  71237. }
  71238. try {
  71239. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71240. this.isOGGsupported = true;
  71241. }
  71242. }
  71243. catch (e) {
  71244. // protect error during capability check.
  71245. }
  71246. }
  71247. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71248. /**
  71249. * Gets the current AudioContext if available.
  71250. */
  71251. get: function () {
  71252. if (!this._audioContextInitialized) {
  71253. this._initializeAudioContext();
  71254. }
  71255. else {
  71256. if (!this.unlocked && !this._muteButton) {
  71257. this._displayMuteButton();
  71258. }
  71259. }
  71260. return this._audioContext;
  71261. },
  71262. enumerable: true,
  71263. configurable: true
  71264. });
  71265. /**
  71266. * Flags the audio engine in Locked state.
  71267. * This happens due to new browser policies preventing audio to autoplay.
  71268. */
  71269. AudioEngine.prototype.lock = function () {
  71270. this._triggerSuspendedState();
  71271. };
  71272. /**
  71273. * Unlocks the audio engine once a user action has been done on the dom.
  71274. * This is helpful to resume play once browser policies have been satisfied.
  71275. */
  71276. AudioEngine.prototype.unlock = function () {
  71277. this._triggerRunningState();
  71278. };
  71279. AudioEngine.prototype._resumeAudioContext = function () {
  71280. var result;
  71281. if (this._audioContext.resume) {
  71282. result = this._audioContext.resume();
  71283. }
  71284. return result || Promise.resolve();
  71285. };
  71286. AudioEngine.prototype._initializeAudioContext = function () {
  71287. try {
  71288. if (this.canUseWebAudio) {
  71289. this._audioContext = new AudioContext();
  71290. // create a global volume gain node
  71291. this.masterGain = this._audioContext.createGain();
  71292. this.masterGain.gain.value = 1;
  71293. this.masterGain.connect(this._audioContext.destination);
  71294. this._audioContextInitialized = true;
  71295. if (this._audioContext.state === "running") {
  71296. // Do not wait for the promise to unlock.
  71297. this._triggerRunningState();
  71298. }
  71299. }
  71300. }
  71301. catch (e) {
  71302. this.canUseWebAudio = false;
  71303. BABYLON.Tools.Error("Web Audio: " + e.message);
  71304. }
  71305. };
  71306. AudioEngine.prototype._triggerRunningState = function () {
  71307. var _this = this;
  71308. if (this._tryToRun) {
  71309. return;
  71310. }
  71311. this._tryToRun = true;
  71312. this._resumeAudioContext()
  71313. .then(function () {
  71314. _this._tryToRun = false;
  71315. if (_this._muteButton) {
  71316. _this._hideMuteButton();
  71317. }
  71318. }).catch(function () {
  71319. _this._tryToRun = false;
  71320. _this.unlocked = false;
  71321. });
  71322. // Notify users that the audio stack is unlocked/unmuted
  71323. this.unlocked = true;
  71324. this.onAudioUnlockedObservable.notifyObservers(this);
  71325. };
  71326. AudioEngine.prototype._triggerSuspendedState = function () {
  71327. this.unlocked = false;
  71328. this.onAudioLockedObservable.notifyObservers(this);
  71329. this._displayMuteButton();
  71330. };
  71331. AudioEngine.prototype._displayMuteButton = function () {
  71332. var _this = this;
  71333. if (this.useCustomUnlockedButton) {
  71334. return;
  71335. }
  71336. this._muteButton = document.createElement("BUTTON");
  71337. this._muteButton.className = "babylonUnmuteIcon";
  71338. this._muteButton.id = "babylonUnmuteIconBtn";
  71339. this._muteButton.title = "Unmute";
  71340. var css = ".babylonUnmuteIcon { position: absolute; left: 20px; top: 20px; height: 40px; width: 60px; background-color: rgba(51,51,51,0.7); background-image: url(data:image/svg+xml;charset=UTF-8,%3Csvg%20version%3D%221.1%22%20xmlns%3D%22http%3A%2F%2Fwww.w3.org%2F2000%2Fsvg%22%20width%3D%2239%22%20height%3D%2232%22%20viewBox%3D%220%200%2039%2032%22%3E%3Cpath%20fill%3D%22white%22%20d%3D%22M9.625%2018.938l-0.031%200.016h-4.953q-0.016%200-0.031-0.016v-12.453q0-0.016%200.031-0.016h4.953q0.031%200%200.031%200.016v12.453zM12.125%207.688l8.719-8.703v27.453l-8.719-8.719-0.016-0.047v-9.938zM23.359%207.875l1.406-1.406%204.219%204.203%204.203-4.203%201.422%201.406-4.219%204.219%204.219%204.203-1.484%201.359-4.141-4.156-4.219%204.219-1.406-1.422%204.219-4.203z%22%3E%3C%2Fpath%3E%3C%2Fsvg%3E); background-size: 80%; background-repeat:no-repeat; background-position: center; background-position-y: 4px; border: none; outline: none; transition: transform 0.125s ease-out; cursor: pointer; z-index: 9999; } .babylonUnmuteIcon:hover { transform: scale(1.05) } .babylonUnmuteIcon:active { background-color: rgba(51,51,51,1) }";
  71341. var style = document.createElement('style');
  71342. style.appendChild(document.createTextNode(css));
  71343. document.getElementsByTagName('head')[0].appendChild(style);
  71344. document.body.appendChild(this._muteButton);
  71345. this._moveButtonToTopLeft();
  71346. this._muteButton.addEventListener('touchend', function () {
  71347. _this._triggerRunningState();
  71348. }, true);
  71349. this._muteButton.addEventListener('click', function () {
  71350. _this._triggerRunningState();
  71351. }, true);
  71352. window.addEventListener("resize", this._onResize);
  71353. };
  71354. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71355. if (this._hostElement && this._muteButton) {
  71356. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71357. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71358. }
  71359. };
  71360. AudioEngine.prototype._hideMuteButton = function () {
  71361. if (this._muteButton) {
  71362. document.body.removeChild(this._muteButton);
  71363. this._muteButton = null;
  71364. }
  71365. };
  71366. /**
  71367. * Destroy and release the resources associated with the audio ccontext.
  71368. */
  71369. AudioEngine.prototype.dispose = function () {
  71370. if (this.canUseWebAudio && this._audioContextInitialized) {
  71371. if (this._connectedAnalyser && this._audioContext) {
  71372. this._connectedAnalyser.stopDebugCanvas();
  71373. this._connectedAnalyser.dispose();
  71374. this.masterGain.disconnect();
  71375. this.masterGain.connect(this._audioContext.destination);
  71376. this._connectedAnalyser = null;
  71377. }
  71378. this.masterGain.gain.value = 1;
  71379. }
  71380. this.WarnedWebAudioUnsupported = false;
  71381. this._hideMuteButton();
  71382. window.removeEventListener("resize", this._onResize);
  71383. this.onAudioUnlockedObservable.clear();
  71384. this.onAudioLockedObservable.clear();
  71385. };
  71386. /**
  71387. * Gets the global volume sets on the master gain.
  71388. * @returns the global volume if set or -1 otherwise
  71389. */
  71390. AudioEngine.prototype.getGlobalVolume = function () {
  71391. if (this.canUseWebAudio && this._audioContextInitialized) {
  71392. return this.masterGain.gain.value;
  71393. }
  71394. else {
  71395. return -1;
  71396. }
  71397. };
  71398. /**
  71399. * Sets the global volume of your experience (sets on the master gain).
  71400. * @param newVolume Defines the new global volume of the application
  71401. */
  71402. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71403. if (this.canUseWebAudio && this._audioContextInitialized) {
  71404. this.masterGain.gain.value = newVolume;
  71405. }
  71406. };
  71407. /**
  71408. * Connect the audio engine to an audio analyser allowing some amazing
  71409. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71410. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71411. * @param analyser The analyser to connect to the engine
  71412. */
  71413. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71414. if (this._connectedAnalyser) {
  71415. this._connectedAnalyser.stopDebugCanvas();
  71416. }
  71417. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71418. this._connectedAnalyser = analyser;
  71419. this.masterGain.disconnect();
  71420. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71421. }
  71422. };
  71423. return AudioEngine;
  71424. }());
  71425. BABYLON.AudioEngine = AudioEngine;
  71426. })(BABYLON || (BABYLON = {}));
  71427. //# sourceMappingURL=babylon.audioEngine.js.map
  71428. var BABYLON;
  71429. (function (BABYLON) {
  71430. /**
  71431. * Defines a sound that can be played in the application.
  71432. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71433. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71434. */
  71435. var Sound = /** @class */ (function () {
  71436. /**
  71437. * Create a sound and attach it to a scene
  71438. * @param name Name of your sound
  71439. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71440. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71441. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71442. */
  71443. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71444. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71445. var _this = this;
  71446. /**
  71447. * Does the sound autoplay once loaded.
  71448. */
  71449. this.autoplay = false;
  71450. /**
  71451. * Does the sound loop after it finishes playing once.
  71452. */
  71453. this.loop = false;
  71454. /**
  71455. * Does the sound use a custom attenuation curve to simulate the falloff
  71456. * happening when the source gets further away from the camera.
  71457. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71458. */
  71459. this.useCustomAttenuation = false;
  71460. /**
  71461. * Is this sound currently played.
  71462. */
  71463. this.isPlaying = false;
  71464. /**
  71465. * Is this sound currently paused.
  71466. */
  71467. this.isPaused = false;
  71468. /**
  71469. * Does this sound enables spatial sound.
  71470. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71471. */
  71472. this.spatialSound = false;
  71473. /**
  71474. * Define the reference distance the sound should be heard perfectly.
  71475. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71476. */
  71477. this.refDistance = 1;
  71478. /**
  71479. * Define the roll off factor of spatial sounds.
  71480. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71481. */
  71482. this.rolloffFactor = 1;
  71483. /**
  71484. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71485. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71486. */
  71487. this.maxDistance = 100;
  71488. /**
  71489. * Define the distance attenuation model the sound will follow.
  71490. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71491. */
  71492. this.distanceModel = "linear";
  71493. /**
  71494. * Observable event when the current playing sound finishes.
  71495. */
  71496. this.onEndedObservable = new BABYLON.Observable();
  71497. this._panningModel = "equalpower";
  71498. this._playbackRate = 1;
  71499. this._streaming = false;
  71500. this._startTime = 0;
  71501. this._startOffset = 0;
  71502. this._position = BABYLON.Vector3.Zero();
  71503. /** @hidden */
  71504. this._positionInEmitterSpace = false;
  71505. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71506. this._volume = 1;
  71507. this._isReadyToPlay = false;
  71508. this._isDirectional = false;
  71509. // Used if you'd like to create a directional sound.
  71510. // If not set, the sound will be omnidirectional
  71511. this._coneInnerAngle = 360;
  71512. this._coneOuterAngle = 360;
  71513. this._coneOuterGain = 0;
  71514. this._isOutputConnected = false;
  71515. this._urlType = "Unknown";
  71516. this.name = name;
  71517. this._scene = scene;
  71518. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71519. if (!compo) {
  71520. compo = new BABYLON.AudioSceneComponent(scene);
  71521. scene._addComponent(compo);
  71522. }
  71523. this._readyToPlayCallback = readyToPlayCallback;
  71524. // Default custom attenuation function is a linear attenuation
  71525. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71526. if (currentDistance < maxDistance) {
  71527. return currentVolume * (1 - currentDistance / maxDistance);
  71528. }
  71529. else {
  71530. return 0;
  71531. }
  71532. };
  71533. if (options) {
  71534. this.autoplay = options.autoplay || false;
  71535. this.loop = options.loop || false;
  71536. // if volume === 0, we need another way to check this option
  71537. if (options.volume !== undefined) {
  71538. this._volume = options.volume;
  71539. }
  71540. this.spatialSound = options.spatialSound || false;
  71541. this.maxDistance = options.maxDistance || 100;
  71542. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71543. this.rolloffFactor = options.rolloffFactor || 1;
  71544. this.refDistance = options.refDistance || 1;
  71545. this.distanceModel = options.distanceModel || "linear";
  71546. this._playbackRate = options.playbackRate || 1;
  71547. this._streaming = options.streaming || false;
  71548. }
  71549. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71550. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71551. this._soundGain.gain.value = this._volume;
  71552. this._inputAudioNode = this._soundGain;
  71553. this._outputAudioNode = this._soundGain;
  71554. if (this.spatialSound) {
  71555. this._createSpatialParameters();
  71556. }
  71557. this._scene.mainSoundTrack.AddSound(this);
  71558. var validParameter = true;
  71559. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71560. if (urlOrArrayBuffer) {
  71561. try {
  71562. if (typeof (urlOrArrayBuffer) === "string") {
  71563. this._urlType = "String";
  71564. }
  71565. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71566. this._urlType = "ArrayBuffer";
  71567. }
  71568. else if (urlOrArrayBuffer instanceof MediaStream) {
  71569. this._urlType = "MediaStream";
  71570. }
  71571. else if (Array.isArray(urlOrArrayBuffer)) {
  71572. this._urlType = "Array";
  71573. }
  71574. var urls = [];
  71575. var codecSupportedFound = false;
  71576. switch (this._urlType) {
  71577. case "MediaStream":
  71578. this._streaming = true;
  71579. this._isReadyToPlay = true;
  71580. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71581. if (this.autoplay) {
  71582. this.play();
  71583. }
  71584. if (this._readyToPlayCallback) {
  71585. this._readyToPlayCallback();
  71586. }
  71587. break;
  71588. case "ArrayBuffer":
  71589. if (urlOrArrayBuffer.byteLength > 0) {
  71590. codecSupportedFound = true;
  71591. this._soundLoaded(urlOrArrayBuffer);
  71592. }
  71593. break;
  71594. case "String":
  71595. urls.push(urlOrArrayBuffer);
  71596. case "Array":
  71597. if (urls.length === 0) {
  71598. urls = urlOrArrayBuffer;
  71599. }
  71600. // If we found a supported format, we load it immediately and stop the loop
  71601. for (var i = 0; i < urls.length; i++) {
  71602. var url = urls[i];
  71603. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71604. codecSupportedFound = true;
  71605. }
  71606. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71607. codecSupportedFound = true;
  71608. }
  71609. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71610. codecSupportedFound = true;
  71611. }
  71612. if (url.indexOf("blob:") !== -1) {
  71613. codecSupportedFound = true;
  71614. }
  71615. if (codecSupportedFound) {
  71616. // Loading sound using XHR2
  71617. if (!this._streaming) {
  71618. this._scene._loadFile(url, function (data) {
  71619. _this._soundLoaded(data);
  71620. }, undefined, true, true, function (exception) {
  71621. if (exception) {
  71622. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71623. }
  71624. BABYLON.Tools.Error("Sound creation aborted.");
  71625. _this._scene.mainSoundTrack.RemoveSound(_this);
  71626. });
  71627. }
  71628. // Streaming sound using HTML5 Audio tag
  71629. else {
  71630. this._htmlAudioElement = new Audio(url);
  71631. this._htmlAudioElement.controls = false;
  71632. this._htmlAudioElement.loop = this.loop;
  71633. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71634. this._htmlAudioElement.preload = "auto";
  71635. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71636. _this._isReadyToPlay = true;
  71637. if (_this.autoplay) {
  71638. _this.play();
  71639. }
  71640. if (_this._readyToPlayCallback) {
  71641. _this._readyToPlayCallback();
  71642. }
  71643. });
  71644. document.body.appendChild(this._htmlAudioElement);
  71645. this._htmlAudioElement.load();
  71646. }
  71647. break;
  71648. }
  71649. }
  71650. break;
  71651. default:
  71652. validParameter = false;
  71653. break;
  71654. }
  71655. if (!validParameter) {
  71656. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71657. }
  71658. else {
  71659. if (!codecSupportedFound) {
  71660. this._isReadyToPlay = true;
  71661. // Simulating a ready to play event to avoid breaking code path
  71662. if (this._readyToPlayCallback) {
  71663. window.setTimeout(function () {
  71664. if (_this._readyToPlayCallback) {
  71665. _this._readyToPlayCallback();
  71666. }
  71667. }, 1000);
  71668. }
  71669. }
  71670. }
  71671. }
  71672. catch (ex) {
  71673. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71674. this._scene.mainSoundTrack.RemoveSound(this);
  71675. }
  71676. }
  71677. }
  71678. else {
  71679. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71680. this._scene.mainSoundTrack.AddSound(this);
  71681. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71682. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71683. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71684. }
  71685. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71686. if (this._readyToPlayCallback) {
  71687. window.setTimeout(function () {
  71688. if (_this._readyToPlayCallback) {
  71689. _this._readyToPlayCallback();
  71690. }
  71691. }, 1000);
  71692. }
  71693. }
  71694. }
  71695. /**
  71696. * Release the sound and its associated resources
  71697. */
  71698. Sound.prototype.dispose = function () {
  71699. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71700. if (this.isPlaying) {
  71701. this.stop();
  71702. }
  71703. this._isReadyToPlay = false;
  71704. if (this.soundTrackId === -1) {
  71705. this._scene.mainSoundTrack.RemoveSound(this);
  71706. }
  71707. else if (this._scene.soundTracks) {
  71708. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71709. }
  71710. if (this._soundGain) {
  71711. this._soundGain.disconnect();
  71712. this._soundGain = null;
  71713. }
  71714. if (this._soundPanner) {
  71715. this._soundPanner.disconnect();
  71716. this._soundPanner = null;
  71717. }
  71718. if (this._soundSource) {
  71719. this._soundSource.disconnect();
  71720. this._soundSource = null;
  71721. }
  71722. this._audioBuffer = null;
  71723. if (this._htmlAudioElement) {
  71724. this._htmlAudioElement.pause();
  71725. this._htmlAudioElement.src = "";
  71726. document.body.removeChild(this._htmlAudioElement);
  71727. }
  71728. if (this._streamingSource) {
  71729. this._streamingSource.disconnect();
  71730. }
  71731. if (this._connectedTransformNode && this._registerFunc) {
  71732. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71733. this._connectedTransformNode = null;
  71734. }
  71735. }
  71736. };
  71737. /**
  71738. * Gets if the sounds is ready to be played or not.
  71739. * @returns true if ready, otherwise false
  71740. */
  71741. Sound.prototype.isReady = function () {
  71742. return this._isReadyToPlay;
  71743. };
  71744. Sound.prototype._soundLoaded = function (audioData) {
  71745. var _this = this;
  71746. if (!BABYLON.Engine.audioEngine.audioContext) {
  71747. return;
  71748. }
  71749. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71750. _this._audioBuffer = buffer;
  71751. _this._isReadyToPlay = true;
  71752. if (_this.autoplay) {
  71753. _this.play();
  71754. }
  71755. if (_this._readyToPlayCallback) {
  71756. _this._readyToPlayCallback();
  71757. }
  71758. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71759. };
  71760. /**
  71761. * Sets the data of the sound from an audiobuffer
  71762. * @param audioBuffer The audioBuffer containing the data
  71763. */
  71764. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71765. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71766. this._audioBuffer = audioBuffer;
  71767. this._isReadyToPlay = true;
  71768. }
  71769. };
  71770. /**
  71771. * Updates the current sounds options such as maxdistance, loop...
  71772. * @param options A JSON object containing values named as the object properties
  71773. */
  71774. Sound.prototype.updateOptions = function (options) {
  71775. if (options) {
  71776. this.loop = options.loop || this.loop;
  71777. this.maxDistance = options.maxDistance || this.maxDistance;
  71778. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71779. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71780. this.refDistance = options.refDistance || this.refDistance;
  71781. this.distanceModel = options.distanceModel || this.distanceModel;
  71782. this._playbackRate = options.playbackRate || this._playbackRate;
  71783. this._updateSpatialParameters();
  71784. if (this.isPlaying) {
  71785. if (this._streaming && this._htmlAudioElement) {
  71786. this._htmlAudioElement.playbackRate = this._playbackRate;
  71787. }
  71788. else {
  71789. if (this._soundSource) {
  71790. this._soundSource.playbackRate.value = this._playbackRate;
  71791. }
  71792. }
  71793. }
  71794. }
  71795. };
  71796. Sound.prototype._createSpatialParameters = function () {
  71797. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71798. if (this._scene.headphone) {
  71799. this._panningModel = "HRTF";
  71800. }
  71801. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71802. this._updateSpatialParameters();
  71803. this._soundPanner.connect(this._outputAudioNode);
  71804. this._inputAudioNode = this._soundPanner;
  71805. }
  71806. };
  71807. Sound.prototype._updateSpatialParameters = function () {
  71808. if (this.spatialSound && this._soundPanner) {
  71809. if (this.useCustomAttenuation) {
  71810. // Tricks to disable in a way embedded Web Audio attenuation
  71811. this._soundPanner.distanceModel = "linear";
  71812. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71813. this._soundPanner.refDistance = 1;
  71814. this._soundPanner.rolloffFactor = 1;
  71815. this._soundPanner.panningModel = this._panningModel;
  71816. }
  71817. else {
  71818. this._soundPanner.distanceModel = this.distanceModel;
  71819. this._soundPanner.maxDistance = this.maxDistance;
  71820. this._soundPanner.refDistance = this.refDistance;
  71821. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71822. this._soundPanner.panningModel = this._panningModel;
  71823. }
  71824. }
  71825. };
  71826. /**
  71827. * Switch the panning model to HRTF:
  71828. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71829. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71830. */
  71831. Sound.prototype.switchPanningModelToHRTF = function () {
  71832. this._panningModel = "HRTF";
  71833. this._switchPanningModel();
  71834. };
  71835. /**
  71836. * Switch the panning model to Equal Power:
  71837. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  71838. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71839. */
  71840. Sound.prototype.switchPanningModelToEqualPower = function () {
  71841. this._panningModel = "equalpower";
  71842. this._switchPanningModel();
  71843. };
  71844. Sound.prototype._switchPanningModel = function () {
  71845. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71846. this._soundPanner.panningModel = this._panningModel;
  71847. }
  71848. };
  71849. /**
  71850. * Connect this sound to a sound track audio node like gain...
  71851. * @param soundTrackAudioNode the sound track audio node to connect to
  71852. */
  71853. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71854. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71855. if (this._isOutputConnected) {
  71856. this._outputAudioNode.disconnect();
  71857. }
  71858. this._outputAudioNode.connect(soundTrackAudioNode);
  71859. this._isOutputConnected = true;
  71860. }
  71861. };
  71862. /**
  71863. * Transform this sound into a directional source
  71864. * @param coneInnerAngle Size of the inner cone in degree
  71865. * @param coneOuterAngle Size of the outer cone in degree
  71866. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71867. */
  71868. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71869. if (coneOuterAngle < coneInnerAngle) {
  71870. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71871. return;
  71872. }
  71873. this._coneInnerAngle = coneInnerAngle;
  71874. this._coneOuterAngle = coneOuterAngle;
  71875. this._coneOuterGain = coneOuterGain;
  71876. this._isDirectional = true;
  71877. if (this.isPlaying && this.loop) {
  71878. this.stop();
  71879. this.play();
  71880. }
  71881. };
  71882. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71883. /**
  71884. * Gets or sets the inner angle for the directional cone.
  71885. */
  71886. get: function () {
  71887. return this._coneInnerAngle;
  71888. },
  71889. /**
  71890. * Gets or sets the inner angle for the directional cone.
  71891. */
  71892. set: function (value) {
  71893. if (value != this._coneInnerAngle) {
  71894. if (this._coneOuterAngle < value) {
  71895. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71896. return;
  71897. }
  71898. this._coneInnerAngle = value;
  71899. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71900. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71901. }
  71902. }
  71903. },
  71904. enumerable: true,
  71905. configurable: true
  71906. });
  71907. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71908. /**
  71909. * Gets or sets the outer angle for the directional cone.
  71910. */
  71911. get: function () {
  71912. return this._coneOuterAngle;
  71913. },
  71914. /**
  71915. * Gets or sets the outer angle for the directional cone.
  71916. */
  71917. set: function (value) {
  71918. if (value != this._coneOuterAngle) {
  71919. if (value < this._coneInnerAngle) {
  71920. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71921. return;
  71922. }
  71923. this._coneOuterAngle = value;
  71924. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71925. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71926. }
  71927. }
  71928. },
  71929. enumerable: true,
  71930. configurable: true
  71931. });
  71932. /**
  71933. * Sets the position of the emitter if spatial sound is enabled
  71934. * @param newPosition Defines the new posisiton
  71935. */
  71936. Sound.prototype.setPosition = function (newPosition) {
  71937. this._position = newPosition;
  71938. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71939. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71940. }
  71941. };
  71942. /**
  71943. * Sets the local direction of the emitter if spatial sound is enabled
  71944. * @param newLocalDirection Defines the new local direction
  71945. */
  71946. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71947. this._localDirection = newLocalDirection;
  71948. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71949. this._updateDirection();
  71950. }
  71951. };
  71952. Sound.prototype._updateDirection = function () {
  71953. if (!this._connectedTransformNode || !this._soundPanner) {
  71954. return;
  71955. }
  71956. var mat = this._connectedTransformNode.getWorldMatrix();
  71957. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71958. direction.normalize();
  71959. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71960. };
  71961. /** @hidden */
  71962. Sound.prototype.updateDistanceFromListener = function () {
  71963. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  71964. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  71965. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  71966. }
  71967. };
  71968. /**
  71969. * Sets a new custom attenuation function for the sound.
  71970. * @param callback Defines the function used for the attenuation
  71971. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71972. */
  71973. Sound.prototype.setAttenuationFunction = function (callback) {
  71974. this._customAttenuationFunction = callback;
  71975. };
  71976. /**
  71977. * Play the sound
  71978. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  71979. * @param offset (optional) Start the sound setting it at a specific time
  71980. */
  71981. Sound.prototype.play = function (time, offset) {
  71982. var _this = this;
  71983. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  71984. try {
  71985. if (this._startOffset < 0) {
  71986. time = -this._startOffset;
  71987. this._startOffset = 0;
  71988. }
  71989. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  71990. if (!this._soundSource || !this._streamingSource) {
  71991. if (this.spatialSound && this._soundPanner) {
  71992. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71993. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71994. }
  71995. if (this._isDirectional) {
  71996. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71997. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71998. this._soundPanner.coneOuterGain = this._coneOuterGain;
  71999. if (this._connectedTransformNode) {
  72000. this._updateDirection();
  72001. }
  72002. else {
  72003. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  72004. }
  72005. }
  72006. }
  72007. }
  72008. if (this._streaming) {
  72009. if (!this._streamingSource) {
  72010. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  72011. this._htmlAudioElement.onended = function () { _this._onended(); };
  72012. this._htmlAudioElement.playbackRate = this._playbackRate;
  72013. }
  72014. this._streamingSource.disconnect();
  72015. this._streamingSource.connect(this._inputAudioNode);
  72016. if (this._htmlAudioElement) {
  72017. // required to manage properly the new suspended default state of Chrome
  72018. // When the option 'streaming: true' is used, we need first to wait for
  72019. // the audio engine to be unlocked by a user gesture before trying to play
  72020. // an HTML Audio elememt
  72021. var tryToPlay = function () {
  72022. if (BABYLON.Engine.audioEngine.unlocked) {
  72023. var playPromise = _this._htmlAudioElement.play();
  72024. // In browsers that don’t yet support this functionality,
  72025. // playPromise won’t be defined.
  72026. if (playPromise !== undefined) {
  72027. playPromise.catch(function (error) {
  72028. // Automatic playback failed.
  72029. // Waiting for the audio engine to be unlocked by user click on unmute
  72030. BABYLON.Engine.audioEngine.lock();
  72031. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72032. });
  72033. }
  72034. }
  72035. else {
  72036. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72037. }
  72038. };
  72039. tryToPlay();
  72040. }
  72041. }
  72042. else {
  72043. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  72044. this._soundSource.buffer = this._audioBuffer;
  72045. this._soundSource.connect(this._inputAudioNode);
  72046. this._soundSource.loop = this.loop;
  72047. this._soundSource.playbackRate.value = this._playbackRate;
  72048. this._soundSource.onended = function () { _this._onended(); };
  72049. if (this._soundSource.buffer) {
  72050. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  72051. }
  72052. }
  72053. this._startTime = startTime;
  72054. this.isPlaying = true;
  72055. this.isPaused = false;
  72056. }
  72057. catch (ex) {
  72058. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  72059. }
  72060. }
  72061. };
  72062. Sound.prototype._onended = function () {
  72063. this.isPlaying = false;
  72064. if (this.onended) {
  72065. this.onended();
  72066. }
  72067. this.onEndedObservable.notifyObservers(this);
  72068. };
  72069. /**
  72070. * Stop the sound
  72071. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  72072. */
  72073. Sound.prototype.stop = function (time) {
  72074. if (this.isPlaying) {
  72075. if (this._streaming) {
  72076. if (this._htmlAudioElement) {
  72077. this._htmlAudioElement.pause();
  72078. // Test needed for Firefox or it will generate an Invalid State Error
  72079. if (this._htmlAudioElement.currentTime > 0) {
  72080. this._htmlAudioElement.currentTime = 0;
  72081. }
  72082. }
  72083. else {
  72084. this._streamingSource.disconnect();
  72085. }
  72086. }
  72087. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  72088. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72089. this._soundSource.stop(stopTime);
  72090. this._soundSource.onended = function () { };
  72091. if (!this.isPaused) {
  72092. this._startOffset = 0;
  72093. }
  72094. }
  72095. this.isPlaying = false;
  72096. }
  72097. };
  72098. /**
  72099. * Put the sound in pause
  72100. */
  72101. Sound.prototype.pause = function () {
  72102. if (this.isPlaying) {
  72103. this.isPaused = true;
  72104. if (this._streaming) {
  72105. if (this._htmlAudioElement) {
  72106. this._htmlAudioElement.pause();
  72107. }
  72108. else {
  72109. this._streamingSource.disconnect();
  72110. }
  72111. }
  72112. else if (BABYLON.Engine.audioEngine.audioContext) {
  72113. this.stop(0);
  72114. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  72115. }
  72116. }
  72117. };
  72118. /**
  72119. * Sets a dedicated volume for this sounds
  72120. * @param newVolume Define the new volume of the sound
  72121. * @param time Define in how long the sound should be at this value
  72122. */
  72123. Sound.prototype.setVolume = function (newVolume, time) {
  72124. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  72125. if (time && BABYLON.Engine.audioEngine.audioContext) {
  72126. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  72127. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  72128. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  72129. }
  72130. else {
  72131. this._soundGain.gain.value = newVolume;
  72132. }
  72133. }
  72134. this._volume = newVolume;
  72135. };
  72136. /**
  72137. * Set the sound play back rate
  72138. * @param newPlaybackRate Define the playback rate the sound should be played at
  72139. */
  72140. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  72141. this._playbackRate = newPlaybackRate;
  72142. if (this.isPlaying) {
  72143. if (this._streaming && this._htmlAudioElement) {
  72144. this._htmlAudioElement.playbackRate = this._playbackRate;
  72145. }
  72146. else if (this._soundSource) {
  72147. this._soundSource.playbackRate.value = this._playbackRate;
  72148. }
  72149. }
  72150. };
  72151. /**
  72152. * Gets the volume of the sound.
  72153. * @returns the volume of the sound
  72154. */
  72155. Sound.prototype.getVolume = function () {
  72156. return this._volume;
  72157. };
  72158. /**
  72159. * Attach the sound to a dedicated mesh
  72160. * @param transformNode The transform node to connect the sound with
  72161. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72162. */
  72163. Sound.prototype.attachToMesh = function (transformNode) {
  72164. var _this = this;
  72165. if (this._connectedTransformNode && this._registerFunc) {
  72166. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72167. this._registerFunc = null;
  72168. }
  72169. this._connectedTransformNode = transformNode;
  72170. if (!this.spatialSound) {
  72171. this.spatialSound = true;
  72172. this._createSpatialParameters();
  72173. if (this.isPlaying && this.loop) {
  72174. this.stop();
  72175. this.play();
  72176. }
  72177. }
  72178. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72179. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72180. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72181. };
  72182. /**
  72183. * Detach the sound from the previously attached mesh
  72184. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72185. */
  72186. Sound.prototype.detachFromMesh = function () {
  72187. if (this._connectedTransformNode && this._registerFunc) {
  72188. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72189. this._registerFunc = null;
  72190. this._connectedTransformNode = null;
  72191. }
  72192. };
  72193. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72194. if (!node.getBoundingInfo) {
  72195. return;
  72196. }
  72197. var mesh = node;
  72198. if (this._positionInEmitterSpace) {
  72199. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72200. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72201. }
  72202. else {
  72203. var boundingInfo = mesh.getBoundingInfo();
  72204. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72205. }
  72206. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72207. this._updateDirection();
  72208. }
  72209. };
  72210. /**
  72211. * Clone the current sound in the scene.
  72212. * @returns the new sound clone
  72213. */
  72214. Sound.prototype.clone = function () {
  72215. var _this = this;
  72216. if (!this._streaming) {
  72217. var setBufferAndRun = function () {
  72218. if (_this._isReadyToPlay) {
  72219. clonedSound._audioBuffer = _this.getAudioBuffer();
  72220. clonedSound._isReadyToPlay = true;
  72221. if (clonedSound.autoplay) {
  72222. clonedSound.play();
  72223. }
  72224. }
  72225. else {
  72226. window.setTimeout(setBufferAndRun, 300);
  72227. }
  72228. };
  72229. var currentOptions = {
  72230. autoplay: this.autoplay, loop: this.loop,
  72231. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72232. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72233. refDistance: this.refDistance, distanceModel: this.distanceModel
  72234. };
  72235. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72236. if (this.useCustomAttenuation) {
  72237. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72238. }
  72239. clonedSound.setPosition(this._position);
  72240. clonedSound.setPlaybackRate(this._playbackRate);
  72241. setBufferAndRun();
  72242. return clonedSound;
  72243. }
  72244. // Can't clone a streaming sound
  72245. else {
  72246. return null;
  72247. }
  72248. };
  72249. /**
  72250. * Gets the current underlying audio buffer containing the data
  72251. * @returns the audio buffer
  72252. */
  72253. Sound.prototype.getAudioBuffer = function () {
  72254. return this._audioBuffer;
  72255. };
  72256. /**
  72257. * Serializes the Sound in a JSON representation
  72258. * @returns the JSON representation of the sound
  72259. */
  72260. Sound.prototype.serialize = function () {
  72261. var serializationObject = {
  72262. name: this.name,
  72263. url: this.name,
  72264. autoplay: this.autoplay,
  72265. loop: this.loop,
  72266. volume: this._volume,
  72267. spatialSound: this.spatialSound,
  72268. maxDistance: this.maxDistance,
  72269. rolloffFactor: this.rolloffFactor,
  72270. refDistance: this.refDistance,
  72271. distanceModel: this.distanceModel,
  72272. playbackRate: this._playbackRate,
  72273. panningModel: this._panningModel,
  72274. soundTrackId: this.soundTrackId
  72275. };
  72276. if (this.spatialSound) {
  72277. if (this._connectedTransformNode) {
  72278. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72279. }
  72280. serializationObject.position = this._position.asArray();
  72281. serializationObject.refDistance = this.refDistance;
  72282. serializationObject.distanceModel = this.distanceModel;
  72283. serializationObject.isDirectional = this._isDirectional;
  72284. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72285. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72286. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72287. serializationObject.coneOuterGain = this._coneOuterGain;
  72288. }
  72289. return serializationObject;
  72290. };
  72291. /**
  72292. * Parse a JSON representation of a sound to innstantiate in a given scene
  72293. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72294. * @param scene Define the scene the new parsed sound should be created in
  72295. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72296. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72297. * @returns the newly parsed sound
  72298. */
  72299. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72300. var soundName = parsedSound.name;
  72301. var soundUrl;
  72302. if (parsedSound.url) {
  72303. soundUrl = rootUrl + parsedSound.url;
  72304. }
  72305. else {
  72306. soundUrl = rootUrl + soundName;
  72307. }
  72308. var options = {
  72309. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72310. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72311. rolloffFactor: parsedSound.rolloffFactor,
  72312. refDistance: parsedSound.refDistance,
  72313. distanceModel: parsedSound.distanceModel,
  72314. playbackRate: parsedSound.playbackRate
  72315. };
  72316. var newSound;
  72317. if (!sourceSound) {
  72318. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72319. scene._addPendingData(newSound);
  72320. }
  72321. else {
  72322. var setBufferAndRun = function () {
  72323. if (sourceSound._isReadyToPlay) {
  72324. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72325. newSound._isReadyToPlay = true;
  72326. if (newSound.autoplay) {
  72327. newSound.play();
  72328. }
  72329. }
  72330. else {
  72331. window.setTimeout(setBufferAndRun, 300);
  72332. }
  72333. };
  72334. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72335. setBufferAndRun();
  72336. }
  72337. if (parsedSound.position) {
  72338. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72339. newSound.setPosition(soundPosition);
  72340. }
  72341. if (parsedSound.isDirectional) {
  72342. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72343. if (parsedSound.localDirectionToMesh) {
  72344. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72345. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72346. }
  72347. }
  72348. if (parsedSound.connectedMeshId) {
  72349. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72350. if (connectedMesh) {
  72351. newSound.attachToMesh(connectedMesh);
  72352. }
  72353. }
  72354. return newSound;
  72355. };
  72356. return Sound;
  72357. }());
  72358. BABYLON.Sound = Sound;
  72359. })(BABYLON || (BABYLON = {}));
  72360. //# sourceMappingURL=babylon.sound.js.map
  72361. var BABYLON;
  72362. (function (BABYLON) {
  72363. /**
  72364. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72365. * It will be also used in a future release to apply effects on a specific track.
  72366. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72367. */
  72368. var SoundTrack = /** @class */ (function () {
  72369. /**
  72370. * Creates a new sound track.
  72371. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72372. * @param scene Define the scene the sound track belongs to
  72373. * @param options
  72374. */
  72375. function SoundTrack(scene, options) {
  72376. if (options === void 0) { options = {}; }
  72377. /**
  72378. * The unique identifier of the sound track in the scene.
  72379. */
  72380. this.id = -1;
  72381. this._isMainTrack = false;
  72382. this._isInitialized = false;
  72383. this._scene = scene;
  72384. this.soundCollection = new Array();
  72385. this._options = options;
  72386. if (!this._isMainTrack && this._scene.soundTracks) {
  72387. this._scene.soundTracks.push(this);
  72388. this.id = this._scene.soundTracks.length - 1;
  72389. }
  72390. }
  72391. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72392. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72393. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72394. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72395. if (this._options) {
  72396. if (this._options.volume) {
  72397. this._outputAudioNode.gain.value = this._options.volume;
  72398. }
  72399. if (this._options.mainTrack) {
  72400. this._isMainTrack = this._options.mainTrack;
  72401. }
  72402. }
  72403. this._isInitialized = true;
  72404. }
  72405. };
  72406. /**
  72407. * Release the sound track and its associated resources
  72408. */
  72409. SoundTrack.prototype.dispose = function () {
  72410. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72411. if (this._connectedAnalyser) {
  72412. this._connectedAnalyser.stopDebugCanvas();
  72413. }
  72414. while (this.soundCollection.length) {
  72415. this.soundCollection[0].dispose();
  72416. }
  72417. if (this._outputAudioNode) {
  72418. this._outputAudioNode.disconnect();
  72419. }
  72420. this._outputAudioNode = null;
  72421. }
  72422. };
  72423. /**
  72424. * Adds a sound to this sound track
  72425. * @param sound define the cound to add
  72426. * @ignoreNaming
  72427. */
  72428. SoundTrack.prototype.AddSound = function (sound) {
  72429. if (!this._isInitialized) {
  72430. this._initializeSoundTrackAudioGraph();
  72431. }
  72432. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72433. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72434. }
  72435. if (sound.soundTrackId) {
  72436. if (sound.soundTrackId === -1) {
  72437. this._scene.mainSoundTrack.RemoveSound(sound);
  72438. }
  72439. else if (this._scene.soundTracks) {
  72440. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72441. }
  72442. }
  72443. this.soundCollection.push(sound);
  72444. sound.soundTrackId = this.id;
  72445. };
  72446. /**
  72447. * Removes a sound to this sound track
  72448. * @param sound define the cound to remove
  72449. * @ignoreNaming
  72450. */
  72451. SoundTrack.prototype.RemoveSound = function (sound) {
  72452. var index = this.soundCollection.indexOf(sound);
  72453. if (index !== -1) {
  72454. this.soundCollection.splice(index, 1);
  72455. }
  72456. };
  72457. /**
  72458. * Set a global volume for the full sound track.
  72459. * @param newVolume Define the new volume of the sound track
  72460. */
  72461. SoundTrack.prototype.setVolume = function (newVolume) {
  72462. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72463. this._outputAudioNode.gain.value = newVolume;
  72464. }
  72465. };
  72466. /**
  72467. * Switch the panning model to HRTF:
  72468. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72469. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72470. */
  72471. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72472. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72473. for (var i = 0; i < this.soundCollection.length; i++) {
  72474. this.soundCollection[i].switchPanningModelToHRTF();
  72475. }
  72476. }
  72477. };
  72478. /**
  72479. * Switch the panning model to Equal Power:
  72480. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72481. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72482. */
  72483. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72484. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72485. for (var i = 0; i < this.soundCollection.length; i++) {
  72486. this.soundCollection[i].switchPanningModelToEqualPower();
  72487. }
  72488. }
  72489. };
  72490. /**
  72491. * Connect the sound track to an audio analyser allowing some amazing
  72492. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72493. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72494. * @param analyser The analyser to connect to the engine
  72495. */
  72496. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72497. if (this._connectedAnalyser) {
  72498. this._connectedAnalyser.stopDebugCanvas();
  72499. }
  72500. this._connectedAnalyser = analyser;
  72501. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72502. this._outputAudioNode.disconnect();
  72503. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72504. }
  72505. };
  72506. return SoundTrack;
  72507. }());
  72508. BABYLON.SoundTrack = SoundTrack;
  72509. })(BABYLON || (BABYLON = {}));
  72510. //# sourceMappingURL=babylon.soundtrack.js.map
  72511. var BABYLON;
  72512. (function (BABYLON) {
  72513. /**
  72514. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72515. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72516. */
  72517. var Analyser = /** @class */ (function () {
  72518. /**
  72519. * Creates a new analyser
  72520. * @param scene defines hosting scene
  72521. */
  72522. function Analyser(scene) {
  72523. /**
  72524. * Gets or sets the smoothing
  72525. * @ignorenaming
  72526. */
  72527. this.SMOOTHING = 0.75;
  72528. /**
  72529. * Gets or sets the FFT table size
  72530. * @ignorenaming
  72531. */
  72532. this.FFT_SIZE = 512;
  72533. /**
  72534. * Gets or sets the bar graph amplitude
  72535. * @ignorenaming
  72536. */
  72537. this.BARGRAPHAMPLITUDE = 256;
  72538. /**
  72539. * Gets or sets the position of the debug canvas
  72540. * @ignorenaming
  72541. */
  72542. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72543. /**
  72544. * Gets or sets the debug canvas size
  72545. * @ignorenaming
  72546. */
  72547. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72548. this._scene = scene;
  72549. this._audioEngine = BABYLON.Engine.audioEngine;
  72550. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72551. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72552. this._webAudioAnalyser.minDecibels = -140;
  72553. this._webAudioAnalyser.maxDecibels = 0;
  72554. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72555. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72556. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72557. }
  72558. }
  72559. /**
  72560. * Get the number of data values you will have to play with for the visualization
  72561. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72562. * @returns a number
  72563. */
  72564. Analyser.prototype.getFrequencyBinCount = function () {
  72565. if (this._audioEngine.canUseWebAudio) {
  72566. return this._webAudioAnalyser.frequencyBinCount;
  72567. }
  72568. else {
  72569. return 0;
  72570. }
  72571. };
  72572. /**
  72573. * Gets the current frequency data as a byte array
  72574. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72575. * @returns a Uint8Array
  72576. */
  72577. Analyser.prototype.getByteFrequencyData = function () {
  72578. if (this._audioEngine.canUseWebAudio) {
  72579. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72580. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72581. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72582. }
  72583. return this._byteFreqs;
  72584. };
  72585. /**
  72586. * Gets the current waveform as a byte array
  72587. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72588. * @returns a Uint8Array
  72589. */
  72590. Analyser.prototype.getByteTimeDomainData = function () {
  72591. if (this._audioEngine.canUseWebAudio) {
  72592. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72593. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72594. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72595. }
  72596. return this._byteTime;
  72597. };
  72598. /**
  72599. * Gets the current frequency data as a float array
  72600. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72601. * @returns a Float32Array
  72602. */
  72603. Analyser.prototype.getFloatFrequencyData = function () {
  72604. if (this._audioEngine.canUseWebAudio) {
  72605. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72606. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72607. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72608. }
  72609. return this._floatFreqs;
  72610. };
  72611. /**
  72612. * Renders the debug canvas
  72613. */
  72614. Analyser.prototype.drawDebugCanvas = function () {
  72615. var _this = this;
  72616. if (this._audioEngine.canUseWebAudio) {
  72617. if (!this._debugCanvas) {
  72618. this._debugCanvas = document.createElement("canvas");
  72619. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72620. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72621. this._debugCanvas.style.position = "absolute";
  72622. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72623. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72624. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72625. document.body.appendChild(this._debugCanvas);
  72626. this._registerFunc = function () {
  72627. _this.drawDebugCanvas();
  72628. };
  72629. this._scene.registerBeforeRender(this._registerFunc);
  72630. }
  72631. if (this._registerFunc && this._debugCanvasContext) {
  72632. var workingArray = this.getByteFrequencyData();
  72633. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72634. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72635. // Draw the frequency domain chart.
  72636. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72637. var value = workingArray[i];
  72638. var percent = value / this.BARGRAPHAMPLITUDE;
  72639. var height = this.DEBUGCANVASSIZE.height * percent;
  72640. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72641. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72642. var hue = i / this.getFrequencyBinCount() * 360;
  72643. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72644. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72645. }
  72646. }
  72647. }
  72648. };
  72649. /**
  72650. * Stops rendering the debug canvas and removes it
  72651. */
  72652. Analyser.prototype.stopDebugCanvas = function () {
  72653. if (this._debugCanvas) {
  72654. if (this._registerFunc) {
  72655. this._scene.unregisterBeforeRender(this._registerFunc);
  72656. this._registerFunc = null;
  72657. }
  72658. document.body.removeChild(this._debugCanvas);
  72659. this._debugCanvas = null;
  72660. this._debugCanvasContext = null;
  72661. }
  72662. };
  72663. /**
  72664. * Connects two audio nodes
  72665. * @param inputAudioNode defines first node to connect
  72666. * @param outputAudioNode defines second node to connect
  72667. */
  72668. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72669. if (this._audioEngine.canUseWebAudio) {
  72670. inputAudioNode.connect(this._webAudioAnalyser);
  72671. this._webAudioAnalyser.connect(outputAudioNode);
  72672. }
  72673. };
  72674. /**
  72675. * Releases all associated resources
  72676. */
  72677. Analyser.prototype.dispose = function () {
  72678. if (this._audioEngine.canUseWebAudio) {
  72679. this._webAudioAnalyser.disconnect();
  72680. }
  72681. };
  72682. return Analyser;
  72683. }());
  72684. BABYLON.Analyser = Analyser;
  72685. })(BABYLON || (BABYLON = {}));
  72686. //# sourceMappingURL=babylon.analyser.js.map
  72687. var BABYLON;
  72688. (function (BABYLON) {
  72689. /**
  72690. * Wraps one or more Sound objects and selects one with random weight for playback.
  72691. */
  72692. var WeightedSound = /** @class */ (function () {
  72693. /**
  72694. * Creates a new WeightedSound from the list of sounds given.
  72695. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72696. * @param sounds Array of Sounds that will be selected from.
  72697. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72698. */
  72699. function WeightedSound(loop, sounds, weights) {
  72700. var _this = this;
  72701. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72702. this.loop = false;
  72703. this._coneInnerAngle = 360;
  72704. this._coneOuterAngle = 360;
  72705. this._volume = 1;
  72706. /** A Sound is currently playing. */
  72707. this.isPlaying = false;
  72708. /** A Sound is currently paused. */
  72709. this.isPaused = false;
  72710. this._sounds = [];
  72711. this._weights = [];
  72712. if (sounds.length !== weights.length) {
  72713. throw new Error('Sounds length does not equal weights length');
  72714. }
  72715. this.loop = loop;
  72716. this._weights = weights;
  72717. // Normalize the weights
  72718. var weightSum = 0;
  72719. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72720. var weight = weights_1[_i];
  72721. weightSum += weight;
  72722. }
  72723. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72724. for (var i = 0; i < this._weights.length; i++) {
  72725. this._weights[i] *= invWeightSum;
  72726. }
  72727. this._sounds = sounds;
  72728. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72729. var sound = _b[_a];
  72730. sound.onEndedObservable.add(function () { _this._onended(); });
  72731. }
  72732. }
  72733. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72734. /**
  72735. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72736. */
  72737. get: function () {
  72738. return this._coneInnerAngle;
  72739. },
  72740. /**
  72741. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72742. */
  72743. set: function (value) {
  72744. if (value !== this._coneInnerAngle) {
  72745. if (this._coneOuterAngle < value) {
  72746. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72747. return;
  72748. }
  72749. this._coneInnerAngle = value;
  72750. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72751. var sound = _a[_i];
  72752. sound.directionalConeInnerAngle = value;
  72753. }
  72754. }
  72755. },
  72756. enumerable: true,
  72757. configurable: true
  72758. });
  72759. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72760. /**
  72761. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72762. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72763. */
  72764. get: function () {
  72765. return this._coneOuterAngle;
  72766. },
  72767. /**
  72768. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72769. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72770. */
  72771. set: function (value) {
  72772. if (value !== this._coneOuterAngle) {
  72773. if (value < this._coneInnerAngle) {
  72774. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72775. return;
  72776. }
  72777. this._coneOuterAngle = value;
  72778. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72779. var sound = _a[_i];
  72780. sound.directionalConeOuterAngle = value;
  72781. }
  72782. }
  72783. },
  72784. enumerable: true,
  72785. configurable: true
  72786. });
  72787. Object.defineProperty(WeightedSound.prototype, "volume", {
  72788. /**
  72789. * Playback volume.
  72790. */
  72791. get: function () {
  72792. return this._volume;
  72793. },
  72794. /**
  72795. * Playback volume.
  72796. */
  72797. set: function (value) {
  72798. if (value !== this._volume) {
  72799. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72800. var sound = _a[_i];
  72801. sound.setVolume(value);
  72802. }
  72803. }
  72804. },
  72805. enumerable: true,
  72806. configurable: true
  72807. });
  72808. WeightedSound.prototype._onended = function () {
  72809. if (this._currentIndex !== undefined) {
  72810. this._sounds[this._currentIndex].autoplay = false;
  72811. }
  72812. if (this.loop && this.isPlaying) {
  72813. this.play();
  72814. }
  72815. else {
  72816. this.isPlaying = false;
  72817. }
  72818. };
  72819. /**
  72820. * Suspend playback
  72821. */
  72822. WeightedSound.prototype.pause = function () {
  72823. this.isPaused = true;
  72824. if (this._currentIndex !== undefined) {
  72825. this._sounds[this._currentIndex].pause();
  72826. }
  72827. };
  72828. /**
  72829. * Stop playback
  72830. */
  72831. WeightedSound.prototype.stop = function () {
  72832. this.isPlaying = false;
  72833. if (this._currentIndex !== undefined) {
  72834. this._sounds[this._currentIndex].stop();
  72835. }
  72836. };
  72837. /**
  72838. * Start playback.
  72839. * @param startOffset Position the clip head at a specific time in seconds.
  72840. */
  72841. WeightedSound.prototype.play = function (startOffset) {
  72842. if (!this.isPaused) {
  72843. this.stop();
  72844. var randomValue = Math.random();
  72845. var total = 0;
  72846. for (var i = 0; i < this._weights.length; i++) {
  72847. total += this._weights[i];
  72848. if (randomValue <= total) {
  72849. this._currentIndex = i;
  72850. break;
  72851. }
  72852. }
  72853. }
  72854. var sound = this._sounds[this._currentIndex];
  72855. if (sound.isReady()) {
  72856. sound.play(0, this.isPaused ? undefined : startOffset);
  72857. }
  72858. else {
  72859. sound.autoplay = true;
  72860. }
  72861. this.isPlaying = true;
  72862. this.isPaused = false;
  72863. };
  72864. return WeightedSound;
  72865. }());
  72866. BABYLON.WeightedSound = WeightedSound;
  72867. })(BABYLON || (BABYLON = {}));
  72868. //# sourceMappingURL=babylon.weightedsound.js.map
  72869. var BABYLON;
  72870. (function (BABYLON) {
  72871. // Adds the parser to the scene parsers.
  72872. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72873. // TODO: add sound
  72874. var loadedSounds = [];
  72875. var loadedSound;
  72876. container.sounds = container.sounds || [];
  72877. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72878. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72879. var parsedSound = parsedData.sounds[index];
  72880. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72881. if (!parsedSound.url) {
  72882. parsedSound.url = parsedSound.name;
  72883. }
  72884. if (!loadedSounds[parsedSound.url]) {
  72885. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72886. loadedSounds[parsedSound.url] = loadedSound;
  72887. container.sounds.push(loadedSound);
  72888. }
  72889. else {
  72890. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72891. }
  72892. }
  72893. else {
  72894. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72895. }
  72896. }
  72897. }
  72898. loadedSounds = [];
  72899. });
  72900. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72901. get: function () {
  72902. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72903. if (!compo) {
  72904. compo = new AudioSceneComponent(this);
  72905. this._addComponent(compo);
  72906. }
  72907. if (!this._mainSoundTrack) {
  72908. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72909. }
  72910. return this._mainSoundTrack;
  72911. },
  72912. enumerable: true,
  72913. configurable: true
  72914. });
  72915. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72916. var index;
  72917. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72918. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72919. return this.mainSoundTrack.soundCollection[index];
  72920. }
  72921. }
  72922. if (this.soundTracks) {
  72923. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72924. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72925. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72926. return this.soundTracks[sdIndex].soundCollection[index];
  72927. }
  72928. }
  72929. }
  72930. }
  72931. return null;
  72932. };
  72933. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72934. get: function () {
  72935. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72936. if (!compo) {
  72937. compo = new AudioSceneComponent(this);
  72938. this._addComponent(compo);
  72939. }
  72940. return compo.audioEnabled;
  72941. },
  72942. set: function (value) {
  72943. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72944. if (!compo) {
  72945. compo = new AudioSceneComponent(this);
  72946. this._addComponent(compo);
  72947. }
  72948. if (value) {
  72949. compo.enableAudio();
  72950. }
  72951. else {
  72952. compo.disableAudio();
  72953. }
  72954. },
  72955. enumerable: true,
  72956. configurable: true
  72957. });
  72958. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72959. get: function () {
  72960. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72961. if (!compo) {
  72962. compo = new AudioSceneComponent(this);
  72963. this._addComponent(compo);
  72964. }
  72965. return compo.headphone;
  72966. },
  72967. set: function (value) {
  72968. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72969. if (!compo) {
  72970. compo = new AudioSceneComponent(this);
  72971. this._addComponent(compo);
  72972. }
  72973. if (value) {
  72974. compo.switchAudioModeForHeadphones();
  72975. }
  72976. else {
  72977. compo.switchAudioModeForNormalSpeakers();
  72978. }
  72979. },
  72980. enumerable: true,
  72981. configurable: true
  72982. });
  72983. /**
  72984. * Defines the sound scene component responsible to manage any sounds
  72985. * in a given scene.
  72986. */
  72987. var AudioSceneComponent = /** @class */ (function () {
  72988. /**
  72989. * Creates a new instance of the component for the given scene
  72990. * @param scene Defines the scene to register the component in
  72991. */
  72992. function AudioSceneComponent(scene) {
  72993. /**
  72994. * The component name helpfull to identify the component in the list of scene components.
  72995. */
  72996. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  72997. this._audioEnabled = true;
  72998. this._headphone = false;
  72999. this.scene = scene;
  73000. scene.soundTracks = new Array();
  73001. scene.sounds = new Array();
  73002. }
  73003. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  73004. /**
  73005. * Gets whether audio is enabled or not.
  73006. * Please use related enable/disable method to switch state.
  73007. */
  73008. get: function () {
  73009. return this._audioEnabled;
  73010. },
  73011. enumerable: true,
  73012. configurable: true
  73013. });
  73014. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  73015. /**
  73016. * Gets whether audio is outputing to headphone or not.
  73017. * Please use the according Switch methods to change output.
  73018. */
  73019. get: function () {
  73020. return this._headphone;
  73021. },
  73022. enumerable: true,
  73023. configurable: true
  73024. });
  73025. /**
  73026. * Registers the component in a given scene
  73027. */
  73028. AudioSceneComponent.prototype.register = function () {
  73029. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  73030. };
  73031. /**
  73032. * Rebuilds the elements related to this component in case of
  73033. * context lost for instance.
  73034. */
  73035. AudioSceneComponent.prototype.rebuild = function () {
  73036. // Nothing to do here. (Not rendering related)
  73037. };
  73038. /**
  73039. * Serializes the component data to the specified json object
  73040. * @param serializationObject The object to serialize to
  73041. */
  73042. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  73043. serializationObject.sounds = [];
  73044. if (this.scene.soundTracks) {
  73045. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  73046. var soundtrack = this.scene.soundTracks[index];
  73047. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  73048. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  73049. }
  73050. }
  73051. }
  73052. };
  73053. /**
  73054. * Adds all the element from the container to the scene
  73055. * @param container the container holding the elements
  73056. */
  73057. AudioSceneComponent.prototype.addFromContainer = function (container) {
  73058. var _this = this;
  73059. if (!container.sounds) {
  73060. return;
  73061. }
  73062. container.sounds.forEach(function (sound) {
  73063. sound.play();
  73064. sound.autoplay = true;
  73065. _this.scene.mainSoundTrack.AddSound(sound);
  73066. });
  73067. };
  73068. /**
  73069. * Removes all the elements in the container from the scene
  73070. * @param container contains the elements to remove
  73071. */
  73072. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  73073. var _this = this;
  73074. if (!container.sounds) {
  73075. return;
  73076. }
  73077. container.sounds.forEach(function (sound) {
  73078. sound.stop();
  73079. sound.autoplay = false;
  73080. _this.scene.mainSoundTrack.RemoveSound(sound);
  73081. });
  73082. };
  73083. /**
  73084. * Disposes the component and the associated ressources.
  73085. */
  73086. AudioSceneComponent.prototype.dispose = function () {
  73087. var scene = this.scene;
  73088. if (scene._mainSoundTrack) {
  73089. scene.mainSoundTrack.dispose();
  73090. }
  73091. if (scene.soundTracks) {
  73092. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  73093. scene.soundTracks[scIndex].dispose();
  73094. }
  73095. }
  73096. };
  73097. /**
  73098. * Disables audio in the associated scene.
  73099. */
  73100. AudioSceneComponent.prototype.disableAudio = function () {
  73101. var scene = this.scene;
  73102. this._audioEnabled = false;
  73103. var i;
  73104. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73105. scene.mainSoundTrack.soundCollection[i].pause();
  73106. }
  73107. if (scene.soundTracks) {
  73108. for (i = 0; i < scene.soundTracks.length; i++) {
  73109. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73110. scene.soundTracks[i].soundCollection[j].pause();
  73111. }
  73112. }
  73113. }
  73114. };
  73115. /**
  73116. * Enables audio in the associated scene.
  73117. */
  73118. AudioSceneComponent.prototype.enableAudio = function () {
  73119. var scene = this.scene;
  73120. this._audioEnabled = true;
  73121. var i;
  73122. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73123. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  73124. scene.mainSoundTrack.soundCollection[i].play();
  73125. }
  73126. }
  73127. if (scene.soundTracks) {
  73128. for (i = 0; i < scene.soundTracks.length; i++) {
  73129. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73130. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  73131. scene.soundTracks[i].soundCollection[j].play();
  73132. }
  73133. }
  73134. }
  73135. }
  73136. };
  73137. /**
  73138. * Switch audio to headphone output.
  73139. */
  73140. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  73141. var scene = this.scene;
  73142. this._headphone = true;
  73143. scene.mainSoundTrack.switchPanningModelToHRTF();
  73144. if (scene.soundTracks) {
  73145. for (var i = 0; i < scene.soundTracks.length; i++) {
  73146. scene.soundTracks[i].switchPanningModelToHRTF();
  73147. }
  73148. }
  73149. };
  73150. /**
  73151. * Switch audio to normal speakers.
  73152. */
  73153. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73154. var scene = this.scene;
  73155. this._headphone = false;
  73156. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73157. if (scene.soundTracks) {
  73158. for (var i = 0; i < scene.soundTracks.length; i++) {
  73159. scene.soundTracks[i].switchPanningModelToEqualPower();
  73160. }
  73161. }
  73162. };
  73163. AudioSceneComponent.prototype._afterRender = function () {
  73164. var scene = this.scene;
  73165. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73166. return;
  73167. }
  73168. var listeningCamera;
  73169. var audioEngine = BABYLON.Engine.audioEngine;
  73170. if (scene.activeCameras.length > 0) {
  73171. listeningCamera = scene.activeCameras[0];
  73172. }
  73173. else {
  73174. listeningCamera = scene.activeCamera;
  73175. }
  73176. if (listeningCamera && audioEngine.audioContext) {
  73177. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73178. // for VR cameras
  73179. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73180. listeningCamera = listeningCamera.rigCameras[0];
  73181. }
  73182. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73183. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73184. cameraDirection.normalize();
  73185. // To avoid some errors on GearVR
  73186. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73187. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73188. }
  73189. var i;
  73190. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73191. var sound = scene.mainSoundTrack.soundCollection[i];
  73192. if (sound.useCustomAttenuation) {
  73193. sound.updateDistanceFromListener();
  73194. }
  73195. }
  73196. if (scene.soundTracks) {
  73197. for (i = 0; i < scene.soundTracks.length; i++) {
  73198. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73199. sound = scene.soundTracks[i].soundCollection[j];
  73200. if (sound.useCustomAttenuation) {
  73201. sound.updateDistanceFromListener();
  73202. }
  73203. }
  73204. }
  73205. }
  73206. }
  73207. };
  73208. return AudioSceneComponent;
  73209. }());
  73210. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73211. })(BABYLON || (BABYLON = {}));
  73212. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73213. var BABYLON;
  73214. (function (BABYLON) {
  73215. /**
  73216. * This defines an action helpful to play a defined sound on a triggered action.
  73217. */
  73218. var PlaySoundAction = /** @class */ (function (_super) {
  73219. __extends(PlaySoundAction, _super);
  73220. /**
  73221. * Instantiate the action
  73222. * @param triggerOptions defines the trigger options
  73223. * @param sound defines the sound to play
  73224. * @param condition defines the trigger related conditions
  73225. */
  73226. function PlaySoundAction(triggerOptions, sound, condition) {
  73227. var _this = _super.call(this, triggerOptions, condition) || this;
  73228. _this._sound = sound;
  73229. return _this;
  73230. }
  73231. /** @hidden */
  73232. PlaySoundAction.prototype._prepare = function () {
  73233. };
  73234. /**
  73235. * Execute the action and play the sound.
  73236. */
  73237. PlaySoundAction.prototype.execute = function () {
  73238. if (this._sound !== undefined) {
  73239. this._sound.play();
  73240. }
  73241. };
  73242. /**
  73243. * Serializes the actions and its related information.
  73244. * @param parent defines the object to serialize in
  73245. * @returns the serialized object
  73246. */
  73247. PlaySoundAction.prototype.serialize = function (parent) {
  73248. return _super.prototype._serialize.call(this, {
  73249. name: "PlaySoundAction",
  73250. properties: [{ name: "sound", value: this._sound.name }]
  73251. }, parent);
  73252. };
  73253. return PlaySoundAction;
  73254. }(BABYLON.Action));
  73255. BABYLON.PlaySoundAction = PlaySoundAction;
  73256. /**
  73257. * This defines an action helpful to stop a defined sound on a triggered action.
  73258. */
  73259. var StopSoundAction = /** @class */ (function (_super) {
  73260. __extends(StopSoundAction, _super);
  73261. /**
  73262. * Instantiate the action
  73263. * @param triggerOptions defines the trigger options
  73264. * @param sound defines the sound to stop
  73265. * @param condition defines the trigger related conditions
  73266. */
  73267. function StopSoundAction(triggerOptions, sound, condition) {
  73268. var _this = _super.call(this, triggerOptions, condition) || this;
  73269. _this._sound = sound;
  73270. return _this;
  73271. }
  73272. /** @hidden */
  73273. StopSoundAction.prototype._prepare = function () {
  73274. };
  73275. /**
  73276. * Execute the action and stop the sound.
  73277. */
  73278. StopSoundAction.prototype.execute = function () {
  73279. if (this._sound !== undefined) {
  73280. this._sound.stop();
  73281. }
  73282. };
  73283. /**
  73284. * Serializes the actions and its related information.
  73285. * @param parent defines the object to serialize in
  73286. * @returns the serialized object
  73287. */
  73288. StopSoundAction.prototype.serialize = function (parent) {
  73289. return _super.prototype._serialize.call(this, {
  73290. name: "StopSoundAction",
  73291. properties: [{ name: "sound", value: this._sound.name }]
  73292. }, parent);
  73293. };
  73294. return StopSoundAction;
  73295. }(BABYLON.Action));
  73296. BABYLON.StopSoundAction = StopSoundAction;
  73297. })(BABYLON || (BABYLON = {}));
  73298. //# sourceMappingURL=babylon.directAudioActions.js.map
  73299. var BABYLON;
  73300. (function (BABYLON) {
  73301. /**
  73302. * Class for creating a cube texture
  73303. */
  73304. var CubeTexture = /** @class */ (function (_super) {
  73305. __extends(CubeTexture, _super);
  73306. /**
  73307. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73308. * as prefiltered data.
  73309. * @param rootUrl defines the url of the texture or the root name of the six images
  73310. * @param scene defines the scene the texture is attached to
  73311. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73312. * @param noMipmap defines if mipmaps should be created or not
  73313. * @param files defines the six files to load for the different faces
  73314. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73315. * @param onError defines a callback triggered in case of error during load
  73316. * @param format defines the internal format to use for the texture once loaded
  73317. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73318. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73319. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73320. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73321. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73322. * @return the cube texture
  73323. */
  73324. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73325. if (extensions === void 0) { extensions = null; }
  73326. if (noMipmap === void 0) { noMipmap = false; }
  73327. if (files === void 0) { files = null; }
  73328. if (onLoad === void 0) { onLoad = null; }
  73329. if (onError === void 0) { onError = null; }
  73330. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73331. if (prefiltered === void 0) { prefiltered = false; }
  73332. if (forcedExtension === void 0) { forcedExtension = null; }
  73333. if (createPolynomials === void 0) { createPolynomials = false; }
  73334. if (lodScale === void 0) { lodScale = 0.8; }
  73335. if (lodOffset === void 0) { lodOffset = 0; }
  73336. var _this = _super.call(this, scene) || this;
  73337. /**
  73338. * Gets or sets the center of the bounding box associated with the cube texture.
  73339. * It must define where the camera used to render the texture was set
  73340. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73341. */
  73342. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73343. _this._rotationY = 0;
  73344. /** @hidden */
  73345. _this._prefiltered = false;
  73346. _this.name = rootUrl;
  73347. _this.url = rootUrl;
  73348. _this._noMipmap = noMipmap;
  73349. _this.hasAlpha = false;
  73350. _this._format = format;
  73351. _this.isCube = true;
  73352. _this._textureMatrix = BABYLON.Matrix.Identity();
  73353. _this._createPolynomials = createPolynomials;
  73354. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73355. if (!rootUrl && !files) {
  73356. return _this;
  73357. }
  73358. var lastDot = rootUrl.lastIndexOf(".");
  73359. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73360. var isDDS = (extension === ".dds");
  73361. var isEnv = (extension === ".env");
  73362. if (isEnv) {
  73363. _this.gammaSpace = false;
  73364. _this._prefiltered = false;
  73365. }
  73366. else {
  73367. _this._prefiltered = prefiltered;
  73368. if (prefiltered) {
  73369. _this.gammaSpace = false;
  73370. }
  73371. }
  73372. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73373. if (!files) {
  73374. if (!isEnv && !isDDS && !extensions) {
  73375. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73376. }
  73377. files = [];
  73378. if (extensions) {
  73379. for (var index = 0; index < extensions.length; index++) {
  73380. files.push(rootUrl + extensions[index]);
  73381. }
  73382. }
  73383. }
  73384. _this._files = files;
  73385. if (!_this._texture) {
  73386. if (!scene.useDelayedTextureLoading) {
  73387. if (prefiltered) {
  73388. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73389. }
  73390. else {
  73391. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73392. }
  73393. }
  73394. else {
  73395. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73396. }
  73397. }
  73398. else if (onLoad) {
  73399. if (_this._texture.isReady) {
  73400. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73401. }
  73402. else {
  73403. _this._texture.onLoadedObservable.add(onLoad);
  73404. }
  73405. }
  73406. return _this;
  73407. }
  73408. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73409. /**
  73410. * Returns the bounding box size
  73411. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73412. */
  73413. get: function () {
  73414. return this._boundingBoxSize;
  73415. },
  73416. /**
  73417. * Gets or sets the size of the bounding box associated with the cube texture
  73418. * When defined, the cubemap will switch to local mode
  73419. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73420. * @example https://www.babylonjs-playground.com/#RNASML
  73421. */
  73422. set: function (value) {
  73423. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73424. return;
  73425. }
  73426. this._boundingBoxSize = value;
  73427. var scene = this.getScene();
  73428. if (scene) {
  73429. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73430. }
  73431. },
  73432. enumerable: true,
  73433. configurable: true
  73434. });
  73435. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73436. /**
  73437. * Gets texture matrix rotation angle around Y axis radians.
  73438. */
  73439. get: function () {
  73440. return this._rotationY;
  73441. },
  73442. /**
  73443. * Sets texture matrix rotation angle around Y axis in radians.
  73444. */
  73445. set: function (value) {
  73446. this._rotationY = value;
  73447. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73448. },
  73449. enumerable: true,
  73450. configurable: true
  73451. });
  73452. Object.defineProperty(CubeTexture.prototype, "noMipmap", {
  73453. /**
  73454. * Are mip maps generated for this texture or not.
  73455. */
  73456. get: function () {
  73457. return this._noMipmap;
  73458. },
  73459. enumerable: true,
  73460. configurable: true
  73461. });
  73462. /**
  73463. * Creates a cube texture from an array of image urls
  73464. * @param files defines an array of image urls
  73465. * @param scene defines the hosting scene
  73466. * @param noMipmap specifies if mip maps are not used
  73467. * @returns a cube texture
  73468. */
  73469. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73470. var rootUrlKey = "";
  73471. files.forEach(function (url) { return rootUrlKey += url; });
  73472. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73473. };
  73474. /**
  73475. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73476. * @param url defines the url of the prefiltered texture
  73477. * @param scene defines the scene the texture is attached to
  73478. * @param forcedExtension defines the extension of the file if different from the url
  73479. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73480. * @return the prefiltered texture
  73481. */
  73482. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73483. if (forcedExtension === void 0) { forcedExtension = null; }
  73484. if (createPolynomials === void 0) { createPolynomials = true; }
  73485. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73486. };
  73487. /**
  73488. * Get the current class name of the texture useful for serialization or dynamic coding.
  73489. * @returns "CubeTexture"
  73490. */
  73491. CubeTexture.prototype.getClassName = function () {
  73492. return "CubeTexture";
  73493. };
  73494. /**
  73495. * Update the url (and optional buffer) of this texture if url was null during construction.
  73496. * @param url the url of the texture
  73497. * @param forcedExtension defines the extension to use
  73498. * @param onLoad callback called when the texture is loaded (defaults to null)
  73499. */
  73500. CubeTexture.prototype.updateURL = function (url, forcedExtension, onLoad) {
  73501. if (this.url) {
  73502. this.releaseInternalTexture();
  73503. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73504. }
  73505. this.url = url;
  73506. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73507. this._prefiltered = false;
  73508. if (onLoad) {
  73509. this._delayedOnLoad = onLoad;
  73510. }
  73511. this.delayLoad(forcedExtension);
  73512. };
  73513. /**
  73514. * Delays loading of the cube texture
  73515. * @param forcedExtension defines the extension to use
  73516. */
  73517. CubeTexture.prototype.delayLoad = function (forcedExtension) {
  73518. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73519. return;
  73520. }
  73521. var scene = this.getScene();
  73522. if (!scene) {
  73523. return;
  73524. }
  73525. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73526. this._texture = this._getFromCache(this.url, this._noMipmap);
  73527. if (!this._texture) {
  73528. if (this._prefiltered) {
  73529. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);
  73530. }
  73531. else {
  73532. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, undefined, this._format, forcedExtension);
  73533. }
  73534. }
  73535. };
  73536. /**
  73537. * Returns the reflection texture matrix
  73538. * @returns the reflection texture matrix
  73539. */
  73540. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73541. return this._textureMatrix;
  73542. };
  73543. /**
  73544. * Sets the reflection texture matrix
  73545. * @param value Reflection texture matrix
  73546. */
  73547. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73548. var _this = this;
  73549. if (value.updateFlag === this._textureMatrix.updateFlag) {
  73550. return;
  73551. }
  73552. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  73553. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  73554. }
  73555. this._textureMatrix = value;
  73556. };
  73557. /**
  73558. * Parses text to create a cube texture
  73559. * @param parsedTexture define the serialized text to read from
  73560. * @param scene defines the hosting scene
  73561. * @param rootUrl defines the root url of the cube texture
  73562. * @returns a cube texture
  73563. */
  73564. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73565. var texture = BABYLON.SerializationHelper.Parse(function () {
  73566. var prefiltered = false;
  73567. if (parsedTexture.prefiltered) {
  73568. prefiltered = parsedTexture.prefiltered;
  73569. }
  73570. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73571. }, parsedTexture, scene);
  73572. // Local Cubemaps
  73573. if (parsedTexture.boundingBoxPosition) {
  73574. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73575. }
  73576. if (parsedTexture.boundingBoxSize) {
  73577. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73578. }
  73579. // Animations
  73580. if (parsedTexture.animations) {
  73581. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73582. var parsedAnimation = parsedTexture.animations[animationIndex];
  73583. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73584. }
  73585. }
  73586. return texture;
  73587. };
  73588. /**
  73589. * Makes a clone, or deep copy, of the cube texture
  73590. * @returns a new cube texture
  73591. */
  73592. CubeTexture.prototype.clone = function () {
  73593. var _this = this;
  73594. var scene = this.getScene();
  73595. var uniqueId = 0;
  73596. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73597. if (!scene) {
  73598. return _this;
  73599. }
  73600. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73601. uniqueId = cubeTexture.uniqueId;
  73602. return cubeTexture;
  73603. }, this);
  73604. newCubeTexture.uniqueId = uniqueId;
  73605. return newCubeTexture;
  73606. };
  73607. __decorate([
  73608. BABYLON.serialize("rotationY")
  73609. ], CubeTexture.prototype, "rotationY", null);
  73610. return CubeTexture;
  73611. }(BABYLON.BaseTexture));
  73612. BABYLON.CubeTexture = CubeTexture;
  73613. })(BABYLON || (BABYLON = {}));
  73614. //# sourceMappingURL=babylon.cubeTexture.js.map
  73615. var BABYLON;
  73616. (function (BABYLON) {
  73617. /**
  73618. * Raw cube texture where the raw buffers are passed in
  73619. */
  73620. var RawCubeTexture = /** @class */ (function (_super) {
  73621. __extends(RawCubeTexture, _super);
  73622. /**
  73623. * Creates a cube texture where the raw buffers are passed in.
  73624. * @param scene defines the scene the texture is attached to
  73625. * @param data defines the array of data to use to create each face
  73626. * @param size defines the size of the textures
  73627. * @param format defines the format of the data
  73628. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73629. * @param generateMipMaps defines if the engine should generate the mip levels
  73630. * @param invertY defines if data must be stored with Y axis inverted
  73631. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73632. * @param compression defines the compression used (null by default)
  73633. */
  73634. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73635. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73636. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73637. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73638. if (invertY === void 0) { invertY = false; }
  73639. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73640. if (compression === void 0) { compression = null; }
  73641. var _this = _super.call(this, "", scene) || this;
  73642. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73643. return _this;
  73644. }
  73645. /**
  73646. * Updates the raw cube texture.
  73647. * @param data defines the data to store
  73648. * @param format defines the data format
  73649. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73650. * @param invertY defines if data must be stored with Y axis inverted
  73651. * @param compression defines the compression used (null by default)
  73652. * @param level defines which level of the texture to update
  73653. */
  73654. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73655. if (compression === void 0) { compression = null; }
  73656. if (level === void 0) { level = 0; }
  73657. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73658. };
  73659. /**
  73660. * Updates a raw cube texture with RGBD encoded data.
  73661. * @param data defines the array of data [mipmap][face] to use to create each face
  73662. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73663. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73664. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73665. * @returns a promsie that resolves when the operation is complete
  73666. */
  73667. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73668. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73669. if (lodScale === void 0) { lodScale = 0.8; }
  73670. if (lodOffset === void 0) { lodOffset = 0; }
  73671. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73672. };
  73673. /**
  73674. * Clones the raw cube texture.
  73675. * @return a new cube texture
  73676. */
  73677. RawCubeTexture.prototype.clone = function () {
  73678. var _this = this;
  73679. return BABYLON.SerializationHelper.Clone(function () {
  73680. var scene = _this.getScene();
  73681. var internalTexture = _this._texture;
  73682. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73683. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73684. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73685. }
  73686. return texture;
  73687. }, this);
  73688. };
  73689. /** @hidden */
  73690. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73691. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73692. internalTexture._bufferViewArrayArray = data;
  73693. internalTexture._lodGenerationScale = lodScale;
  73694. internalTexture._lodGenerationOffset = lodOffset;
  73695. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73696. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73697. internalTexture.isReady = true;
  73698. });
  73699. };
  73700. return RawCubeTexture;
  73701. }(BABYLON.CubeTexture));
  73702. BABYLON.RawCubeTexture = RawCubeTexture;
  73703. })(BABYLON || (BABYLON = {}));
  73704. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73705. var BABYLON;
  73706. (function (BABYLON) {
  73707. /**
  73708. * This Helps creating a texture that will be created from a camera in your scene.
  73709. * It is basically a dynamic texture that could be used to create special effects for instance.
  73710. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73711. */
  73712. var RenderTargetTexture = /** @class */ (function (_super) {
  73713. __extends(RenderTargetTexture, _super);
  73714. /**
  73715. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73716. * or used a shadow, depth texture...
  73717. * @param name The friendly name of the texture
  73718. * @param size The size of the RTT (number if square, or {width: number, height:number} or {ratio:} to define a ratio from the main scene)
  73719. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73720. * @param generateMipMaps True if mip maps need to be generated after render.
  73721. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73722. * @param type The type of the buffer in the RTT (int, half float, float...)
  73723. * @param isCube True if a cube texture needs to be created
  73724. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73725. * @param generateDepthBuffer True to generate a depth buffer
  73726. * @param generateStencilBuffer True to generate a stencil buffer
  73727. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73728. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73729. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73730. */
  73731. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73732. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73733. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73734. if (isCube === void 0) { isCube = false; }
  73735. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73736. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73737. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73738. if (isMulti === void 0) { isMulti = false; }
  73739. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73740. if (delayAllocation === void 0) { delayAllocation = false; }
  73741. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73742. _this.isCube = isCube;
  73743. /**
  73744. * Define if particles should be rendered in your texture.
  73745. */
  73746. _this.renderParticles = true;
  73747. /**
  73748. * Define if sprites should be rendered in your texture.
  73749. */
  73750. _this.renderSprites = false;
  73751. /**
  73752. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73753. */
  73754. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73755. /**
  73756. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73757. */
  73758. _this.ignoreCameraViewport = false;
  73759. /**
  73760. * An event triggered when the texture is unbind.
  73761. */
  73762. _this.onBeforeBindObservable = new BABYLON.Observable();
  73763. /**
  73764. * An event triggered when the texture is unbind.
  73765. */
  73766. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73767. /**
  73768. * An event triggered before rendering the texture
  73769. */
  73770. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73771. /**
  73772. * An event triggered after rendering the texture
  73773. */
  73774. _this.onAfterRenderObservable = new BABYLON.Observable();
  73775. /**
  73776. * An event triggered after the texture clear
  73777. */
  73778. _this.onClearObservable = new BABYLON.Observable();
  73779. _this._currentRefreshId = -1;
  73780. _this._refreshRate = 1;
  73781. _this._samples = 1;
  73782. /**
  73783. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73784. * It must define where the camera used to render the texture is set
  73785. */
  73786. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73787. scene = _this.getScene();
  73788. if (!scene) {
  73789. return _this;
  73790. }
  73791. _this.renderList = new Array();
  73792. _this._engine = scene.getEngine();
  73793. _this.name = name;
  73794. _this.isRenderTarget = true;
  73795. _this._initialSizeParameter = size;
  73796. _this._processSizeParameter(size);
  73797. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73798. });
  73799. _this._generateMipMaps = generateMipMaps ? true : false;
  73800. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73801. // Rendering groups
  73802. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73803. _this._renderingManager._useSceneAutoClearSetup = true;
  73804. if (isMulti) {
  73805. return _this;
  73806. }
  73807. _this._renderTargetOptions = {
  73808. generateMipMaps: generateMipMaps,
  73809. type: type,
  73810. format: format,
  73811. samplingMode: samplingMode,
  73812. generateDepthBuffer: generateDepthBuffer,
  73813. generateStencilBuffer: generateStencilBuffer
  73814. };
  73815. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73816. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73817. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73818. }
  73819. if (!delayAllocation) {
  73820. if (isCube) {
  73821. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73822. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73823. _this._textureMatrix = BABYLON.Matrix.Identity();
  73824. }
  73825. else {
  73826. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73827. }
  73828. }
  73829. return _this;
  73830. }
  73831. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73832. /**
  73833. * Use this list to define the list of mesh you want to render.
  73834. */
  73835. get: function () {
  73836. return this._renderList;
  73837. },
  73838. set: function (value) {
  73839. this._renderList = value;
  73840. if (this._renderList) {
  73841. this._hookArray(this._renderList);
  73842. }
  73843. },
  73844. enumerable: true,
  73845. configurable: true
  73846. });
  73847. RenderTargetTexture.prototype._hookArray = function (array) {
  73848. var _this = this;
  73849. var oldPush = array.push;
  73850. array.push = function () {
  73851. var items = [];
  73852. for (var _i = 0; _i < arguments.length; _i++) {
  73853. items[_i] = arguments[_i];
  73854. }
  73855. var wasEmpty = array.length === 0;
  73856. var result = oldPush.apply(array, items);
  73857. if (wasEmpty) {
  73858. _this.getScene().meshes.forEach(function (mesh) {
  73859. mesh._markSubMeshesAsLightDirty();
  73860. });
  73861. }
  73862. return result;
  73863. };
  73864. var oldSplice = array.splice;
  73865. array.splice = function (index, deleteCount) {
  73866. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73867. if (array.length === 0) {
  73868. _this.getScene().meshes.forEach(function (mesh) {
  73869. mesh._markSubMeshesAsLightDirty();
  73870. });
  73871. }
  73872. return deleted;
  73873. };
  73874. };
  73875. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73876. /**
  73877. * Set a after unbind callback in the texture.
  73878. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73879. */
  73880. set: function (callback) {
  73881. if (this._onAfterUnbindObserver) {
  73882. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73883. }
  73884. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73885. },
  73886. enumerable: true,
  73887. configurable: true
  73888. });
  73889. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73890. /**
  73891. * Set a before render callback in the texture.
  73892. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73893. */
  73894. set: function (callback) {
  73895. if (this._onBeforeRenderObserver) {
  73896. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73897. }
  73898. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73899. },
  73900. enumerable: true,
  73901. configurable: true
  73902. });
  73903. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73904. /**
  73905. * Set a after render callback in the texture.
  73906. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73907. */
  73908. set: function (callback) {
  73909. if (this._onAfterRenderObserver) {
  73910. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73911. }
  73912. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73913. },
  73914. enumerable: true,
  73915. configurable: true
  73916. });
  73917. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73918. /**
  73919. * Set a clear callback in the texture.
  73920. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73921. */
  73922. set: function (callback) {
  73923. if (this._onClearObserver) {
  73924. this.onClearObservable.remove(this._onClearObserver);
  73925. }
  73926. this._onClearObserver = this.onClearObservable.add(callback);
  73927. },
  73928. enumerable: true,
  73929. configurable: true
  73930. });
  73931. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73932. /**
  73933. * Gets render target creation options that were used.
  73934. */
  73935. get: function () {
  73936. return this._renderTargetOptions;
  73937. },
  73938. enumerable: true,
  73939. configurable: true
  73940. });
  73941. RenderTargetTexture.prototype._onRatioRescale = function () {
  73942. if (this._sizeRatio) {
  73943. this.resize(this._initialSizeParameter);
  73944. }
  73945. };
  73946. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73947. get: function () {
  73948. return this._boundingBoxSize;
  73949. },
  73950. /**
  73951. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73952. * When defined, the cubemap will switch to local mode
  73953. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73954. * @example https://www.babylonjs-playground.com/#RNASML
  73955. */
  73956. set: function (value) {
  73957. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73958. return;
  73959. }
  73960. this._boundingBoxSize = value;
  73961. var scene = this.getScene();
  73962. if (scene) {
  73963. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73964. }
  73965. },
  73966. enumerable: true,
  73967. configurable: true
  73968. });
  73969. /**
  73970. * Creates a depth stencil texture.
  73971. * This is only available in WebGL 2 or with the depth texture extension available.
  73972. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  73973. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  73974. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  73975. */
  73976. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  73977. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  73978. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  73979. if (generateStencil === void 0) { generateStencil = false; }
  73980. if (!this.getScene()) {
  73981. return;
  73982. }
  73983. var engine = this.getScene().getEngine();
  73984. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  73985. bilinearFiltering: bilinearFiltering,
  73986. comparisonFunction: comparisonFunction,
  73987. generateStencil: generateStencil,
  73988. isCube: this.isCube
  73989. });
  73990. engine.setFrameBufferDepthStencilTexture(this);
  73991. };
  73992. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  73993. if (size.ratio) {
  73994. this._sizeRatio = size.ratio;
  73995. this._size = {
  73996. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  73997. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  73998. };
  73999. }
  74000. else {
  74001. this._size = size;
  74002. }
  74003. };
  74004. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  74005. /**
  74006. * Define the number of samples to use in case of MSAA.
  74007. * It defaults to one meaning no MSAA has been enabled.
  74008. */
  74009. get: function () {
  74010. return this._samples;
  74011. },
  74012. set: function (value) {
  74013. if (this._samples === value) {
  74014. return;
  74015. }
  74016. var scene = this.getScene();
  74017. if (!scene) {
  74018. return;
  74019. }
  74020. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  74021. },
  74022. enumerable: true,
  74023. configurable: true
  74024. });
  74025. /**
  74026. * Resets the refresh counter of the texture and start bak from scratch.
  74027. * Could be useful to regenerate the texture if it is setup to render only once.
  74028. */
  74029. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  74030. this._currentRefreshId = -1;
  74031. };
  74032. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  74033. /**
  74034. * Define the refresh rate of the texture or the rendering frequency.
  74035. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  74036. */
  74037. get: function () {
  74038. return this._refreshRate;
  74039. },
  74040. set: function (value) {
  74041. this._refreshRate = value;
  74042. this.resetRefreshCounter();
  74043. },
  74044. enumerable: true,
  74045. configurable: true
  74046. });
  74047. /**
  74048. * Adds a post process to the render target rendering passes.
  74049. * @param postProcess define the post process to add
  74050. */
  74051. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  74052. if (!this._postProcessManager) {
  74053. var scene = this.getScene();
  74054. if (!scene) {
  74055. return;
  74056. }
  74057. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  74058. this._postProcesses = new Array();
  74059. }
  74060. this._postProcesses.push(postProcess);
  74061. this._postProcesses[0].autoClear = false;
  74062. };
  74063. /**
  74064. * Clear all the post processes attached to the render target
  74065. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  74066. */
  74067. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  74068. if (dispose === void 0) { dispose = false; }
  74069. if (!this._postProcesses) {
  74070. return;
  74071. }
  74072. if (dispose) {
  74073. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  74074. var postProcess = _a[_i];
  74075. postProcess.dispose();
  74076. }
  74077. }
  74078. this._postProcesses = [];
  74079. };
  74080. /**
  74081. * Remove one of the post process from the list of attached post processes to the texture
  74082. * @param postProcess define the post process to remove from the list
  74083. */
  74084. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  74085. if (!this._postProcesses) {
  74086. return;
  74087. }
  74088. var index = this._postProcesses.indexOf(postProcess);
  74089. if (index === -1) {
  74090. return;
  74091. }
  74092. this._postProcesses.splice(index, 1);
  74093. if (this._postProcesses.length > 0) {
  74094. this._postProcesses[0].autoClear = false;
  74095. }
  74096. };
  74097. /** @hidden */
  74098. RenderTargetTexture.prototype._shouldRender = function () {
  74099. if (this._currentRefreshId === -1) { // At least render once
  74100. this._currentRefreshId = 1;
  74101. return true;
  74102. }
  74103. if (this.refreshRate === this._currentRefreshId) {
  74104. this._currentRefreshId = 1;
  74105. return true;
  74106. }
  74107. this._currentRefreshId++;
  74108. return false;
  74109. };
  74110. /**
  74111. * Gets the actual render size of the texture.
  74112. * @returns the width of the render size
  74113. */
  74114. RenderTargetTexture.prototype.getRenderSize = function () {
  74115. return this.getRenderWidth();
  74116. };
  74117. /**
  74118. * Gets the actual render width of the texture.
  74119. * @returns the width of the render size
  74120. */
  74121. RenderTargetTexture.prototype.getRenderWidth = function () {
  74122. if (this._size.width) {
  74123. return this._size.width;
  74124. }
  74125. return this._size;
  74126. };
  74127. /**
  74128. * Gets the actual render height of the texture.
  74129. * @returns the height of the render size
  74130. */
  74131. RenderTargetTexture.prototype.getRenderHeight = function () {
  74132. if (this._size.width) {
  74133. return this._size.height;
  74134. }
  74135. return this._size;
  74136. };
  74137. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  74138. /**
  74139. * Get if the texture can be rescaled or not.
  74140. */
  74141. get: function () {
  74142. return true;
  74143. },
  74144. enumerable: true,
  74145. configurable: true
  74146. });
  74147. /**
  74148. * Resize the texture using a ratio.
  74149. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  74150. */
  74151. RenderTargetTexture.prototype.scale = function (ratio) {
  74152. var newSize = this.getRenderSize() * ratio;
  74153. this.resize(newSize);
  74154. };
  74155. /**
  74156. * Get the texture reflection matrix used to rotate/transform the reflection.
  74157. * @returns the reflection matrix
  74158. */
  74159. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  74160. if (this.isCube) {
  74161. return this._textureMatrix;
  74162. }
  74163. return _super.prototype.getReflectionTextureMatrix.call(this);
  74164. };
  74165. /**
  74166. * Resize the texture to a new desired size.
  74167. * Be carrefull as it will recreate all the data in the new texture.
  74168. * @param size Define the new size. It can be:
  74169. * - a number for squared texture,
  74170. * - an object containing { width: number, height: number }
  74171. * - or an object containing a ratio { ratio: number }
  74172. */
  74173. RenderTargetTexture.prototype.resize = function (size) {
  74174. this.releaseInternalTexture();
  74175. var scene = this.getScene();
  74176. if (!scene) {
  74177. return;
  74178. }
  74179. this._processSizeParameter(size);
  74180. if (this.isCube) {
  74181. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  74182. }
  74183. else {
  74184. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  74185. }
  74186. };
  74187. /**
  74188. * Renders all the objects from the render list into the texture.
  74189. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74190. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74191. */
  74192. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74193. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74194. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74195. var scene = this.getScene();
  74196. if (!scene) {
  74197. return;
  74198. }
  74199. var engine = scene.getEngine();
  74200. if (this.useCameraPostProcesses !== undefined) {
  74201. useCameraPostProcess = this.useCameraPostProcesses;
  74202. }
  74203. if (this._waitingRenderList) {
  74204. this.renderList = [];
  74205. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74206. var id = this._waitingRenderList[index];
  74207. var mesh_1 = scene.getMeshByID(id);
  74208. if (mesh_1) {
  74209. this.renderList.push(mesh_1);
  74210. }
  74211. }
  74212. delete this._waitingRenderList;
  74213. }
  74214. // Is predicate defined?
  74215. if (this.renderListPredicate) {
  74216. if (this.renderList) {
  74217. this.renderList.length = 0; // Clear previous renderList
  74218. }
  74219. else {
  74220. this.renderList = [];
  74221. }
  74222. var scene = this.getScene();
  74223. if (!scene) {
  74224. return;
  74225. }
  74226. var sceneMeshes = scene.meshes;
  74227. for (var index = 0; index < sceneMeshes.length; index++) {
  74228. var mesh = sceneMeshes[index];
  74229. if (this.renderListPredicate(mesh)) {
  74230. this.renderList.push(mesh);
  74231. }
  74232. }
  74233. }
  74234. this.onBeforeBindObservable.notifyObservers(this);
  74235. // Set custom projection.
  74236. // Needs to be before binding to prevent changing the aspect ratio.
  74237. var camera;
  74238. if (this.activeCamera) {
  74239. camera = this.activeCamera;
  74240. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74241. if (this.activeCamera !== scene.activeCamera) {
  74242. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74243. }
  74244. }
  74245. else {
  74246. camera = scene.activeCamera;
  74247. if (camera) {
  74248. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74249. }
  74250. }
  74251. // Prepare renderingManager
  74252. this._renderingManager.reset();
  74253. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74254. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74255. var sceneRenderId = scene.getRenderId();
  74256. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74257. var mesh = currentRenderList[meshIndex];
  74258. if (mesh) {
  74259. if (!mesh.isReady(this.refreshRate === 0)) {
  74260. this.resetRefreshCounter();
  74261. continue;
  74262. }
  74263. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74264. var isMasked = void 0;
  74265. if (!this.renderList && camera) {
  74266. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74267. }
  74268. else {
  74269. isMasked = false;
  74270. }
  74271. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74272. mesh._activate(sceneRenderId);
  74273. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74274. var subMesh = mesh.subMeshes[subIndex];
  74275. scene._activeIndices.addCount(subMesh.indexCount, false);
  74276. this._renderingManager.dispatch(subMesh, mesh);
  74277. }
  74278. }
  74279. }
  74280. }
  74281. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74282. var particleSystem = scene.particleSystems[particleIndex];
  74283. var emitter = particleSystem.emitter;
  74284. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74285. continue;
  74286. }
  74287. if (currentRenderList.indexOf(emitter) >= 0) {
  74288. this._renderingManager.dispatchParticles(particleSystem);
  74289. }
  74290. }
  74291. if (this.isCube) {
  74292. for (var face = 0; face < 6; face++) {
  74293. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74294. scene.incrementRenderId();
  74295. scene.resetCachedMaterial();
  74296. }
  74297. }
  74298. else {
  74299. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74300. }
  74301. this.onAfterUnbindObservable.notifyObservers(this);
  74302. if (scene.activeCamera) {
  74303. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74304. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74305. }
  74306. engine.setViewport(scene.activeCamera.viewport);
  74307. }
  74308. scene.resetCachedMaterial();
  74309. };
  74310. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74311. var minimum = 128;
  74312. var x = renderDimension * scale;
  74313. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74314. // Ensure we don't exceed the render dimension (while staying POT)
  74315. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74316. };
  74317. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74318. var _this = this;
  74319. if (!this._texture) {
  74320. return;
  74321. }
  74322. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74323. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74324. });
  74325. };
  74326. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74327. var scene = this.getScene();
  74328. if (!scene) {
  74329. return;
  74330. }
  74331. var engine = scene.getEngine();
  74332. if (!this._texture) {
  74333. return;
  74334. }
  74335. // Bind
  74336. if (this._postProcessManager) {
  74337. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74338. }
  74339. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74340. if (this._texture) {
  74341. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74342. }
  74343. }
  74344. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74345. // Clear
  74346. if (this.onClearObservable.hasObservers()) {
  74347. this.onClearObservable.notifyObservers(engine);
  74348. }
  74349. else {
  74350. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74351. }
  74352. if (!this._doNotChangeAspectRatio) {
  74353. scene.updateTransformMatrix(true);
  74354. }
  74355. // Before Camera Draw
  74356. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74357. var step = _a[_i];
  74358. step.action(this);
  74359. }
  74360. // Render
  74361. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74362. // After Camera Draw
  74363. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74364. var step = _c[_b];
  74365. step.action(this);
  74366. }
  74367. if (this._postProcessManager) {
  74368. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74369. }
  74370. else if (useCameraPostProcess) {
  74371. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74372. }
  74373. if (!this._doNotChangeAspectRatio) {
  74374. scene.updateTransformMatrix(true);
  74375. }
  74376. // Dump ?
  74377. if (dumpForDebug) {
  74378. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74379. }
  74380. // Unbind
  74381. if (!this.isCube || faceIndex === 5) {
  74382. if (this.isCube) {
  74383. if (faceIndex === 5) {
  74384. engine.generateMipMapsForCubemap(this._texture);
  74385. }
  74386. }
  74387. this.unbindFrameBuffer(engine, faceIndex);
  74388. }
  74389. else {
  74390. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74391. }
  74392. };
  74393. /**
  74394. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74395. * This allowed control for front to back rendering or reversly depending of the special needs.
  74396. *
  74397. * @param renderingGroupId The rendering group id corresponding to its index
  74398. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74399. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74400. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74401. */
  74402. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74403. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74404. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74405. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74406. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74407. };
  74408. /**
  74409. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74410. *
  74411. * @param renderingGroupId The rendering group id corresponding to its index
  74412. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74413. */
  74414. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74415. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74416. this._renderingManager._useSceneAutoClearSetup = false;
  74417. };
  74418. /**
  74419. * Clones the texture.
  74420. * @returns the cloned texture
  74421. */
  74422. RenderTargetTexture.prototype.clone = function () {
  74423. var textureSize = this.getSize();
  74424. 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);
  74425. // Base texture
  74426. newTexture.hasAlpha = this.hasAlpha;
  74427. newTexture.level = this.level;
  74428. // RenderTarget Texture
  74429. newTexture.coordinatesMode = this.coordinatesMode;
  74430. if (this.renderList) {
  74431. newTexture.renderList = this.renderList.slice(0);
  74432. }
  74433. return newTexture;
  74434. };
  74435. /**
  74436. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74437. * @returns The JSON representation of the texture
  74438. */
  74439. RenderTargetTexture.prototype.serialize = function () {
  74440. if (!this.name) {
  74441. return null;
  74442. }
  74443. var serializationObject = _super.prototype.serialize.call(this);
  74444. serializationObject.renderTargetSize = this.getRenderSize();
  74445. serializationObject.renderList = [];
  74446. if (this.renderList) {
  74447. for (var index = 0; index < this.renderList.length; index++) {
  74448. serializationObject.renderList.push(this.renderList[index].id);
  74449. }
  74450. }
  74451. return serializationObject;
  74452. };
  74453. /**
  74454. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74455. */
  74456. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74457. var objBuffer = this.getInternalTexture();
  74458. var scene = this.getScene();
  74459. if (objBuffer && scene) {
  74460. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74461. }
  74462. };
  74463. /**
  74464. * Dispose the texture and release its associated resources.
  74465. */
  74466. RenderTargetTexture.prototype.dispose = function () {
  74467. if (this._postProcessManager) {
  74468. this._postProcessManager.dispose();
  74469. this._postProcessManager = null;
  74470. }
  74471. this.clearPostProcesses(true);
  74472. if (this._resizeObserver) {
  74473. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74474. this._resizeObserver = null;
  74475. }
  74476. this.renderList = null;
  74477. // Remove from custom render targets
  74478. var scene = this.getScene();
  74479. if (!scene) {
  74480. return;
  74481. }
  74482. var index = scene.customRenderTargets.indexOf(this);
  74483. if (index >= 0) {
  74484. scene.customRenderTargets.splice(index, 1);
  74485. }
  74486. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74487. var camera = _a[_i];
  74488. index = camera.customRenderTargets.indexOf(this);
  74489. if (index >= 0) {
  74490. camera.customRenderTargets.splice(index, 1);
  74491. }
  74492. }
  74493. _super.prototype.dispose.call(this);
  74494. };
  74495. /** @hidden */
  74496. RenderTargetTexture.prototype._rebuild = function () {
  74497. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74498. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74499. }
  74500. if (this._postProcessManager) {
  74501. this._postProcessManager._rebuild();
  74502. }
  74503. };
  74504. /**
  74505. * Clear the info related to rendering groups preventing retention point in material dispose.
  74506. */
  74507. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74508. if (this._renderingManager) {
  74509. this._renderingManager.freeRenderingGroups();
  74510. }
  74511. };
  74512. /**
  74513. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74514. */
  74515. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74516. /**
  74517. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74518. */
  74519. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74520. /**
  74521. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74522. * the central point of your effect and can save a lot of performances.
  74523. */
  74524. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74525. return RenderTargetTexture;
  74526. }(BABYLON.Texture));
  74527. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74528. })(BABYLON || (BABYLON = {}));
  74529. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74530. var BABYLON;
  74531. (function (BABYLON) {
  74532. /**
  74533. * A multi render target, like a render target provides the ability to render to a texture.
  74534. * Unlike the render target, it can render to several draw buffers in one draw.
  74535. * This is specially interesting in deferred rendering or for any effects requiring more than
  74536. * just one color from a single pass.
  74537. */
  74538. var MultiRenderTarget = /** @class */ (function (_super) {
  74539. __extends(MultiRenderTarget, _super);
  74540. /**
  74541. * Instantiate a new multi render target texture.
  74542. * A multi render target, like a render target provides the ability to render to a texture.
  74543. * Unlike the render target, it can render to several draw buffers in one draw.
  74544. * This is specially interesting in deferred rendering or for any effects requiring more than
  74545. * just one color from a single pass.
  74546. * @param name Define the name of the texture
  74547. * @param size Define the size of the buffers to render to
  74548. * @param count Define the number of target we are rendering into
  74549. * @param scene Define the scene the texture belongs to
  74550. * @param options Define the options used to create the multi render target
  74551. */
  74552. function MultiRenderTarget(name, size, count, scene, options) {
  74553. var _this = this;
  74554. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74555. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74556. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74557. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74558. _this._engine = scene.getEngine();
  74559. if (!_this.isSupported) {
  74560. _this.dispose();
  74561. return;
  74562. }
  74563. var types = [];
  74564. var samplingModes = [];
  74565. for (var i = 0; i < count; i++) {
  74566. if (options && options.types && options.types[i] !== undefined) {
  74567. types.push(options.types[i]);
  74568. }
  74569. else {
  74570. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74571. }
  74572. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74573. samplingModes.push(options.samplingModes[i]);
  74574. }
  74575. else {
  74576. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74577. }
  74578. }
  74579. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74580. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74581. _this._size = size;
  74582. _this._multiRenderTargetOptions = {
  74583. samplingModes: samplingModes,
  74584. generateMipMaps: generateMipMaps,
  74585. generateDepthBuffer: generateDepthBuffer,
  74586. generateStencilBuffer: generateStencilBuffer,
  74587. generateDepthTexture: generateDepthTexture,
  74588. types: types,
  74589. textureCount: count
  74590. };
  74591. _this._createInternalTextures();
  74592. _this._createTextures();
  74593. return _this;
  74594. }
  74595. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74596. /**
  74597. * Get if draw buffers are currently supported by the used hardware and browser.
  74598. */
  74599. get: function () {
  74600. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74601. },
  74602. enumerable: true,
  74603. configurable: true
  74604. });
  74605. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74606. /**
  74607. * Get the list of textures generated by the multi render target.
  74608. */
  74609. get: function () {
  74610. return this._textures;
  74611. },
  74612. enumerable: true,
  74613. configurable: true
  74614. });
  74615. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74616. /**
  74617. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74618. */
  74619. get: function () {
  74620. return this._textures[this._textures.length - 1];
  74621. },
  74622. enumerable: true,
  74623. configurable: true
  74624. });
  74625. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74626. /**
  74627. * Set the wrapping mode on U of all the textures we are rendering to.
  74628. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74629. */
  74630. set: function (wrap) {
  74631. if (this._textures) {
  74632. for (var i = 0; i < this._textures.length; i++) {
  74633. this._textures[i].wrapU = wrap;
  74634. }
  74635. }
  74636. },
  74637. enumerable: true,
  74638. configurable: true
  74639. });
  74640. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74641. /**
  74642. * Set the wrapping mode on V of all the textures we are rendering to.
  74643. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74644. */
  74645. set: function (wrap) {
  74646. if (this._textures) {
  74647. for (var i = 0; i < this._textures.length; i++) {
  74648. this._textures[i].wrapV = wrap;
  74649. }
  74650. }
  74651. },
  74652. enumerable: true,
  74653. configurable: true
  74654. });
  74655. /** @hidden */
  74656. MultiRenderTarget.prototype._rebuild = function () {
  74657. this.releaseInternalTextures();
  74658. this._createInternalTextures();
  74659. for (var i = 0; i < this._internalTextures.length; i++) {
  74660. var texture = this._textures[i];
  74661. texture._texture = this._internalTextures[i];
  74662. }
  74663. // Keeps references to frame buffer and stencil/depth buffer
  74664. this._texture = this._internalTextures[0];
  74665. };
  74666. MultiRenderTarget.prototype._createInternalTextures = function () {
  74667. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74668. };
  74669. MultiRenderTarget.prototype._createTextures = function () {
  74670. this._textures = [];
  74671. for (var i = 0; i < this._internalTextures.length; i++) {
  74672. var texture = new BABYLON.Texture(null, this.getScene());
  74673. texture._texture = this._internalTextures[i];
  74674. this._textures.push(texture);
  74675. }
  74676. // Keeps references to frame buffer and stencil/depth buffer
  74677. this._texture = this._internalTextures[0];
  74678. };
  74679. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74680. /**
  74681. * Define the number of samples used if MSAA is enabled.
  74682. */
  74683. get: function () {
  74684. return this._samples;
  74685. },
  74686. set: function (value) {
  74687. if (this._samples === value) {
  74688. return;
  74689. }
  74690. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74691. },
  74692. enumerable: true,
  74693. configurable: true
  74694. });
  74695. /**
  74696. * Resize all the textures in the multi render target.
  74697. * Be carrefull as it will recreate all the data in the new texture.
  74698. * @param size Define the new size
  74699. */
  74700. MultiRenderTarget.prototype.resize = function (size) {
  74701. this.releaseInternalTextures();
  74702. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74703. this._createInternalTextures();
  74704. };
  74705. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74706. var _this = this;
  74707. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74708. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74709. });
  74710. };
  74711. /**
  74712. * Dispose the render targets and their associated resources
  74713. */
  74714. MultiRenderTarget.prototype.dispose = function () {
  74715. this.releaseInternalTextures();
  74716. _super.prototype.dispose.call(this);
  74717. };
  74718. /**
  74719. * Release all the underlying texture used as draw buffers.
  74720. */
  74721. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74722. if (!this._internalTextures) {
  74723. return;
  74724. }
  74725. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74726. if (this._internalTextures[i] !== undefined) {
  74727. this._internalTextures[i].dispose();
  74728. this._internalTextures.splice(i, 1);
  74729. }
  74730. }
  74731. };
  74732. return MultiRenderTarget;
  74733. }(BABYLON.RenderTargetTexture));
  74734. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74735. })(BABYLON || (BABYLON = {}));
  74736. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74737. var BABYLON;
  74738. (function (BABYLON) {
  74739. /**
  74740. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74741. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74742. * You can then easily use it as a reflectionTexture on a flat surface.
  74743. * In case the surface is not a plane, please consider relying on reflection probes.
  74744. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74745. */
  74746. var MirrorTexture = /** @class */ (function (_super) {
  74747. __extends(MirrorTexture, _super);
  74748. /**
  74749. * Instantiates a Mirror Texture.
  74750. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74751. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74752. * You can then easily use it as a reflectionTexture on a flat surface.
  74753. * In case the surface is not a plane, please consider relying on reflection probes.
  74754. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74755. * @param name
  74756. * @param size
  74757. * @param scene
  74758. * @param generateMipMaps
  74759. * @param type
  74760. * @param samplingMode
  74761. * @param generateDepthBuffer
  74762. */
  74763. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74764. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74765. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74766. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74767. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74768. _this.scene = scene;
  74769. /**
  74770. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74771. * It is possible to directly set the mirrorPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.
  74772. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74773. */
  74774. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74775. _this._transformMatrix = BABYLON.Matrix.Zero();
  74776. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74777. _this._adaptiveBlurKernel = 0;
  74778. _this._blurKernelX = 0;
  74779. _this._blurKernelY = 0;
  74780. _this._blurRatio = 1.0;
  74781. _this.ignoreCameraViewport = true;
  74782. _this._updateGammaSpace();
  74783. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74784. _this._updateGammaSpace;
  74785. });
  74786. _this.onBeforeRenderObservable.add(function () {
  74787. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74788. _this._savedViewMatrix = scene.getViewMatrix();
  74789. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74790. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74791. scene.clipPlane = _this.mirrorPlane;
  74792. scene.getEngine().cullBackFaces = false;
  74793. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74794. });
  74795. _this.onAfterRenderObservable.add(function () {
  74796. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74797. scene.getEngine().cullBackFaces = true;
  74798. scene._mirroredCameraPosition = null;
  74799. delete scene.clipPlane;
  74800. });
  74801. return _this;
  74802. }
  74803. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74804. get: function () {
  74805. return this._blurRatio;
  74806. },
  74807. /**
  74808. * Define the blur ratio used to blur the reflection if needed.
  74809. */
  74810. set: function (value) {
  74811. if (this._blurRatio === value) {
  74812. return;
  74813. }
  74814. this._blurRatio = value;
  74815. this._preparePostProcesses();
  74816. },
  74817. enumerable: true,
  74818. configurable: true
  74819. });
  74820. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74821. /**
  74822. * Define the adaptive blur kernel used to blur the reflection if needed.
  74823. * This will autocompute the closest best match for the `blurKernel`
  74824. */
  74825. set: function (value) {
  74826. this._adaptiveBlurKernel = value;
  74827. this._autoComputeBlurKernel();
  74828. },
  74829. enumerable: true,
  74830. configurable: true
  74831. });
  74832. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74833. /**
  74834. * Define the blur kernel used to blur the reflection if needed.
  74835. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74836. */
  74837. set: function (value) {
  74838. this.blurKernelX = value;
  74839. this.blurKernelY = value;
  74840. },
  74841. enumerable: true,
  74842. configurable: true
  74843. });
  74844. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74845. get: function () {
  74846. return this._blurKernelX;
  74847. },
  74848. /**
  74849. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74850. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74851. */
  74852. set: function (value) {
  74853. if (this._blurKernelX === value) {
  74854. return;
  74855. }
  74856. this._blurKernelX = value;
  74857. this._preparePostProcesses();
  74858. },
  74859. enumerable: true,
  74860. configurable: true
  74861. });
  74862. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74863. get: function () {
  74864. return this._blurKernelY;
  74865. },
  74866. /**
  74867. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74868. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74869. */
  74870. set: function (value) {
  74871. if (this._blurKernelY === value) {
  74872. return;
  74873. }
  74874. this._blurKernelY = value;
  74875. this._preparePostProcesses();
  74876. },
  74877. enumerable: true,
  74878. configurable: true
  74879. });
  74880. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74881. var engine = this.getScene().getEngine();
  74882. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74883. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74884. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74885. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74886. };
  74887. MirrorTexture.prototype._onRatioRescale = function () {
  74888. if (this._sizeRatio) {
  74889. this.resize(this._initialSizeParameter);
  74890. if (!this._adaptiveBlurKernel) {
  74891. this._preparePostProcesses();
  74892. }
  74893. }
  74894. if (this._adaptiveBlurKernel) {
  74895. this._autoComputeBlurKernel();
  74896. }
  74897. };
  74898. MirrorTexture.prototype._updateGammaSpace = function () {
  74899. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74900. };
  74901. MirrorTexture.prototype._preparePostProcesses = function () {
  74902. this.clearPostProcesses(true);
  74903. if (this._blurKernelX && this._blurKernelY) {
  74904. var engine = this.getScene().getEngine();
  74905. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74906. 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);
  74907. this._blurX.autoClear = false;
  74908. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74909. this._blurX.inputTexture = this._texture;
  74910. }
  74911. else {
  74912. this._blurX.alwaysForcePOT = true;
  74913. }
  74914. 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);
  74915. this._blurY.autoClear = false;
  74916. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74917. this.addPostProcess(this._blurX);
  74918. this.addPostProcess(this._blurY);
  74919. }
  74920. else {
  74921. if (this._blurY) {
  74922. this.removePostProcess(this._blurY);
  74923. this._blurY.dispose();
  74924. this._blurY = null;
  74925. }
  74926. if (this._blurX) {
  74927. this.removePostProcess(this._blurX);
  74928. this._blurX.dispose();
  74929. this._blurX = null;
  74930. }
  74931. }
  74932. };
  74933. /**
  74934. * Clone the mirror texture.
  74935. * @returns the cloned texture
  74936. */
  74937. MirrorTexture.prototype.clone = function () {
  74938. var scene = this.getScene();
  74939. if (!scene) {
  74940. return this;
  74941. }
  74942. var textureSize = this.getSize();
  74943. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74944. // Base texture
  74945. newTexture.hasAlpha = this.hasAlpha;
  74946. newTexture.level = this.level;
  74947. // Mirror Texture
  74948. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74949. if (this.renderList) {
  74950. newTexture.renderList = this.renderList.slice(0);
  74951. }
  74952. return newTexture;
  74953. };
  74954. /**
  74955. * Serialize the texture to a JSON representation you could use in Parse later on
  74956. * @returns the serialized JSON representation
  74957. */
  74958. MirrorTexture.prototype.serialize = function () {
  74959. if (!this.name) {
  74960. return null;
  74961. }
  74962. var serializationObject = _super.prototype.serialize.call(this);
  74963. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  74964. return serializationObject;
  74965. };
  74966. /**
  74967. * Dispose the texture and release its associated resources.
  74968. */
  74969. MirrorTexture.prototype.dispose = function () {
  74970. _super.prototype.dispose.call(this);
  74971. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  74972. };
  74973. return MirrorTexture;
  74974. }(BABYLON.RenderTargetTexture));
  74975. BABYLON.MirrorTexture = MirrorTexture;
  74976. })(BABYLON || (BABYLON = {}));
  74977. //# sourceMappingURL=babylon.mirrorTexture.js.map
  74978. var BABYLON;
  74979. (function (BABYLON) {
  74980. /**
  74981. * Creates a refraction texture used by refraction channel of the standard material.
  74982. * It is like a mirror but to see through a material.
  74983. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74984. */
  74985. var RefractionTexture = /** @class */ (function (_super) {
  74986. __extends(RefractionTexture, _super);
  74987. /**
  74988. * Creates a refraction texture used by refraction channel of the standard material.
  74989. * It is like a mirror but to see through a material.
  74990. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  74991. * @param name Define the texture name
  74992. * @param size Define the size of the underlying texture
  74993. * @param scene Define the scene the refraction belongs to
  74994. * @param generateMipMaps Define if we need to generate mips level for the refraction
  74995. */
  74996. function RefractionTexture(name, size, scene, generateMipMaps) {
  74997. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  74998. /**
  74999. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  75000. * It is possible to directly set the refractionPlane by directly using a BABYLON.Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the refractionPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the refractor as stated in the doc.
  75001. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75002. */
  75003. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  75004. /**
  75005. * Define how deep under the surface we should see.
  75006. */
  75007. _this.depth = 2.0;
  75008. _this.onBeforeRenderObservable.add(function () {
  75009. scene.clipPlane = _this.refractionPlane;
  75010. });
  75011. _this.onAfterRenderObservable.add(function () {
  75012. delete scene.clipPlane;
  75013. });
  75014. return _this;
  75015. }
  75016. /**
  75017. * Clone the refraction texture.
  75018. * @returns the cloned texture
  75019. */
  75020. RefractionTexture.prototype.clone = function () {
  75021. var scene = this.getScene();
  75022. if (!scene) {
  75023. return this;
  75024. }
  75025. var textureSize = this.getSize();
  75026. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  75027. // Base texture
  75028. newTexture.hasAlpha = this.hasAlpha;
  75029. newTexture.level = this.level;
  75030. // Refraction Texture
  75031. newTexture.refractionPlane = this.refractionPlane.clone();
  75032. if (this.renderList) {
  75033. newTexture.renderList = this.renderList.slice(0);
  75034. }
  75035. newTexture.depth = this.depth;
  75036. return newTexture;
  75037. };
  75038. /**
  75039. * Serialize the texture to a JSON representation you could use in Parse later on
  75040. * @returns the serialized JSON representation
  75041. */
  75042. RefractionTexture.prototype.serialize = function () {
  75043. if (!this.name) {
  75044. return null;
  75045. }
  75046. var serializationObject = _super.prototype.serialize.call(this);
  75047. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  75048. serializationObject.depth = this.depth;
  75049. return serializationObject;
  75050. };
  75051. return RefractionTexture;
  75052. }(BABYLON.RenderTargetTexture));
  75053. BABYLON.RefractionTexture = RefractionTexture;
  75054. })(BABYLON || (BABYLON = {}));
  75055. //# sourceMappingURL=babylon.refractionTexture.js.map
  75056. var BABYLON;
  75057. (function (BABYLON) {
  75058. /**
  75059. * A class extending Texture allowing drawing on a texture
  75060. * @see http://doc.babylonjs.com/how_to/dynamictexture
  75061. */
  75062. var DynamicTexture = /** @class */ (function (_super) {
  75063. __extends(DynamicTexture, _super);
  75064. /**
  75065. * Creates a DynamicTexture
  75066. * @param name defines the name of the texture
  75067. * @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
  75068. * @param scene defines the scene where you want the texture
  75069. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  75070. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  75071. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  75072. */
  75073. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  75074. if (scene === void 0) { scene = null; }
  75075. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75076. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  75077. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  75078. _this.name = name;
  75079. _this._engine = _this.getScene().getEngine();
  75080. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75081. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75082. _this._generateMipMaps = generateMipMaps;
  75083. if (options.getContext) {
  75084. _this._canvas = options;
  75085. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75086. }
  75087. else {
  75088. _this._canvas = document.createElement("canvas");
  75089. if (options.width || options.width === 0) {
  75090. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75091. }
  75092. else {
  75093. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  75094. }
  75095. }
  75096. var textureSize = _this.getSize();
  75097. _this._canvas.width = textureSize.width;
  75098. _this._canvas.height = textureSize.height;
  75099. _this._context = _this._canvas.getContext("2d");
  75100. return _this;
  75101. }
  75102. /**
  75103. * Get the current class name of the texture useful for serialization or dynamic coding.
  75104. * @returns "DynamicTexture"
  75105. */
  75106. DynamicTexture.prototype.getClassName = function () {
  75107. return "DynamicTexture";
  75108. };
  75109. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  75110. /**
  75111. * Gets the current state of canRescale
  75112. */
  75113. get: function () {
  75114. return true;
  75115. },
  75116. enumerable: true,
  75117. configurable: true
  75118. });
  75119. DynamicTexture.prototype._recreate = function (textureSize) {
  75120. this._canvas.width = textureSize.width;
  75121. this._canvas.height = textureSize.height;
  75122. this.releaseInternalTexture();
  75123. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  75124. };
  75125. /**
  75126. * Scales the texture
  75127. * @param ratio the scale factor to apply to both width and height
  75128. */
  75129. DynamicTexture.prototype.scale = function (ratio) {
  75130. var textureSize = this.getSize();
  75131. textureSize.width *= ratio;
  75132. textureSize.height *= ratio;
  75133. this._recreate(textureSize);
  75134. };
  75135. /**
  75136. * Resizes the texture
  75137. * @param width the new width
  75138. * @param height the new height
  75139. */
  75140. DynamicTexture.prototype.scaleTo = function (width, height) {
  75141. var textureSize = this.getSize();
  75142. textureSize.width = width;
  75143. textureSize.height = height;
  75144. this._recreate(textureSize);
  75145. };
  75146. /**
  75147. * Gets the context of the canvas used by the texture
  75148. * @returns the canvas context of the dynamic texture
  75149. */
  75150. DynamicTexture.prototype.getContext = function () {
  75151. return this._context;
  75152. };
  75153. /**
  75154. * Clears the texture
  75155. */
  75156. DynamicTexture.prototype.clear = function () {
  75157. var size = this.getSize();
  75158. this._context.fillRect(0, 0, size.width, size.height);
  75159. };
  75160. /**
  75161. * Updates the texture
  75162. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75163. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  75164. */
  75165. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  75166. if (premulAlpha === void 0) { premulAlpha = false; }
  75167. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  75168. };
  75169. /**
  75170. * Draws text onto the texture
  75171. * @param text defines the text to be drawn
  75172. * @param x defines the placement of the text from the left
  75173. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  75174. * @param font defines the font to be used with font-style, font-size, font-name
  75175. * @param color defines the color used for the text
  75176. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  75177. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75178. * @param update defines whether texture is immediately update (default is true)
  75179. */
  75180. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  75181. if (update === void 0) { update = true; }
  75182. var size = this.getSize();
  75183. if (clearColor) {
  75184. this._context.fillStyle = clearColor;
  75185. this._context.fillRect(0, 0, size.width, size.height);
  75186. }
  75187. this._context.font = font;
  75188. if (x === null || x === undefined) {
  75189. var textSize = this._context.measureText(text);
  75190. x = (size.width - textSize.width) / 2;
  75191. }
  75192. if (y === null || y === undefined) {
  75193. var fontSize = parseInt((font.replace(/\D/g, '')));
  75194. y = (size.height / 2) + (fontSize / 3.65);
  75195. }
  75196. this._context.fillStyle = color;
  75197. this._context.fillText(text, x, y);
  75198. if (update) {
  75199. this.update(invertY);
  75200. }
  75201. };
  75202. /**
  75203. * Clones the texture
  75204. * @returns the clone of the texture.
  75205. */
  75206. DynamicTexture.prototype.clone = function () {
  75207. var scene = this.getScene();
  75208. if (!scene) {
  75209. return this;
  75210. }
  75211. var textureSize = this.getSize();
  75212. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75213. // Base texture
  75214. newTexture.hasAlpha = this.hasAlpha;
  75215. newTexture.level = this.level;
  75216. // Dynamic Texture
  75217. newTexture.wrapU = this.wrapU;
  75218. newTexture.wrapV = this.wrapV;
  75219. return newTexture;
  75220. };
  75221. /**
  75222. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75223. * @returns a serialized dynamic texture object
  75224. */
  75225. DynamicTexture.prototype.serialize = function () {
  75226. var scene = this.getScene();
  75227. if (scene && !scene.isReady()) {
  75228. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75229. }
  75230. var serializationObject = _super.prototype.serialize.call(this);
  75231. serializationObject.base64String = this._canvas.toDataURL();
  75232. serializationObject.invertY = this._invertY;
  75233. serializationObject.samplingMode = this.samplingMode;
  75234. return serializationObject;
  75235. };
  75236. /** @hidden */
  75237. DynamicTexture.prototype._rebuild = function () {
  75238. this.update();
  75239. };
  75240. return DynamicTexture;
  75241. }(BABYLON.Texture));
  75242. BABYLON.DynamicTexture = DynamicTexture;
  75243. })(BABYLON || (BABYLON = {}));
  75244. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75245. var BABYLON;
  75246. (function (BABYLON) {
  75247. /**
  75248. * If you want to display a video in your scene, this is the special texture for that.
  75249. * This special texture works similar to other textures, with the exception of a few parameters.
  75250. * @see https://doc.babylonjs.com/how_to/video_texture
  75251. */
  75252. var VideoTexture = /** @class */ (function (_super) {
  75253. __extends(VideoTexture, _super);
  75254. /**
  75255. * Creates a video texture.
  75256. * If you want to display a video in your scene, this is the special texture for that.
  75257. * This special texture works similar to other textures, with the exception of a few parameters.
  75258. * @see https://doc.babylonjs.com/how_to/video_texture
  75259. * @param name optional name, will detect from video source, if not defined
  75260. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75261. * @param scene is obviously the current scene.
  75262. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75263. * @param invertY is false by default but can be used to invert video on Y axis
  75264. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75265. * @param settings allows finer control over video usage
  75266. */
  75267. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75268. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75269. if (invertY === void 0) { invertY = false; }
  75270. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75271. if (settings === void 0) { settings = {
  75272. autoPlay: true,
  75273. loop: true,
  75274. autoUpdateTexture: true,
  75275. }; }
  75276. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75277. _this._onUserActionRequestedObservable = null;
  75278. _this._stillImageCaptured = false;
  75279. _this._displayingPosterTexture = false;
  75280. _this._createInternalTexture = function () {
  75281. if (_this._texture != null) {
  75282. if (_this._displayingPosterTexture) {
  75283. _this._texture.dispose();
  75284. _this._displayingPosterTexture = false;
  75285. }
  75286. else {
  75287. return;
  75288. }
  75289. }
  75290. if (!_this._engine.needPOTTextures ||
  75291. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75292. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75293. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75294. }
  75295. else {
  75296. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75297. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75298. _this._generateMipMaps = false;
  75299. }
  75300. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75301. if (!_this.video.autoplay && !_this._settings.poster) {
  75302. var oldHandler_1 = _this.video.onplaying;
  75303. var error_1 = false;
  75304. _this.video.onplaying = function () {
  75305. _this.video.onplaying = oldHandler_1;
  75306. _this._texture.isReady = true;
  75307. _this._updateInternalTexture();
  75308. if (!error_1) {
  75309. _this.video.pause();
  75310. }
  75311. if (_this.onLoadObservable.hasObservers()) {
  75312. _this.onLoadObservable.notifyObservers(_this);
  75313. }
  75314. };
  75315. var playing = _this.video.play();
  75316. if (playing) {
  75317. playing.then(function () {
  75318. // Everything is good.
  75319. })
  75320. .catch(function () {
  75321. error_1 = true;
  75322. // On Chrome for instance, new policies might prevent playing without user interaction.
  75323. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75324. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75325. }
  75326. });
  75327. }
  75328. else {
  75329. _this.video.onplaying = oldHandler_1;
  75330. _this._texture.isReady = true;
  75331. _this._updateInternalTexture();
  75332. if (_this.onLoadObservable.hasObservers()) {
  75333. _this.onLoadObservable.notifyObservers(_this);
  75334. }
  75335. }
  75336. }
  75337. else {
  75338. _this._texture.isReady = true;
  75339. _this._updateInternalTexture();
  75340. if (_this.onLoadObservable.hasObservers()) {
  75341. _this.onLoadObservable.notifyObservers(_this);
  75342. }
  75343. }
  75344. };
  75345. _this.reset = function () {
  75346. if (_this._texture == null) {
  75347. return;
  75348. }
  75349. if (!_this._displayingPosterTexture) {
  75350. _this._texture.dispose();
  75351. _this._texture = null;
  75352. }
  75353. };
  75354. _this._updateInternalTexture = function (e) {
  75355. if (_this._texture == null || !_this._texture.isReady) {
  75356. return;
  75357. }
  75358. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75359. return;
  75360. }
  75361. if (_this._displayingPosterTexture) {
  75362. return;
  75363. }
  75364. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75365. };
  75366. _this._engine = _this.getScene().getEngine();
  75367. _this._generateMipMaps = generateMipMaps;
  75368. _this._samplingMode = samplingMode;
  75369. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75370. _this.name = name || _this._getName(src);
  75371. _this.video = _this._getVideo(src);
  75372. _this._settings = settings;
  75373. if (settings.poster) {
  75374. _this.video.poster = settings.poster;
  75375. }
  75376. if (settings.autoPlay !== undefined) {
  75377. _this.video.autoplay = settings.autoPlay;
  75378. }
  75379. if (settings.loop !== undefined) {
  75380. _this.video.loop = settings.loop;
  75381. }
  75382. _this.video.setAttribute("playsinline", "");
  75383. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75384. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75385. _this.video.addEventListener("emptied", _this.reset);
  75386. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75387. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75388. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75389. if (settings.poster &&
  75390. (!settings.autoPlay || !videoHasEnoughData)) {
  75391. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75392. _this._displayingPosterTexture = true;
  75393. }
  75394. else if (videoHasEnoughData) {
  75395. _this._createInternalTexture();
  75396. }
  75397. return _this;
  75398. }
  75399. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75400. /**
  75401. * Event triggerd when a dom action is required by the user to play the video.
  75402. * This happens due to recent changes in browser policies preventing video to auto start.
  75403. */
  75404. get: function () {
  75405. if (!this._onUserActionRequestedObservable) {
  75406. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75407. }
  75408. return this._onUserActionRequestedObservable;
  75409. },
  75410. enumerable: true,
  75411. configurable: true
  75412. });
  75413. VideoTexture.prototype._getName = function (src) {
  75414. if (src instanceof HTMLVideoElement) {
  75415. return src.currentSrc;
  75416. }
  75417. if (typeof src === "object") {
  75418. return src.toString();
  75419. }
  75420. return src;
  75421. };
  75422. VideoTexture.prototype._getVideo = function (src) {
  75423. if (src instanceof HTMLVideoElement) {
  75424. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75425. return src;
  75426. }
  75427. var video = document.createElement("video");
  75428. if (typeof src === "string") {
  75429. BABYLON.Tools.SetCorsBehavior(src, video);
  75430. video.src = src;
  75431. }
  75432. else {
  75433. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75434. src.forEach(function (url) {
  75435. var source = document.createElement("source");
  75436. source.src = url;
  75437. video.appendChild(source);
  75438. });
  75439. }
  75440. return video;
  75441. };
  75442. /**
  75443. * @hidden Internal method to initiate `update`.
  75444. */
  75445. VideoTexture.prototype._rebuild = function () {
  75446. this.update();
  75447. };
  75448. /**
  75449. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75450. */
  75451. VideoTexture.prototype.update = function () {
  75452. if (!this.autoUpdateTexture) {
  75453. // Expecting user to call `updateTexture` manually
  75454. return;
  75455. }
  75456. this.updateTexture(true);
  75457. };
  75458. /**
  75459. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75460. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75461. */
  75462. VideoTexture.prototype.updateTexture = function (isVisible) {
  75463. if (!isVisible) {
  75464. return;
  75465. }
  75466. if (this.video.paused && this._stillImageCaptured) {
  75467. return;
  75468. }
  75469. this._stillImageCaptured = true;
  75470. this._updateInternalTexture();
  75471. };
  75472. /**
  75473. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75474. * @param url New url.
  75475. */
  75476. VideoTexture.prototype.updateURL = function (url) {
  75477. this.video.src = url;
  75478. };
  75479. /**
  75480. * Dispose the texture and release its associated resources.
  75481. */
  75482. VideoTexture.prototype.dispose = function () {
  75483. _super.prototype.dispose.call(this);
  75484. if (this._onUserActionRequestedObservable) {
  75485. this._onUserActionRequestedObservable.clear();
  75486. this._onUserActionRequestedObservable = null;
  75487. }
  75488. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75489. this.video.removeEventListener("paused", this._updateInternalTexture);
  75490. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75491. this.video.removeEventListener("emptied", this.reset);
  75492. this.video.pause();
  75493. };
  75494. /**
  75495. * Creates a video texture straight from your WebCam video feed.
  75496. * @param scene Define the scene the texture should be created in
  75497. * @param onReady Define a callback to triggered once the texture will be ready
  75498. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75499. */
  75500. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75501. var video = document.createElement("video");
  75502. video.setAttribute('autoplay', '');
  75503. video.setAttribute('muted', '');
  75504. video.setAttribute('playsinline', '');
  75505. var constraintsDeviceId;
  75506. if (constraints && constraints.deviceId) {
  75507. constraintsDeviceId = {
  75508. exact: constraints.deviceId,
  75509. };
  75510. }
  75511. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75512. if (navigator.mediaDevices) {
  75513. navigator.mediaDevices.getUserMedia({ video: constraints })
  75514. .then(function (stream) {
  75515. if (video.mozSrcObject !== undefined) {
  75516. // hack for Firefox < 19
  75517. video.mozSrcObject = stream;
  75518. }
  75519. else {
  75520. video.srcObject = stream;
  75521. }
  75522. var onPlaying = function () {
  75523. if (onReady) {
  75524. onReady(new VideoTexture("video", video, scene, true, true));
  75525. }
  75526. video.removeEventListener("playing", onPlaying);
  75527. };
  75528. video.addEventListener("playing", onPlaying);
  75529. video.play();
  75530. })
  75531. .catch(function (err) {
  75532. BABYLON.Tools.Error(err.name);
  75533. });
  75534. }
  75535. else {
  75536. navigator.getUserMedia =
  75537. navigator.getUserMedia ||
  75538. navigator.webkitGetUserMedia ||
  75539. navigator.mozGetUserMedia ||
  75540. navigator.msGetUserMedia;
  75541. if (navigator.getUserMedia) {
  75542. navigator.getUserMedia({
  75543. video: {
  75544. deviceId: constraintsDeviceId,
  75545. width: {
  75546. min: (constraints && constraints.minWidth) || 256,
  75547. max: (constraints && constraints.maxWidth) || 640,
  75548. },
  75549. height: {
  75550. min: (constraints && constraints.minHeight) || 256,
  75551. max: (constraints && constraints.maxHeight) || 480,
  75552. },
  75553. },
  75554. }, function (stream) {
  75555. if (video.mozSrcObject !== undefined) {
  75556. // hack for Firefox < 19
  75557. video.mozSrcObject = stream;
  75558. }
  75559. else {
  75560. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75561. }
  75562. video.play();
  75563. if (onReady) {
  75564. onReady(new VideoTexture("video", video, scene, true, true));
  75565. }
  75566. }, function (e) {
  75567. BABYLON.Tools.Error(e.name);
  75568. });
  75569. }
  75570. }
  75571. };
  75572. return VideoTexture;
  75573. }(BABYLON.Texture));
  75574. BABYLON.VideoTexture = VideoTexture;
  75575. })(BABYLON || (BABYLON = {}));
  75576. //# sourceMappingURL=babylon.videoTexture.js.map
  75577. var BABYLON;
  75578. (function (BABYLON) {
  75579. /**
  75580. * Raw texture can help creating a texture directly from an array of data.
  75581. * This can be super useful if you either get the data from an uncompressed source or
  75582. * if you wish to create your texture pixel by pixel.
  75583. */
  75584. var RawTexture = /** @class */ (function (_super) {
  75585. __extends(RawTexture, _super);
  75586. /**
  75587. * Instantiates a new RawTexture.
  75588. * Raw texture can help creating a texture directly from an array of data.
  75589. * This can be super useful if you either get the data from an uncompressed source or
  75590. * if you wish to create your texture pixel by pixel.
  75591. * @param data define the array of data to use to create the texture
  75592. * @param width define the width of the texture
  75593. * @param height define the height of the texture
  75594. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75595. * @param scene define the scene the texture belongs to
  75596. * @param generateMipMaps define whether mip maps should be generated or not
  75597. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75598. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75599. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75600. */
  75601. function RawTexture(data, width, height,
  75602. /**
  75603. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75604. */
  75605. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75606. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75607. if (invertY === void 0) { invertY = false; }
  75608. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75609. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75610. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75611. _this.format = format;
  75612. _this._engine = scene.getEngine();
  75613. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75614. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75615. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75616. return _this;
  75617. }
  75618. /**
  75619. * Updates the texture underlying data.
  75620. * @param data Define the new data of the texture
  75621. */
  75622. RawTexture.prototype.update = function (data) {
  75623. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75624. };
  75625. /**
  75626. * Creates a luminance texture from some data.
  75627. * @param data Define the texture data
  75628. * @param width Define the width of the texture
  75629. * @param height Define the height of the texture
  75630. * @param scene Define the scene the texture belongs to
  75631. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75632. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75633. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75634. * @returns the luminance texture
  75635. */
  75636. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75637. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75638. if (invertY === void 0) { invertY = false; }
  75639. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75640. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75641. };
  75642. /**
  75643. * Creates a luminance alpha texture from some data.
  75644. * @param data Define the texture data
  75645. * @param width Define the width of the texture
  75646. * @param height Define the height of the texture
  75647. * @param scene Define the scene the texture belongs to
  75648. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75649. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75650. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75651. * @returns the luminance alpha texture
  75652. */
  75653. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75654. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75655. if (invertY === void 0) { invertY = false; }
  75656. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75657. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75658. };
  75659. /**
  75660. * Creates an alpha texture from some data.
  75661. * @param data Define the texture data
  75662. * @param width Define the width of the texture
  75663. * @param height Define the height of the texture
  75664. * @param scene Define the scene the texture belongs to
  75665. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75666. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75667. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75668. * @returns the alpha texture
  75669. */
  75670. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75671. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75672. if (invertY === void 0) { invertY = false; }
  75673. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75674. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75675. };
  75676. /**
  75677. * Creates a RGB texture from some data.
  75678. * @param data Define the texture data
  75679. * @param width Define the width of the texture
  75680. * @param height Define the height of the texture
  75681. * @param scene Define the scene the texture belongs to
  75682. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75683. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75684. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75685. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75686. * @returns the RGB alpha texture
  75687. */
  75688. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75689. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75690. if (invertY === void 0) { invertY = false; }
  75691. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75692. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75693. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75694. };
  75695. /**
  75696. * Creates a RGBA texture from some data.
  75697. * @param data Define the texture data
  75698. * @param width Define the width of the texture
  75699. * @param height Define the height of the texture
  75700. * @param scene Define the scene the texture belongs to
  75701. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75702. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75703. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75704. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75705. * @returns the RGBA texture
  75706. */
  75707. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75708. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75709. if (invertY === void 0) { invertY = false; }
  75710. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75711. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75712. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75713. };
  75714. /**
  75715. * Creates a R texture from some data.
  75716. * @param data Define the texture data
  75717. * @param width Define the width of the texture
  75718. * @param height Define the height of the texture
  75719. * @param scene Define the scene the texture belongs to
  75720. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75721. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75722. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75723. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75724. * @returns the R texture
  75725. */
  75726. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75727. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75728. if (invertY === void 0) { invertY = false; }
  75729. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75730. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75731. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75732. };
  75733. return RawTexture;
  75734. }(BABYLON.Texture));
  75735. BABYLON.RawTexture = RawTexture;
  75736. })(BABYLON || (BABYLON = {}));
  75737. //# sourceMappingURL=babylon.rawTexture.js.map
  75738. var BABYLON;
  75739. (function (BABYLON) {
  75740. /**
  75741. * Class used to store 3D textures containing user data
  75742. */
  75743. var RawTexture3D = /** @class */ (function (_super) {
  75744. __extends(RawTexture3D, _super);
  75745. /**
  75746. * Create a new RawTexture3D
  75747. * @param data defines the data of the texture
  75748. * @param width defines the width of the texture
  75749. * @param height defines the height of the texture
  75750. * @param depth defines the depth of the texture
  75751. * @param format defines the texture format to use
  75752. * @param scene defines the hosting scene
  75753. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75754. * @param invertY defines if texture must be stored with Y axis inverted
  75755. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75756. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75757. */
  75758. function RawTexture3D(data, width, height, depth,
  75759. /** Gets or sets the texture format to use */
  75760. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75761. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75762. if (invertY === void 0) { invertY = false; }
  75763. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75764. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75765. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75766. _this.format = format;
  75767. _this._engine = scene.getEngine();
  75768. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75769. _this.is3D = true;
  75770. return _this;
  75771. }
  75772. /**
  75773. * Update the texture with new data
  75774. * @param data defines the data to store in the texture
  75775. */
  75776. RawTexture3D.prototype.update = function (data) {
  75777. if (!this._texture) {
  75778. return;
  75779. }
  75780. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75781. };
  75782. return RawTexture3D;
  75783. }(BABYLON.Texture));
  75784. BABYLON.RawTexture3D = RawTexture3D;
  75785. })(BABYLON || (BABYLON = {}));
  75786. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75787. var BABYLON;
  75788. (function (BABYLON) {
  75789. /**
  75790. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75791. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75792. */
  75793. var PostProcessManager = /** @class */ (function () {
  75794. /**
  75795. * Creates a new instance PostProcess
  75796. * @param scene The scene that the post process is associated with.
  75797. */
  75798. function PostProcessManager(scene) {
  75799. this._vertexBuffers = {};
  75800. this._scene = scene;
  75801. }
  75802. PostProcessManager.prototype._prepareBuffers = function () {
  75803. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75804. return;
  75805. }
  75806. // VBO
  75807. var vertices = [];
  75808. vertices.push(1, 1);
  75809. vertices.push(-1, 1);
  75810. vertices.push(-1, -1);
  75811. vertices.push(1, -1);
  75812. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75813. this._buildIndexBuffer();
  75814. };
  75815. PostProcessManager.prototype._buildIndexBuffer = function () {
  75816. // Indices
  75817. var indices = [];
  75818. indices.push(0);
  75819. indices.push(1);
  75820. indices.push(2);
  75821. indices.push(0);
  75822. indices.push(2);
  75823. indices.push(3);
  75824. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75825. };
  75826. /**
  75827. * Rebuilds the vertex buffers of the manager.
  75828. * @hidden
  75829. */
  75830. PostProcessManager.prototype._rebuild = function () {
  75831. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75832. if (!vb) {
  75833. return;
  75834. }
  75835. vb._rebuild();
  75836. this._buildIndexBuffer();
  75837. };
  75838. // Methods
  75839. /**
  75840. * Prepares a frame to be run through a post process.
  75841. * @param sourceTexture The input texture to the post procesess. (default: null)
  75842. * @param postProcesses An array of post processes to be run. (default: null)
  75843. * @returns True if the post processes were able to be run.
  75844. * @hidden
  75845. */
  75846. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75847. if (sourceTexture === void 0) { sourceTexture = null; }
  75848. if (postProcesses === void 0) { postProcesses = null; }
  75849. var camera = this._scene.activeCamera;
  75850. if (!camera) {
  75851. return false;
  75852. }
  75853. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75854. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75855. return false;
  75856. }
  75857. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75858. return true;
  75859. };
  75860. /**
  75861. * Manually render a set of post processes to a texture.
  75862. * @param postProcesses An array of post processes to be run.
  75863. * @param targetTexture The target texture to render to.
  75864. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75865. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75866. * @param lodLevel defines which lod of the texture to render to
  75867. */
  75868. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75869. if (targetTexture === void 0) { targetTexture = null; }
  75870. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75871. if (faceIndex === void 0) { faceIndex = 0; }
  75872. if (lodLevel === void 0) { lodLevel = 0; }
  75873. var engine = this._scene.getEngine();
  75874. for (var index = 0; index < postProcesses.length; index++) {
  75875. if (index < postProcesses.length - 1) {
  75876. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75877. }
  75878. else {
  75879. if (targetTexture) {
  75880. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75881. }
  75882. else {
  75883. engine.restoreDefaultFramebuffer();
  75884. }
  75885. }
  75886. var pp = postProcesses[index];
  75887. var effect = pp.apply();
  75888. if (effect) {
  75889. pp.onBeforeRenderObservable.notifyObservers(effect);
  75890. // VBOs
  75891. this._prepareBuffers();
  75892. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75893. // Draw order
  75894. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75895. pp.onAfterRenderObservable.notifyObservers(effect);
  75896. }
  75897. }
  75898. // Restore depth buffer
  75899. engine.setDepthBuffer(true);
  75900. engine.setDepthWrite(true);
  75901. };
  75902. /**
  75903. * Finalize the result of the output of the postprocesses.
  75904. * @param doNotPresent If true the result will not be displayed to the screen.
  75905. * @param targetTexture The target texture to render to.
  75906. * @param faceIndex The index of the face to bind the target texture to.
  75907. * @param postProcesses The array of post processes to render.
  75908. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75909. * @hidden
  75910. */
  75911. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75912. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75913. var camera = this._scene.activeCamera;
  75914. if (!camera) {
  75915. return;
  75916. }
  75917. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75918. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75919. return;
  75920. }
  75921. var engine = this._scene.getEngine();
  75922. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75923. var pp = postProcesses[index];
  75924. if (index < len - 1) {
  75925. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75926. }
  75927. else {
  75928. if (targetTexture) {
  75929. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75930. pp._outputTexture = targetTexture;
  75931. }
  75932. else {
  75933. engine.restoreDefaultFramebuffer();
  75934. pp._outputTexture = null;
  75935. }
  75936. }
  75937. if (doNotPresent) {
  75938. break;
  75939. }
  75940. var effect = pp.apply();
  75941. if (effect) {
  75942. pp.onBeforeRenderObservable.notifyObservers(effect);
  75943. // VBOs
  75944. this._prepareBuffers();
  75945. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75946. // Draw order
  75947. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75948. pp.onAfterRenderObservable.notifyObservers(effect);
  75949. }
  75950. }
  75951. // Restore states
  75952. engine.setDepthBuffer(true);
  75953. engine.setDepthWrite(true);
  75954. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75955. };
  75956. /**
  75957. * Disposes of the post process manager.
  75958. */
  75959. PostProcessManager.prototype.dispose = function () {
  75960. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75961. if (buffer) {
  75962. buffer.dispose();
  75963. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  75964. }
  75965. if (this._indexBuffer) {
  75966. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  75967. this._indexBuffer = null;
  75968. }
  75969. };
  75970. return PostProcessManager;
  75971. }());
  75972. BABYLON.PostProcessManager = PostProcessManager;
  75973. })(BABYLON || (BABYLON = {}));
  75974. //# sourceMappingURL=babylon.postProcessManager.js.map
  75975. var BABYLON;
  75976. (function (BABYLON) {
  75977. /**
  75978. * PostProcess can be used to apply a shader to a texture after it has been rendered
  75979. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75980. */
  75981. var PostProcess = /** @class */ (function () {
  75982. /**
  75983. * Creates a new instance PostProcess
  75984. * @param name The name of the PostProcess.
  75985. * @param fragmentUrl The url of the fragment shader to be used.
  75986. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  75987. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  75988. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  75989. * @param camera The camera to apply the render pass to.
  75990. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  75991. * @param engine The engine which the post process will be applied. (default: current engine)
  75992. * @param reusable If the post process can be reused on the same frame. (default: false)
  75993. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  75994. * @param textureType Type of textures used when performing the post process. (default: 0)
  75995. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  75996. * @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
  75997. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  75998. */
  75999. function PostProcess(
  76000. /** Name of the PostProcess. */
  76001. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  76002. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  76003. if (defines === void 0) { defines = null; }
  76004. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76005. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  76006. if (blockCompilation === void 0) { blockCompilation = false; }
  76007. this.name = name;
  76008. /**
  76009. * Width of the texture to apply the post process on
  76010. */
  76011. this.width = -1;
  76012. /**
  76013. * Height of the texture to apply the post process on
  76014. */
  76015. this.height = -1;
  76016. /**
  76017. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  76018. * @hidden
  76019. */
  76020. this._outputTexture = null;
  76021. /**
  76022. * If the buffer needs to be cleared before applying the post process. (default: true)
  76023. * Should be set to false if shader will overwrite all previous pixels.
  76024. */
  76025. this.autoClear = true;
  76026. /**
  76027. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  76028. */
  76029. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  76030. /**
  76031. * Animations to be used for the post processing
  76032. */
  76033. this.animations = new Array();
  76034. /**
  76035. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  76036. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  76037. */
  76038. this.enablePixelPerfectMode = false;
  76039. /**
  76040. * Force the postprocess to be applied without taking in account viewport
  76041. */
  76042. this.forceFullscreenViewport = true;
  76043. /**
  76044. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  76045. *
  76046. * | Value | Type | Description |
  76047. * | ----- | ----------------------------------- | ----------- |
  76048. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  76049. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  76050. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  76051. *
  76052. */
  76053. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  76054. /**
  76055. * Force textures to be a power of two (default: false)
  76056. */
  76057. this.alwaysForcePOT = false;
  76058. this._samples = 1;
  76059. /**
  76060. * Modify the scale of the post process to be the same as the viewport (default: false)
  76061. */
  76062. this.adaptScaleToCurrentViewport = false;
  76063. this._reusable = false;
  76064. /**
  76065. * Smart array of input and output textures for the post process.
  76066. * @hidden
  76067. */
  76068. this._textures = new BABYLON.SmartArray(2);
  76069. /**
  76070. * The index in _textures that corresponds to the output texture.
  76071. * @hidden
  76072. */
  76073. this._currentRenderTextureInd = 0;
  76074. this._scaleRatio = new BABYLON.Vector2(1, 1);
  76075. this._texelSize = BABYLON.Vector2.Zero();
  76076. // Events
  76077. /**
  76078. * An event triggered when the postprocess is activated.
  76079. */
  76080. this.onActivateObservable = new BABYLON.Observable();
  76081. /**
  76082. * An event triggered when the postprocess changes its size.
  76083. */
  76084. this.onSizeChangedObservable = new BABYLON.Observable();
  76085. /**
  76086. * An event triggered when the postprocess applies its effect.
  76087. */
  76088. this.onApplyObservable = new BABYLON.Observable();
  76089. /**
  76090. * An event triggered before rendering the postprocess
  76091. */
  76092. this.onBeforeRenderObservable = new BABYLON.Observable();
  76093. /**
  76094. * An event triggered after rendering the postprocess
  76095. */
  76096. this.onAfterRenderObservable = new BABYLON.Observable();
  76097. if (camera != null) {
  76098. this._camera = camera;
  76099. this._scene = camera.getScene();
  76100. camera.attachPostProcess(this);
  76101. this._engine = this._scene.getEngine();
  76102. this._scene.postProcesses.push(this);
  76103. }
  76104. else if (engine) {
  76105. this._engine = engine;
  76106. this._engine.postProcesses.push(this);
  76107. }
  76108. this._options = options;
  76109. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  76110. this._reusable = reusable || false;
  76111. this._textureType = textureType;
  76112. this._samplers = samplers || [];
  76113. this._samplers.push("textureSampler");
  76114. this._fragmentUrl = fragmentUrl;
  76115. this._vertexUrl = vertexUrl;
  76116. this._parameters = parameters || [];
  76117. this._parameters.push("scale");
  76118. this._indexParameters = indexParameters;
  76119. if (!blockCompilation) {
  76120. this.updateEffect(defines);
  76121. }
  76122. }
  76123. Object.defineProperty(PostProcess.prototype, "samples", {
  76124. /**
  76125. * Number of sample textures (default: 1)
  76126. */
  76127. get: function () {
  76128. return this._samples;
  76129. },
  76130. set: function (n) {
  76131. var _this = this;
  76132. this._samples = n;
  76133. this._textures.forEach(function (texture) {
  76134. if (texture.samples !== _this._samples) {
  76135. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  76136. }
  76137. });
  76138. },
  76139. enumerable: true,
  76140. configurable: true
  76141. });
  76142. Object.defineProperty(PostProcess.prototype, "onActivate", {
  76143. /**
  76144. * A function that is added to the onActivateObservable
  76145. */
  76146. set: function (callback) {
  76147. if (this._onActivateObserver) {
  76148. this.onActivateObservable.remove(this._onActivateObserver);
  76149. }
  76150. if (callback) {
  76151. this._onActivateObserver = this.onActivateObservable.add(callback);
  76152. }
  76153. },
  76154. enumerable: true,
  76155. configurable: true
  76156. });
  76157. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  76158. /**
  76159. * A function that is added to the onSizeChangedObservable
  76160. */
  76161. set: function (callback) {
  76162. if (this._onSizeChangedObserver) {
  76163. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  76164. }
  76165. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  76166. },
  76167. enumerable: true,
  76168. configurable: true
  76169. });
  76170. Object.defineProperty(PostProcess.prototype, "onApply", {
  76171. /**
  76172. * A function that is added to the onApplyObservable
  76173. */
  76174. set: function (callback) {
  76175. if (this._onApplyObserver) {
  76176. this.onApplyObservable.remove(this._onApplyObserver);
  76177. }
  76178. this._onApplyObserver = this.onApplyObservable.add(callback);
  76179. },
  76180. enumerable: true,
  76181. configurable: true
  76182. });
  76183. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  76184. /**
  76185. * A function that is added to the onBeforeRenderObservable
  76186. */
  76187. set: function (callback) {
  76188. if (this._onBeforeRenderObserver) {
  76189. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76190. }
  76191. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76192. },
  76193. enumerable: true,
  76194. configurable: true
  76195. });
  76196. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76197. /**
  76198. * A function that is added to the onAfterRenderObservable
  76199. */
  76200. set: function (callback) {
  76201. if (this._onAfterRenderObserver) {
  76202. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76203. }
  76204. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76205. },
  76206. enumerable: true,
  76207. configurable: true
  76208. });
  76209. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76210. /**
  76211. * 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
  76212. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76213. */
  76214. get: function () {
  76215. return this._textures.data[this._currentRenderTextureInd];
  76216. },
  76217. set: function (value) {
  76218. this._forcedOutputTexture = value;
  76219. },
  76220. enumerable: true,
  76221. configurable: true
  76222. });
  76223. /**
  76224. * Gets the camera which post process is applied to.
  76225. * @returns The camera the post process is applied to.
  76226. */
  76227. PostProcess.prototype.getCamera = function () {
  76228. return this._camera;
  76229. };
  76230. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76231. /**
  76232. * Gets the texel size of the postprocess.
  76233. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76234. */
  76235. get: function () {
  76236. if (this._shareOutputWithPostProcess) {
  76237. return this._shareOutputWithPostProcess.texelSize;
  76238. }
  76239. if (this._forcedOutputTexture) {
  76240. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76241. }
  76242. return this._texelSize;
  76243. },
  76244. enumerable: true,
  76245. configurable: true
  76246. });
  76247. /**
  76248. * Gets the engine which this post process belongs to.
  76249. * @returns The engine the post process was enabled with.
  76250. */
  76251. PostProcess.prototype.getEngine = function () {
  76252. return this._engine;
  76253. };
  76254. /**
  76255. * The effect that is created when initializing the post process.
  76256. * @returns The created effect corrisponding the the postprocess.
  76257. */
  76258. PostProcess.prototype.getEffect = function () {
  76259. return this._effect;
  76260. };
  76261. /**
  76262. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76263. * @param postProcess The post process to share the output with.
  76264. * @returns This post process.
  76265. */
  76266. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76267. this._disposeTextures();
  76268. this._shareOutputWithPostProcess = postProcess;
  76269. return this;
  76270. };
  76271. /**
  76272. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76273. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76274. */
  76275. PostProcess.prototype.useOwnOutput = function () {
  76276. if (this._textures.length == 0) {
  76277. this._textures = new BABYLON.SmartArray(2);
  76278. }
  76279. this._shareOutputWithPostProcess = null;
  76280. };
  76281. /**
  76282. * Updates the effect with the current post process compile time values and recompiles the shader.
  76283. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76284. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76285. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76286. * @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
  76287. * @param onCompiled Called when the shader has been compiled.
  76288. * @param onError Called if there is an error when compiling a shader.
  76289. */
  76290. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76291. if (defines === void 0) { defines = null; }
  76292. if (uniforms === void 0) { uniforms = null; }
  76293. if (samplers === void 0) { samplers = null; }
  76294. 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);
  76295. };
  76296. /**
  76297. * The post process is reusable if it can be used multiple times within one frame.
  76298. * @returns If the post process is reusable
  76299. */
  76300. PostProcess.prototype.isReusable = function () {
  76301. return this._reusable;
  76302. };
  76303. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76304. PostProcess.prototype.markTextureDirty = function () {
  76305. this.width = -1;
  76306. };
  76307. /**
  76308. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76309. * 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.
  76310. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76311. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76312. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76313. * @returns The target texture that was bound to be written to.
  76314. */
  76315. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76316. var _this = this;
  76317. if (sourceTexture === void 0) { sourceTexture = null; }
  76318. camera = camera || this._camera;
  76319. var scene = camera.getScene();
  76320. var engine = scene.getEngine();
  76321. var maxSize = engine.getCaps().maxTextureSize;
  76322. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76323. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76324. // 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
  76325. var webVRCamera = camera.parent;
  76326. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76327. requiredWidth /= 2;
  76328. }
  76329. var desiredWidth = (this._options.width || requiredWidth);
  76330. var desiredHeight = this._options.height || requiredHeight;
  76331. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76332. if (this.adaptScaleToCurrentViewport) {
  76333. var currentViewport = engine.currentViewport;
  76334. if (currentViewport) {
  76335. desiredWidth *= currentViewport.width;
  76336. desiredHeight *= currentViewport.height;
  76337. }
  76338. }
  76339. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76340. if (!this._options.width) {
  76341. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76342. }
  76343. if (!this._options.height) {
  76344. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76345. }
  76346. }
  76347. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76348. if (this._textures.length > 0) {
  76349. for (var i = 0; i < this._textures.length; i++) {
  76350. this._engine._releaseTexture(this._textures.data[i]);
  76351. }
  76352. this._textures.reset();
  76353. }
  76354. this.width = desiredWidth;
  76355. this.height = desiredHeight;
  76356. var textureSize = { width: this.width, height: this.height };
  76357. var textureOptions = {
  76358. generateMipMaps: false,
  76359. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76360. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76361. samplingMode: this.renderTargetSamplingMode,
  76362. type: this._textureType
  76363. };
  76364. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76365. if (this._reusable) {
  76366. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76367. }
  76368. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76369. this.onSizeChangedObservable.notifyObservers(this);
  76370. }
  76371. this._textures.forEach(function (texture) {
  76372. if (texture.samples !== _this.samples) {
  76373. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76374. }
  76375. });
  76376. }
  76377. var target;
  76378. if (this._shareOutputWithPostProcess) {
  76379. target = this._shareOutputWithPostProcess.inputTexture;
  76380. }
  76381. else if (this._forcedOutputTexture) {
  76382. target = this._forcedOutputTexture;
  76383. this.width = this._forcedOutputTexture.width;
  76384. this.height = this._forcedOutputTexture.height;
  76385. }
  76386. else {
  76387. target = this.inputTexture;
  76388. }
  76389. // Bind the input of this post process to be used as the output of the previous post process.
  76390. if (this.enablePixelPerfectMode) {
  76391. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76392. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76393. }
  76394. else {
  76395. this._scaleRatio.copyFromFloats(1, 1);
  76396. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76397. }
  76398. this.onActivateObservable.notifyObservers(camera);
  76399. // Clear
  76400. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76401. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76402. }
  76403. if (this._reusable) {
  76404. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76405. }
  76406. return target;
  76407. };
  76408. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76409. /**
  76410. * If the post process is supported.
  76411. */
  76412. get: function () {
  76413. return this._effect.isSupported;
  76414. },
  76415. enumerable: true,
  76416. configurable: true
  76417. });
  76418. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76419. /**
  76420. * The aspect ratio of the output texture.
  76421. */
  76422. get: function () {
  76423. if (this._shareOutputWithPostProcess) {
  76424. return this._shareOutputWithPostProcess.aspectRatio;
  76425. }
  76426. if (this._forcedOutputTexture) {
  76427. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76428. }
  76429. return this.width / this.height;
  76430. },
  76431. enumerable: true,
  76432. configurable: true
  76433. });
  76434. /**
  76435. * Get a value indicating if the post-process is ready to be used
  76436. * @returns true if the post-process is ready (shader is compiled)
  76437. */
  76438. PostProcess.prototype.isReady = function () {
  76439. return this._effect && this._effect.isReady();
  76440. };
  76441. /**
  76442. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76443. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76444. */
  76445. PostProcess.prototype.apply = function () {
  76446. // Check
  76447. if (!this._effect || !this._effect.isReady()) {
  76448. return null;
  76449. }
  76450. // States
  76451. this._engine.enableEffect(this._effect);
  76452. this._engine.setState(false);
  76453. this._engine.setDepthBuffer(false);
  76454. this._engine.setDepthWrite(false);
  76455. // Alpha
  76456. this._engine.setAlphaMode(this.alphaMode);
  76457. if (this.alphaConstants) {
  76458. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76459. }
  76460. // Bind the output texture of the preivous post process as the input to this post process.
  76461. var source;
  76462. if (this._shareOutputWithPostProcess) {
  76463. source = this._shareOutputWithPostProcess.inputTexture;
  76464. }
  76465. else if (this._forcedOutputTexture) {
  76466. source = this._forcedOutputTexture;
  76467. }
  76468. else {
  76469. source = this.inputTexture;
  76470. }
  76471. this._effect._bindTexture("textureSampler", source);
  76472. // Parameters
  76473. this._effect.setVector2("scale", this._scaleRatio);
  76474. this.onApplyObservable.notifyObservers(this._effect);
  76475. return this._effect;
  76476. };
  76477. PostProcess.prototype._disposeTextures = function () {
  76478. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76479. return;
  76480. }
  76481. if (this._textures.length > 0) {
  76482. for (var i = 0; i < this._textures.length; i++) {
  76483. this._engine._releaseTexture(this._textures.data[i]);
  76484. }
  76485. }
  76486. this._textures.dispose();
  76487. };
  76488. /**
  76489. * Disposes the post process.
  76490. * @param camera The camera to dispose the post process on.
  76491. */
  76492. PostProcess.prototype.dispose = function (camera) {
  76493. camera = camera || this._camera;
  76494. this._disposeTextures();
  76495. if (this._scene) {
  76496. var index_1 = this._scene.postProcesses.indexOf(this);
  76497. if (index_1 !== -1) {
  76498. this._scene.postProcesses.splice(index_1, 1);
  76499. }
  76500. }
  76501. else {
  76502. var index_2 = this._engine.postProcesses.indexOf(this);
  76503. if (index_2 !== -1) {
  76504. this._engine.postProcesses.splice(index_2, 1);
  76505. }
  76506. }
  76507. if (!camera) {
  76508. return;
  76509. }
  76510. camera.detachPostProcess(this);
  76511. var index = camera._postProcesses.indexOf(this);
  76512. if (index === 0 && camera._postProcesses.length > 0) {
  76513. var firstPostProcess = this._camera._getFirstPostProcess();
  76514. if (firstPostProcess) {
  76515. firstPostProcess.markTextureDirty();
  76516. }
  76517. }
  76518. this.onActivateObservable.clear();
  76519. this.onAfterRenderObservable.clear();
  76520. this.onApplyObservable.clear();
  76521. this.onBeforeRenderObservable.clear();
  76522. this.onSizeChangedObservable.clear();
  76523. };
  76524. return PostProcess;
  76525. }());
  76526. BABYLON.PostProcess = PostProcess;
  76527. })(BABYLON || (BABYLON = {}));
  76528. //# sourceMappingURL=babylon.postProcess.js.map
  76529. var BABYLON;
  76530. (function (BABYLON) {
  76531. /**
  76532. * PassPostProcess which produces an output the same as it's input
  76533. */
  76534. var PassPostProcess = /** @class */ (function (_super) {
  76535. __extends(PassPostProcess, _super);
  76536. /**
  76537. * Creates the PassPostProcess
  76538. * @param name The name of the effect.
  76539. * @param options The required width/height ratio to downsize to before computing the render pass.
  76540. * @param camera The camera to apply the render pass to.
  76541. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76542. * @param engine The engine which the post process will be applied. (default: current engine)
  76543. * @param reusable If the post process can be reused on the same frame. (default: false)
  76544. * @param textureType The type of texture to be used when performing the post processing.
  76545. * @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)
  76546. */
  76547. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76548. if (camera === void 0) { camera = null; }
  76549. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76550. if (blockCompilation === void 0) { blockCompilation = false; }
  76551. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76552. }
  76553. return PassPostProcess;
  76554. }(BABYLON.PostProcess));
  76555. BABYLON.PassPostProcess = PassPostProcess;
  76556. /**
  76557. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76558. */
  76559. var PassCubePostProcess = /** @class */ (function (_super) {
  76560. __extends(PassCubePostProcess, _super);
  76561. /**
  76562. * Creates the PassCubePostProcess
  76563. * @param name The name of the effect.
  76564. * @param options The required width/height ratio to downsize to before computing the render pass.
  76565. * @param camera The camera to apply the render pass to.
  76566. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76567. * @param engine The engine which the post process will be applied. (default: current engine)
  76568. * @param reusable If the post process can be reused on the same frame. (default: false)
  76569. * @param textureType The type of texture to be used when performing the post processing.
  76570. * @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)
  76571. */
  76572. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76573. if (camera === void 0) { camera = null; }
  76574. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76575. if (blockCompilation === void 0) { blockCompilation = false; }
  76576. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76577. _this._face = 0;
  76578. return _this;
  76579. }
  76580. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76581. /**
  76582. * Gets or sets the cube face to display.
  76583. * * 0 is +X
  76584. * * 1 is -X
  76585. * * 2 is +Y
  76586. * * 3 is -Y
  76587. * * 4 is +Z
  76588. * * 5 is -Z
  76589. */
  76590. get: function () {
  76591. return this._face;
  76592. },
  76593. set: function (value) {
  76594. if (value < 0 || value > 5) {
  76595. return;
  76596. }
  76597. this._face = value;
  76598. switch (this._face) {
  76599. case 0:
  76600. this.updateEffect("#define POSITIVEX");
  76601. break;
  76602. case 1:
  76603. this.updateEffect("#define NEGATIVEX");
  76604. break;
  76605. case 2:
  76606. this.updateEffect("#define POSITIVEY");
  76607. break;
  76608. case 3:
  76609. this.updateEffect("#define NEGATIVEY");
  76610. break;
  76611. case 4:
  76612. this.updateEffect("#define POSITIVEZ");
  76613. break;
  76614. case 5:
  76615. this.updateEffect("#define NEGATIVEZ");
  76616. break;
  76617. }
  76618. },
  76619. enumerable: true,
  76620. configurable: true
  76621. });
  76622. return PassCubePostProcess;
  76623. }(BABYLON.PostProcess));
  76624. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76625. })(BABYLON || (BABYLON = {}));
  76626. //# sourceMappingURL=babylon.passPostProcess.js.map
  76627. var __assign = (this && this.__assign) || function () {
  76628. __assign = Object.assign || function(t) {
  76629. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76630. s = arguments[i];
  76631. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76632. t[p] = s[p];
  76633. }
  76634. return t;
  76635. };
  76636. return __assign.apply(this, arguments);
  76637. };
  76638. var BABYLON;
  76639. (function (BABYLON) {
  76640. /**
  76641. * Default implementation IShadowGenerator.
  76642. * This is the main object responsible of generating shadows in the framework.
  76643. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76644. */
  76645. var ShadowGenerator = /** @class */ (function () {
  76646. /**
  76647. * Creates a ShadowGenerator object.
  76648. * A ShadowGenerator is the required tool to use the shadows.
  76649. * Each light casting shadows needs to use its own ShadowGenerator.
  76650. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76651. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76652. * @param light The light object generating the shadows.
  76653. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76654. */
  76655. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76656. this._bias = 0.00005;
  76657. this._normalBias = 0;
  76658. this._blurBoxOffset = 1;
  76659. this._blurScale = 2;
  76660. this._blurKernel = 1;
  76661. this._useKernelBlur = false;
  76662. this._filter = ShadowGenerator.FILTER_NONE;
  76663. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76664. this._contactHardeningLightSizeUVRatio = 0.1;
  76665. this._darkness = 0;
  76666. this._transparencyShadow = false;
  76667. /**
  76668. * Controls the extent to which the shadows fade out at the edge of the frustum
  76669. * Used only by directionals and spots
  76670. */
  76671. this.frustumEdgeFalloff = 0;
  76672. /**
  76673. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76674. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76675. * It might on the other hand introduce peter panning.
  76676. */
  76677. this.forceBackFacesOnly = false;
  76678. this._lightDirection = BABYLON.Vector3.Zero();
  76679. this._viewMatrix = BABYLON.Matrix.Zero();
  76680. this._projectionMatrix = BABYLON.Matrix.Zero();
  76681. this._transformMatrix = BABYLON.Matrix.Zero();
  76682. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76683. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76684. this._currentFaceIndex = 0;
  76685. this._currentFaceIndexCache = 0;
  76686. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76687. this._mapSize = mapSize;
  76688. this._light = light;
  76689. this._scene = light.getScene();
  76690. light._shadowGenerator = this;
  76691. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76692. if (!component) {
  76693. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76694. this._scene._addComponent(component);
  76695. }
  76696. // Texture type fallback from float to int if not supported.
  76697. var caps = this._scene.getEngine().getCaps();
  76698. if (!usefulFloatFirst) {
  76699. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76700. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76701. }
  76702. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76703. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76704. }
  76705. else {
  76706. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76707. }
  76708. }
  76709. else {
  76710. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76711. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76712. }
  76713. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76714. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76715. }
  76716. else {
  76717. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76718. }
  76719. }
  76720. this._initializeGenerator();
  76721. this._applyFilterValues();
  76722. }
  76723. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76724. /**
  76725. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76726. */
  76727. get: function () {
  76728. return this._bias;
  76729. },
  76730. /**
  76731. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76732. */
  76733. set: function (bias) {
  76734. this._bias = bias;
  76735. },
  76736. enumerable: true,
  76737. configurable: true
  76738. });
  76739. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76740. /**
  76741. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76742. */
  76743. get: function () {
  76744. return this._normalBias;
  76745. },
  76746. /**
  76747. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76748. */
  76749. set: function (normalBias) {
  76750. this._normalBias = normalBias;
  76751. },
  76752. enumerable: true,
  76753. configurable: true
  76754. });
  76755. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76756. /**
  76757. * Gets the blur box offset: offset applied during the blur pass.
  76758. * Only useful if useKernelBlur = false
  76759. */
  76760. get: function () {
  76761. return this._blurBoxOffset;
  76762. },
  76763. /**
  76764. * Sets the blur box offset: offset applied during the blur pass.
  76765. * Only useful if useKernelBlur = false
  76766. */
  76767. set: function (value) {
  76768. if (this._blurBoxOffset === value) {
  76769. return;
  76770. }
  76771. this._blurBoxOffset = value;
  76772. this._disposeBlurPostProcesses();
  76773. },
  76774. enumerable: true,
  76775. configurable: true
  76776. });
  76777. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76778. /**
  76779. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76780. * 2 means half of the size.
  76781. */
  76782. get: function () {
  76783. return this._blurScale;
  76784. },
  76785. /**
  76786. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76787. * 2 means half of the size.
  76788. */
  76789. set: function (value) {
  76790. if (this._blurScale === value) {
  76791. return;
  76792. }
  76793. this._blurScale = value;
  76794. this._disposeBlurPostProcesses();
  76795. },
  76796. enumerable: true,
  76797. configurable: true
  76798. });
  76799. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76800. /**
  76801. * Gets the blur kernel: kernel size of the blur pass.
  76802. * Only useful if useKernelBlur = true
  76803. */
  76804. get: function () {
  76805. return this._blurKernel;
  76806. },
  76807. /**
  76808. * Sets the blur kernel: kernel size of the blur pass.
  76809. * Only useful if useKernelBlur = true
  76810. */
  76811. set: function (value) {
  76812. if (this._blurKernel === value) {
  76813. return;
  76814. }
  76815. this._blurKernel = value;
  76816. this._disposeBlurPostProcesses();
  76817. },
  76818. enumerable: true,
  76819. configurable: true
  76820. });
  76821. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76822. /**
  76823. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76824. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76825. */
  76826. get: function () {
  76827. return this._useKernelBlur;
  76828. },
  76829. /**
  76830. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76831. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76832. */
  76833. set: function (value) {
  76834. if (this._useKernelBlur === value) {
  76835. return;
  76836. }
  76837. this._useKernelBlur = value;
  76838. this._disposeBlurPostProcesses();
  76839. },
  76840. enumerable: true,
  76841. configurable: true
  76842. });
  76843. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76844. /**
  76845. * Gets the depth scale used in ESM mode.
  76846. */
  76847. get: function () {
  76848. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76849. },
  76850. /**
  76851. * Sets the depth scale used in ESM mode.
  76852. * This can override the scale stored on the light.
  76853. */
  76854. set: function (value) {
  76855. this._depthScale = value;
  76856. },
  76857. enumerable: true,
  76858. configurable: true
  76859. });
  76860. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76861. /**
  76862. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76863. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76864. */
  76865. get: function () {
  76866. return this._filter;
  76867. },
  76868. /**
  76869. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76870. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76871. */
  76872. set: function (value) {
  76873. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76874. if (this._light.needCube()) {
  76875. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76876. this.useExponentialShadowMap = true;
  76877. return;
  76878. }
  76879. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76880. this.useCloseExponentialShadowMap = true;
  76881. return;
  76882. }
  76883. // PCF on cubemap would also be expensive
  76884. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76885. this.usePoissonSampling = true;
  76886. return;
  76887. }
  76888. }
  76889. // Weblg1 fallback for PCF.
  76890. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76891. if (this._scene.getEngine().webGLVersion === 1) {
  76892. this.usePoissonSampling = true;
  76893. return;
  76894. }
  76895. }
  76896. if (this._filter === value) {
  76897. return;
  76898. }
  76899. this._filter = value;
  76900. this._disposeBlurPostProcesses();
  76901. this._applyFilterValues();
  76902. this._light._markMeshesAsLightDirty();
  76903. },
  76904. enumerable: true,
  76905. configurable: true
  76906. });
  76907. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76908. /**
  76909. * Gets if the current filter is set to Poisson Sampling.
  76910. */
  76911. get: function () {
  76912. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76913. },
  76914. /**
  76915. * Sets the current filter to Poisson Sampling.
  76916. */
  76917. set: function (value) {
  76918. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76919. return;
  76920. }
  76921. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76922. },
  76923. enumerable: true,
  76924. configurable: true
  76925. });
  76926. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76927. /**
  76928. * Gets if the current filter is set to ESM.
  76929. */
  76930. get: function () {
  76931. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76932. },
  76933. /**
  76934. * Sets the current filter is to ESM.
  76935. */
  76936. set: function (value) {
  76937. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76938. return;
  76939. }
  76940. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76941. },
  76942. enumerable: true,
  76943. configurable: true
  76944. });
  76945. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76946. /**
  76947. * Gets if the current filter is set to filtered ESM.
  76948. */
  76949. get: function () {
  76950. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76951. },
  76952. /**
  76953. * Gets if the current filter is set to filtered ESM.
  76954. */
  76955. set: function (value) {
  76956. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76957. return;
  76958. }
  76959. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76960. },
  76961. enumerable: true,
  76962. configurable: true
  76963. });
  76964. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  76965. /**
  76966. * Gets if the current filter is set to "close ESM" (using the inverse of the
  76967. * exponential to prevent steep falloff artifacts).
  76968. */
  76969. get: function () {
  76970. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  76971. },
  76972. /**
  76973. * Sets the current filter to "close ESM" (using the inverse of the
  76974. * exponential to prevent steep falloff artifacts).
  76975. */
  76976. set: function (value) {
  76977. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  76978. return;
  76979. }
  76980. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76981. },
  76982. enumerable: true,
  76983. configurable: true
  76984. });
  76985. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  76986. /**
  76987. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  76988. * exponential to prevent steep falloff artifacts).
  76989. */
  76990. get: function () {
  76991. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  76992. },
  76993. /**
  76994. * Sets the current filter to filtered "close ESM" (using the inverse of the
  76995. * exponential to prevent steep falloff artifacts).
  76996. */
  76997. set: function (value) {
  76998. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76999. return;
  77000. }
  77001. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77002. },
  77003. enumerable: true,
  77004. configurable: true
  77005. });
  77006. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  77007. /**
  77008. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77009. */
  77010. get: function () {
  77011. return this.filter === ShadowGenerator.FILTER_PCF;
  77012. },
  77013. /**
  77014. * Sets the current filter to "PCF" (percentage closer filtering).
  77015. */
  77016. set: function (value) {
  77017. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  77018. return;
  77019. }
  77020. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  77021. },
  77022. enumerable: true,
  77023. configurable: true
  77024. });
  77025. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  77026. /**
  77027. * Gets the PCF or PCSS Quality.
  77028. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77029. */
  77030. get: function () {
  77031. return this._filteringQuality;
  77032. },
  77033. /**
  77034. * Sets the PCF or PCSS Quality.
  77035. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77036. */
  77037. set: function (filteringQuality) {
  77038. this._filteringQuality = filteringQuality;
  77039. },
  77040. enumerable: true,
  77041. configurable: true
  77042. });
  77043. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  77044. /**
  77045. * Gets if the current filter is set to "PCSS" (contact hardening).
  77046. */
  77047. get: function () {
  77048. return this.filter === ShadowGenerator.FILTER_PCSS;
  77049. },
  77050. /**
  77051. * Sets the current filter to "PCSS" (contact hardening).
  77052. */
  77053. set: function (value) {
  77054. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  77055. return;
  77056. }
  77057. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  77058. },
  77059. enumerable: true,
  77060. configurable: true
  77061. });
  77062. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  77063. /**
  77064. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77065. * Using a ratio helps keeping shape stability independently of the map size.
  77066. *
  77067. * It does not account for the light projection as it was having too much
  77068. * instability during the light setup or during light position changes.
  77069. *
  77070. * Only valid if useContactHardeningShadow is true.
  77071. */
  77072. get: function () {
  77073. return this._contactHardeningLightSizeUVRatio;
  77074. },
  77075. /**
  77076. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77077. * Using a ratio helps keeping shape stability independently of the map size.
  77078. *
  77079. * It does not account for the light projection as it was having too much
  77080. * instability during the light setup or during light position changes.
  77081. *
  77082. * Only valid if useContactHardeningShadow is true.
  77083. */
  77084. set: function (contactHardeningLightSizeUVRatio) {
  77085. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  77086. },
  77087. enumerable: true,
  77088. configurable: true
  77089. });
  77090. /**
  77091. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77092. * 0 means strongest and 1 would means no shadow.
  77093. * @returns the darkness.
  77094. */
  77095. ShadowGenerator.prototype.getDarkness = function () {
  77096. return this._darkness;
  77097. };
  77098. /**
  77099. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77100. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77101. * @returns the shadow generator allowing fluent coding.
  77102. */
  77103. ShadowGenerator.prototype.setDarkness = function (darkness) {
  77104. if (darkness >= 1.0) {
  77105. this._darkness = 1.0;
  77106. }
  77107. else if (darkness <= 0.0) {
  77108. this._darkness = 0.0;
  77109. }
  77110. else {
  77111. this._darkness = darkness;
  77112. }
  77113. return this;
  77114. };
  77115. /**
  77116. * Sets the ability to have transparent shadow (boolean).
  77117. * @param transparent True if transparent else False
  77118. * @returns the shadow generator allowing fluent coding
  77119. */
  77120. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  77121. this._transparencyShadow = transparent;
  77122. return this;
  77123. };
  77124. /**
  77125. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77126. * @returns The render target texture if present otherwise, null
  77127. */
  77128. ShadowGenerator.prototype.getShadowMap = function () {
  77129. return this._shadowMap;
  77130. };
  77131. /**
  77132. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77133. * @returns The render target texture if the shadow map is present otherwise, null
  77134. */
  77135. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  77136. if (this._shadowMap2) {
  77137. return this._shadowMap2;
  77138. }
  77139. return this._shadowMap;
  77140. };
  77141. /**
  77142. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77143. * @param mesh Mesh to add
  77144. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77145. * @returns the Shadow Generator itself
  77146. */
  77147. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  77148. if (includeDescendants === void 0) { includeDescendants = true; }
  77149. var _a;
  77150. if (!this._shadowMap) {
  77151. return this;
  77152. }
  77153. if (!this._shadowMap.renderList) {
  77154. this._shadowMap.renderList = [];
  77155. }
  77156. this._shadowMap.renderList.push(mesh);
  77157. if (includeDescendants) {
  77158. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  77159. }
  77160. return this;
  77161. };
  77162. /**
  77163. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77164. * @param mesh Mesh to remove
  77165. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77166. * @returns the Shadow Generator itself
  77167. */
  77168. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  77169. if (includeDescendants === void 0) { includeDescendants = true; }
  77170. if (!this._shadowMap || !this._shadowMap.renderList) {
  77171. return this;
  77172. }
  77173. var index = this._shadowMap.renderList.indexOf(mesh);
  77174. if (index !== -1) {
  77175. this._shadowMap.renderList.splice(index, 1);
  77176. }
  77177. if (includeDescendants) {
  77178. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  77179. var child = _a[_i];
  77180. this.removeShadowCaster(child);
  77181. }
  77182. }
  77183. return this;
  77184. };
  77185. /**
  77186. * Returns the associated light object.
  77187. * @returns the light generating the shadow
  77188. */
  77189. ShadowGenerator.prototype.getLight = function () {
  77190. return this._light;
  77191. };
  77192. ShadowGenerator.prototype._initializeGenerator = function () {
  77193. this._light._markMeshesAsLightDirty();
  77194. this._initializeShadowMap();
  77195. };
  77196. ShadowGenerator.prototype._initializeShadowMap = function () {
  77197. var _this = this;
  77198. // Render target
  77199. var engine = this._scene.getEngine();
  77200. if (engine.webGLVersion > 1) {
  77201. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77202. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77203. }
  77204. else {
  77205. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77206. }
  77207. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77208. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77209. this._shadowMap.anisotropicFilteringLevel = 1;
  77210. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77211. this._shadowMap.renderParticles = false;
  77212. this._shadowMap.ignoreCameraViewport = true;
  77213. // Record Face Index before render.
  77214. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77215. _this._currentFaceIndex = faceIndex;
  77216. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77217. engine.setColorWrite(false);
  77218. }
  77219. });
  77220. // Custom render function.
  77221. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77222. // Blur if required afer render.
  77223. this._shadowMap.onAfterUnbindObservable.add(function () {
  77224. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77225. engine.setColorWrite(true);
  77226. }
  77227. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77228. return;
  77229. }
  77230. var shadowMap = _this.getShadowMapForRendering();
  77231. if (shadowMap) {
  77232. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77233. }
  77234. });
  77235. // Clear according to the chosen filter.
  77236. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77237. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77238. this._shadowMap.onClearObservable.add(function (engine) {
  77239. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77240. engine.clear(clearOne, false, true, false);
  77241. }
  77242. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77243. engine.clear(clearZero, true, true, false);
  77244. }
  77245. else {
  77246. engine.clear(clearOne, true, true, false);
  77247. }
  77248. });
  77249. };
  77250. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77251. var _this = this;
  77252. var engine = this._scene.getEngine();
  77253. var targetSize = this._mapSize / this.blurScale;
  77254. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77255. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77256. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77257. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77258. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77259. }
  77260. if (this.useKernelBlur) {
  77261. 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);
  77262. this._kernelBlurXPostprocess.width = targetSize;
  77263. this._kernelBlurXPostprocess.height = targetSize;
  77264. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77265. effect.setTexture("textureSampler", _this._shadowMap);
  77266. });
  77267. 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);
  77268. this._kernelBlurXPostprocess.autoClear = false;
  77269. this._kernelBlurYPostprocess.autoClear = false;
  77270. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77271. this._kernelBlurXPostprocess.packedFloat = true;
  77272. this._kernelBlurYPostprocess.packedFloat = true;
  77273. }
  77274. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77275. }
  77276. else {
  77277. 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);
  77278. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77279. effect.setFloat2("screenSize", targetSize, targetSize);
  77280. effect.setTexture("textureSampler", _this._shadowMap);
  77281. });
  77282. this._boxBlurPostprocess.autoClear = false;
  77283. this._blurPostProcesses = [this._boxBlurPostprocess];
  77284. }
  77285. };
  77286. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77287. var index;
  77288. var engine = this._scene.getEngine();
  77289. if (depthOnlySubMeshes.length) {
  77290. engine.setColorWrite(false);
  77291. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77292. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77293. }
  77294. engine.setColorWrite(true);
  77295. }
  77296. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77297. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77298. }
  77299. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77300. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77301. }
  77302. if (this._transparencyShadow) {
  77303. for (index = 0; index < transparentSubMeshes.length; index++) {
  77304. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77305. }
  77306. }
  77307. };
  77308. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77309. var _this = this;
  77310. var mesh = subMesh.getRenderingMesh();
  77311. var scene = this._scene;
  77312. var engine = scene.getEngine();
  77313. var material = subMesh.getMaterial();
  77314. if (!material || subMesh.verticesCount === 0) {
  77315. return;
  77316. }
  77317. // Culling
  77318. engine.setState(material.backFaceCulling);
  77319. // Managing instances
  77320. var batch = mesh._getInstancesRenderList(subMesh._id);
  77321. if (batch.mustReturn) {
  77322. return;
  77323. }
  77324. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77325. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77326. engine.enableEffect(this._effect);
  77327. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77328. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77329. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77330. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77331. this._effect.setVector3("lightData", this._cachedDirection);
  77332. }
  77333. else {
  77334. this._effect.setVector3("lightData", this._cachedPosition);
  77335. }
  77336. if (scene.activeCamera) {
  77337. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77338. }
  77339. // Alpha test
  77340. if (material && material.needAlphaTesting()) {
  77341. var alphaTexture = material.getAlphaTestTexture();
  77342. if (alphaTexture) {
  77343. this._effect.setTexture("diffuseSampler", alphaTexture);
  77344. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77345. }
  77346. }
  77347. // Bones
  77348. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77349. var skeleton = mesh.skeleton;
  77350. if (skeleton.isUsingTextureForMatrices) {
  77351. var boneTexture = skeleton.getTransformMatrixTexture();
  77352. if (!boneTexture) {
  77353. return;
  77354. }
  77355. this._effect.setTexture("boneSampler", boneTexture);
  77356. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77357. }
  77358. else {
  77359. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77360. }
  77361. }
  77362. // Morph targets
  77363. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77364. if (this.forceBackFacesOnly) {
  77365. engine.setState(true, 0, false, true);
  77366. }
  77367. // Draw
  77368. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77369. if (this.forceBackFacesOnly) {
  77370. engine.setState(true, 0, false, false);
  77371. }
  77372. }
  77373. else {
  77374. // Need to reset refresh rate of the shadowMap
  77375. if (this._shadowMap) {
  77376. this._shadowMap.resetRefreshCounter();
  77377. }
  77378. }
  77379. };
  77380. ShadowGenerator.prototype._applyFilterValues = function () {
  77381. if (!this._shadowMap) {
  77382. return;
  77383. }
  77384. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77385. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77386. }
  77387. else {
  77388. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77389. }
  77390. };
  77391. /**
  77392. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77393. * @param onCompiled Callback triggered at the and of the effects compilation
  77394. * @param options Sets of optional options forcing the compilation with different modes
  77395. */
  77396. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77397. var _this = this;
  77398. var localOptions = __assign({ useInstances: false }, options);
  77399. var shadowMap = this.getShadowMap();
  77400. if (!shadowMap) {
  77401. if (onCompiled) {
  77402. onCompiled(this);
  77403. }
  77404. return;
  77405. }
  77406. var renderList = shadowMap.renderList;
  77407. if (!renderList) {
  77408. if (onCompiled) {
  77409. onCompiled(this);
  77410. }
  77411. return;
  77412. }
  77413. var subMeshes = new Array();
  77414. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77415. var mesh = renderList_1[_i];
  77416. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77417. }
  77418. if (subMeshes.length === 0) {
  77419. if (onCompiled) {
  77420. onCompiled(this);
  77421. }
  77422. return;
  77423. }
  77424. var currentIndex = 0;
  77425. var checkReady = function () {
  77426. if (!_this._scene || !_this._scene.getEngine()) {
  77427. return;
  77428. }
  77429. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77430. currentIndex++;
  77431. if (currentIndex >= subMeshes.length) {
  77432. if (onCompiled) {
  77433. onCompiled(_this);
  77434. }
  77435. return;
  77436. }
  77437. }
  77438. setTimeout(checkReady, 16);
  77439. };
  77440. checkReady();
  77441. };
  77442. /**
  77443. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77444. * @param options Sets of optional options forcing the compilation with different modes
  77445. * @returns A promise that resolves when the compilation completes
  77446. */
  77447. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77448. var _this = this;
  77449. return new Promise(function (resolve) {
  77450. _this.forceCompilation(function () {
  77451. resolve();
  77452. }, options);
  77453. });
  77454. };
  77455. /**
  77456. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77457. * @param subMesh The submesh we want to render in the shadow map
  77458. * @param useInstances Defines wether will draw in the map using instances
  77459. * @returns true if ready otherwise, false
  77460. */
  77461. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77462. var defines = [];
  77463. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77464. defines.push("#define FLOAT");
  77465. }
  77466. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77467. defines.push("#define ESM");
  77468. }
  77469. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77470. defines.push("#define DEPTHTEXTURE");
  77471. }
  77472. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77473. var mesh = subMesh.getMesh();
  77474. var material = subMesh.getMaterial();
  77475. // Normal bias.
  77476. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77477. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77478. defines.push("#define NORMAL");
  77479. if (mesh.nonUniformScaling) {
  77480. defines.push("#define NONUNIFORMSCALING");
  77481. }
  77482. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77483. defines.push("#define DIRECTIONINLIGHTDATA");
  77484. }
  77485. }
  77486. // Alpha test
  77487. if (material && material.needAlphaTesting()) {
  77488. var alphaTexture = material.getAlphaTestTexture();
  77489. if (alphaTexture) {
  77490. defines.push("#define ALPHATEST");
  77491. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77492. attribs.push(BABYLON.VertexBuffer.UVKind);
  77493. defines.push("#define UV1");
  77494. }
  77495. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77496. if (alphaTexture.coordinatesIndex === 1) {
  77497. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77498. defines.push("#define UV2");
  77499. }
  77500. }
  77501. }
  77502. }
  77503. // Bones
  77504. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77505. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77506. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77507. if (mesh.numBoneInfluencers > 4) {
  77508. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77509. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77510. }
  77511. var skeleton = mesh.skeleton;
  77512. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77513. if (skeleton.isUsingTextureForMatrices) {
  77514. defines.push("#define BONETEXTURE");
  77515. }
  77516. else {
  77517. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77518. }
  77519. }
  77520. else {
  77521. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77522. }
  77523. // Morph targets
  77524. var manager = mesh.morphTargetManager;
  77525. var morphInfluencers = 0;
  77526. if (manager) {
  77527. if (manager.numInfluencers > 0) {
  77528. defines.push("#define MORPHTARGETS");
  77529. morphInfluencers = manager.numInfluencers;
  77530. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77531. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77532. }
  77533. }
  77534. // Instances
  77535. if (useInstances) {
  77536. defines.push("#define INSTANCES");
  77537. attribs.push("world0");
  77538. attribs.push("world1");
  77539. attribs.push("world2");
  77540. attribs.push("world3");
  77541. }
  77542. // Get correct effect
  77543. var join = defines.join("\n");
  77544. if (this._cachedDefines !== join) {
  77545. this._cachedDefines = join;
  77546. this._effect = this._scene.getEngine().createEffect("shadowMap", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "lightData", "depthValues", "biasAndScale", "morphTargetInfluences", "boneTextureWidth"], ["diffuseSampler", "boneSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  77547. }
  77548. if (!this._effect.isReady()) {
  77549. return false;
  77550. }
  77551. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77552. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77553. this._initializeBlurRTTAndPostProcesses();
  77554. }
  77555. }
  77556. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77557. return false;
  77558. }
  77559. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77560. return false;
  77561. }
  77562. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77563. return false;
  77564. }
  77565. return true;
  77566. };
  77567. /**
  77568. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77569. * @param defines Defines of the material we want to update
  77570. * @param lightIndex Index of the light in the enabled light list of the material
  77571. */
  77572. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77573. var scene = this._scene;
  77574. var light = this._light;
  77575. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77576. return;
  77577. }
  77578. defines["SHADOW" + lightIndex] = true;
  77579. if (this.useContactHardeningShadow) {
  77580. defines["SHADOWPCSS" + lightIndex] = true;
  77581. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77582. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77583. }
  77584. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77585. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77586. }
  77587. // else default to high.
  77588. }
  77589. if (this.usePercentageCloserFiltering) {
  77590. defines["SHADOWPCF" + lightIndex] = true;
  77591. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77592. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77593. }
  77594. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77595. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77596. }
  77597. // else default to high.
  77598. }
  77599. else if (this.usePoissonSampling) {
  77600. defines["SHADOWPOISSON" + lightIndex] = true;
  77601. }
  77602. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77603. defines["SHADOWESM" + lightIndex] = true;
  77604. }
  77605. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77606. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77607. }
  77608. if (light.needCube()) {
  77609. defines["SHADOWCUBE" + lightIndex] = true;
  77610. }
  77611. };
  77612. /**
  77613. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77614. * defined in the generator but impacting the effect).
  77615. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77616. * @param effect The effect we are binfing the information for
  77617. */
  77618. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77619. var light = this._light;
  77620. var scene = this._scene;
  77621. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77622. return;
  77623. }
  77624. var camera = scene.activeCamera;
  77625. if (!camera) {
  77626. return;
  77627. }
  77628. var shadowMap = this.getShadowMap();
  77629. if (!shadowMap) {
  77630. return;
  77631. }
  77632. if (!light.needCube()) {
  77633. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77634. }
  77635. // Only PCF uses depth stencil texture.
  77636. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77637. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77638. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77639. }
  77640. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77641. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77642. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77643. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77644. }
  77645. else {
  77646. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77647. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77648. }
  77649. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77650. };
  77651. /**
  77652. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77653. * (eq to shadow prjection matrix * light transform matrix)
  77654. * @returns The transform matrix used to create the shadow map
  77655. */
  77656. ShadowGenerator.prototype.getTransformMatrix = function () {
  77657. var scene = this._scene;
  77658. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77659. return this._transformMatrix;
  77660. }
  77661. this._currentRenderID = scene.getRenderId();
  77662. this._currentFaceIndexCache = this._currentFaceIndex;
  77663. var lightPosition = this._light.position;
  77664. if (this._light.computeTransformedInformation()) {
  77665. lightPosition = this._light.transformedPosition;
  77666. }
  77667. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77668. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77669. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77670. }
  77671. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77672. this._cachedPosition.copyFrom(lightPosition);
  77673. this._cachedDirection.copyFrom(this._lightDirection);
  77674. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77675. var shadowMap = this.getShadowMap();
  77676. if (shadowMap) {
  77677. var renderList = shadowMap.renderList;
  77678. if (renderList) {
  77679. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77680. }
  77681. }
  77682. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77683. }
  77684. return this._transformMatrix;
  77685. };
  77686. /**
  77687. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77688. * Cube and 2D textures for instance.
  77689. */
  77690. ShadowGenerator.prototype.recreateShadowMap = function () {
  77691. var shadowMap = this._shadowMap;
  77692. if (!shadowMap) {
  77693. return;
  77694. }
  77695. // Track render list.
  77696. var renderList = shadowMap.renderList;
  77697. // Clean up existing data.
  77698. this._disposeRTTandPostProcesses();
  77699. // Reinitializes.
  77700. this._initializeGenerator();
  77701. // Reaffect the filter to ensure a correct fallback if necessary.
  77702. this.filter = this.filter;
  77703. // Reaffect the filter.
  77704. this._applyFilterValues();
  77705. // Reaffect Render List.
  77706. this._shadowMap.renderList = renderList;
  77707. };
  77708. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77709. if (this._shadowMap2) {
  77710. this._shadowMap2.dispose();
  77711. this._shadowMap2 = null;
  77712. }
  77713. if (this._boxBlurPostprocess) {
  77714. this._boxBlurPostprocess.dispose();
  77715. this._boxBlurPostprocess = null;
  77716. }
  77717. if (this._kernelBlurXPostprocess) {
  77718. this._kernelBlurXPostprocess.dispose();
  77719. this._kernelBlurXPostprocess = null;
  77720. }
  77721. if (this._kernelBlurYPostprocess) {
  77722. this._kernelBlurYPostprocess.dispose();
  77723. this._kernelBlurYPostprocess = null;
  77724. }
  77725. this._blurPostProcesses = [];
  77726. };
  77727. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77728. if (this._shadowMap) {
  77729. this._shadowMap.dispose();
  77730. this._shadowMap = null;
  77731. }
  77732. this._disposeBlurPostProcesses();
  77733. };
  77734. /**
  77735. * Disposes the ShadowGenerator.
  77736. * Returns nothing.
  77737. */
  77738. ShadowGenerator.prototype.dispose = function () {
  77739. this._disposeRTTandPostProcesses();
  77740. if (this._light) {
  77741. this._light._shadowGenerator = null;
  77742. this._light._markMeshesAsLightDirty();
  77743. }
  77744. };
  77745. /**
  77746. * Serializes the shadow generator setup to a json object.
  77747. * @returns The serialized JSON object
  77748. */
  77749. ShadowGenerator.prototype.serialize = function () {
  77750. var serializationObject = {};
  77751. var shadowMap = this.getShadowMap();
  77752. if (!shadowMap) {
  77753. return serializationObject;
  77754. }
  77755. serializationObject.lightId = this._light.id;
  77756. serializationObject.mapSize = shadowMap.getRenderSize();
  77757. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77758. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77759. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77760. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77761. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77762. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77763. serializationObject.depthScale = this.depthScale;
  77764. serializationObject.darkness = this.getDarkness();
  77765. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77766. serializationObject.blurKernel = this.blurKernel;
  77767. serializationObject.blurScale = this.blurScale;
  77768. serializationObject.useKernelBlur = this.useKernelBlur;
  77769. serializationObject.transparencyShadow = this._transparencyShadow;
  77770. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77771. serializationObject.bias = this.bias;
  77772. serializationObject.normalBias = this.normalBias;
  77773. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77774. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77775. serializationObject.filteringQuality = this.filteringQuality;
  77776. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77777. serializationObject.renderList = [];
  77778. if (shadowMap.renderList) {
  77779. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77780. var mesh = shadowMap.renderList[meshIndex];
  77781. serializationObject.renderList.push(mesh.id);
  77782. }
  77783. }
  77784. return serializationObject;
  77785. };
  77786. /**
  77787. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77788. * @param parsedShadowGenerator The JSON object to parse
  77789. * @param scene The scene to create the shadow map for
  77790. * @returns The parsed shadow generator
  77791. */
  77792. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77793. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77794. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77795. var shadowMap = shadowGenerator.getShadowMap();
  77796. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77797. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77798. meshes.forEach(function (mesh) {
  77799. if (!shadowMap) {
  77800. return;
  77801. }
  77802. if (!shadowMap.renderList) {
  77803. shadowMap.renderList = [];
  77804. }
  77805. shadowMap.renderList.push(mesh);
  77806. });
  77807. }
  77808. if (parsedShadowGenerator.usePoissonSampling) {
  77809. shadowGenerator.usePoissonSampling = true;
  77810. }
  77811. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77812. shadowGenerator.useExponentialShadowMap = true;
  77813. }
  77814. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77815. shadowGenerator.useBlurExponentialShadowMap = true;
  77816. }
  77817. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77818. shadowGenerator.useCloseExponentialShadowMap = true;
  77819. }
  77820. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77821. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77822. }
  77823. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77824. shadowGenerator.usePercentageCloserFiltering = true;
  77825. }
  77826. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77827. shadowGenerator.useContactHardeningShadow = true;
  77828. }
  77829. if (parsedShadowGenerator.filteringQuality) {
  77830. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77831. }
  77832. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77833. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77834. }
  77835. // Backward compat
  77836. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77837. shadowGenerator.useExponentialShadowMap = true;
  77838. }
  77839. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77840. shadowGenerator.useBlurExponentialShadowMap = true;
  77841. }
  77842. if (parsedShadowGenerator.depthScale) {
  77843. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77844. }
  77845. if (parsedShadowGenerator.blurScale) {
  77846. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77847. }
  77848. if (parsedShadowGenerator.blurBoxOffset) {
  77849. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77850. }
  77851. if (parsedShadowGenerator.useKernelBlur) {
  77852. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77853. }
  77854. if (parsedShadowGenerator.blurKernel) {
  77855. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77856. }
  77857. if (parsedShadowGenerator.bias !== undefined) {
  77858. shadowGenerator.bias = parsedShadowGenerator.bias;
  77859. }
  77860. if (parsedShadowGenerator.normalBias !== undefined) {
  77861. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77862. }
  77863. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77864. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77865. }
  77866. if (parsedShadowGenerator.darkness) {
  77867. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77868. }
  77869. if (parsedShadowGenerator.transparencyShadow) {
  77870. shadowGenerator.setTransparencyShadow(true);
  77871. }
  77872. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77873. return shadowGenerator;
  77874. };
  77875. /**
  77876. * Shadow generator mode None: no filtering applied.
  77877. */
  77878. ShadowGenerator.FILTER_NONE = 0;
  77879. /**
  77880. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77881. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77882. */
  77883. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77884. /**
  77885. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77886. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77887. */
  77888. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77889. /**
  77890. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77891. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77892. */
  77893. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77894. /**
  77895. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77896. * edge artifacts on steep falloff.
  77897. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77898. */
  77899. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77900. /**
  77901. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77902. * edge artifacts on steep falloff.
  77903. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77904. */
  77905. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77906. /**
  77907. * Shadow generator mode PCF: Percentage Closer Filtering
  77908. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77909. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77910. */
  77911. ShadowGenerator.FILTER_PCF = 6;
  77912. /**
  77913. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77914. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77915. * Contact Hardening
  77916. */
  77917. ShadowGenerator.FILTER_PCSS = 7;
  77918. /**
  77919. * Reserved for PCF and PCSS
  77920. * Highest Quality.
  77921. *
  77922. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77923. *
  77924. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77925. */
  77926. ShadowGenerator.QUALITY_HIGH = 0;
  77927. /**
  77928. * Reserved for PCF and PCSS
  77929. * Good tradeoff for quality/perf cross devices
  77930. *
  77931. * Execute PCF on a 3*3 kernel.
  77932. *
  77933. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77934. */
  77935. ShadowGenerator.QUALITY_MEDIUM = 1;
  77936. /**
  77937. * Reserved for PCF and PCSS
  77938. * The lowest quality but the fastest.
  77939. *
  77940. * Execute PCF on a 1*1 kernel.
  77941. *
  77942. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77943. */
  77944. ShadowGenerator.QUALITY_LOW = 2;
  77945. return ShadowGenerator;
  77946. }());
  77947. BABYLON.ShadowGenerator = ShadowGenerator;
  77948. })(BABYLON || (BABYLON = {}));
  77949. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77950. var BABYLON;
  77951. (function (BABYLON) {
  77952. // Adds the parser to the scene parsers.
  77953. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77954. // Shadows
  77955. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77956. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77957. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77958. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77959. // SG would be available on their associated lights
  77960. }
  77961. }
  77962. });
  77963. /**
  77964. * Defines the shadow generator component responsible to manage any shadow generators
  77965. * in a given scene.
  77966. */
  77967. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  77968. /**
  77969. * Creates a new instance of the component for the given scene
  77970. * @param scene Defines the scene to register the component in
  77971. */
  77972. function ShadowGeneratorSceneComponent(scene) {
  77973. /**
  77974. * The component name helpfull to identify the component in the list of scene components.
  77975. */
  77976. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  77977. this.scene = scene;
  77978. }
  77979. /**
  77980. * Registers the component in a given scene
  77981. */
  77982. ShadowGeneratorSceneComponent.prototype.register = function () {
  77983. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  77984. };
  77985. /**
  77986. * Rebuilds the elements related to this component in case of
  77987. * context lost for instance.
  77988. */
  77989. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  77990. // Nothing To Do Here.
  77991. };
  77992. /**
  77993. * Serializes the component data to the specified json object
  77994. * @param serializationObject The object to serialize to
  77995. */
  77996. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  77997. // Shadows
  77998. serializationObject.shadowGenerators = [];
  77999. var lights = this.scene.lights;
  78000. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  78001. var light = lights_1[_i];
  78002. var shadowGenerator = light.getShadowGenerator();
  78003. if (shadowGenerator) {
  78004. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  78005. }
  78006. }
  78007. };
  78008. /**
  78009. * Adds all the element from the container to the scene
  78010. * @param container the container holding the elements
  78011. */
  78012. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  78013. // Nothing To Do Here. (directly attached to a light)
  78014. };
  78015. /**
  78016. * Removes all the elements in the container from the scene
  78017. * @param container contains the elements to remove
  78018. */
  78019. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  78020. // Nothing To Do Here. (directly attached to a light)
  78021. };
  78022. /**
  78023. * Rebuilds the elements related to this component in case of
  78024. * context lost for instance.
  78025. */
  78026. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  78027. // Nothing To Do Here.
  78028. };
  78029. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  78030. // Shadows
  78031. var scene = this.scene;
  78032. if (this.scene.shadowsEnabled) {
  78033. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  78034. var light = scene.lights[lightIndex];
  78035. var shadowGenerator = light.getShadowGenerator();
  78036. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  78037. var shadowMap = (shadowGenerator.getShadowMap());
  78038. if (scene.textures.indexOf(shadowMap) !== -1) {
  78039. renderTargets.push(shadowMap);
  78040. }
  78041. }
  78042. }
  78043. }
  78044. };
  78045. return ShadowGeneratorSceneComponent;
  78046. }());
  78047. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  78048. })(BABYLON || (BABYLON = {}));
  78049. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  78050. var BABYLON;
  78051. (function (BABYLON) {
  78052. /**
  78053. * Class used for the default loading screen
  78054. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  78055. */
  78056. var DefaultLoadingScreen = /** @class */ (function () {
  78057. /**
  78058. * Creates a new default loading screen
  78059. * @param _renderingCanvas defines the canvas used to render the scene
  78060. * @param _loadingText defines the default text to display
  78061. * @param _loadingDivBackgroundColor defines the default background color
  78062. */
  78063. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  78064. if (_loadingText === void 0) { _loadingText = ""; }
  78065. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  78066. var _this = this;
  78067. this._renderingCanvas = _renderingCanvas;
  78068. this._loadingText = _loadingText;
  78069. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  78070. // Resize
  78071. this._resizeLoadingUI = function () {
  78072. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  78073. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  78074. if (!_this._loadingDiv) {
  78075. return;
  78076. }
  78077. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  78078. _this._loadingDiv.style.left = canvasRect.left + "px";
  78079. _this._loadingDiv.style.top = canvasRect.top + "px";
  78080. _this._loadingDiv.style.width = canvasRect.width + "px";
  78081. _this._loadingDiv.style.height = canvasRect.height + "px";
  78082. };
  78083. }
  78084. /**
  78085. * Function called to display the loading screen
  78086. */
  78087. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  78088. if (this._loadingDiv) {
  78089. // Do not add a loading screen if there is already one
  78090. return;
  78091. }
  78092. this._loadingDiv = document.createElement("div");
  78093. this._loadingDiv.id = "babylonjsLoadingDiv";
  78094. this._loadingDiv.style.opacity = "0";
  78095. this._loadingDiv.style.transition = "opacity 1.5s ease";
  78096. this._loadingDiv.style.pointerEvents = "none";
  78097. // Loading text
  78098. this._loadingTextDiv = document.createElement("div");
  78099. this._loadingTextDiv.style.position = "absolute";
  78100. this._loadingTextDiv.style.left = "0";
  78101. this._loadingTextDiv.style.top = "50%";
  78102. this._loadingTextDiv.style.marginTop = "80px";
  78103. this._loadingTextDiv.style.width = "100%";
  78104. this._loadingTextDiv.style.height = "20px";
  78105. this._loadingTextDiv.style.fontFamily = "Arial";
  78106. this._loadingTextDiv.style.fontSize = "14px";
  78107. this._loadingTextDiv.style.color = "white";
  78108. this._loadingTextDiv.style.textAlign = "center";
  78109. this._loadingTextDiv.innerHTML = "Loading";
  78110. this._loadingDiv.appendChild(this._loadingTextDiv);
  78111. //set the predefined text
  78112. this._loadingTextDiv.innerHTML = this._loadingText;
  78113. // Generating keyframes
  78114. var style = document.createElement('style');
  78115. style.type = 'text/css';
  78116. 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 }";
  78117. style.innerHTML = keyFrames;
  78118. document.getElementsByTagName('head')[0].appendChild(style);
  78119. // Loading img
  78120. var imgBack = new Image();
  78121. imgBack.src = "data:image/png;base64,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";
  78122. imgBack.style.position = "absolute";
  78123. imgBack.style.left = "50%";
  78124. imgBack.style.top = "50%";
  78125. imgBack.style.marginLeft = "-60px";
  78126. imgBack.style.marginTop = "-60px";
  78127. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  78128. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  78129. imgBack.style.transformOrigin = "50% 50%";
  78130. imgBack.style.webkitTransformOrigin = "50% 50%";
  78131. this._loadingDiv.appendChild(imgBack);
  78132. this._resizeLoadingUI();
  78133. window.addEventListener("resize", this._resizeLoadingUI);
  78134. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78135. document.body.appendChild(this._loadingDiv);
  78136. this._loadingDiv.style.opacity = "1";
  78137. };
  78138. /**
  78139. * Function called to hide the loading screen
  78140. */
  78141. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  78142. var _this = this;
  78143. if (!this._loadingDiv) {
  78144. return;
  78145. }
  78146. var onTransitionEnd = function () {
  78147. if (!_this._loadingDiv) {
  78148. return;
  78149. }
  78150. if (_this._loadingDiv.parentElement) {
  78151. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  78152. }
  78153. window.removeEventListener("resize", _this._resizeLoadingUI);
  78154. _this._loadingDiv = null;
  78155. };
  78156. this._loadingDiv.style.opacity = "0";
  78157. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  78158. };
  78159. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  78160. get: function () {
  78161. return this._loadingText;
  78162. },
  78163. /**
  78164. * Gets or sets the text to display while loading
  78165. */
  78166. set: function (text) {
  78167. this._loadingText = text;
  78168. if (this._loadingTextDiv) {
  78169. this._loadingTextDiv.innerHTML = this._loadingText;
  78170. }
  78171. },
  78172. enumerable: true,
  78173. configurable: true
  78174. });
  78175. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  78176. /**
  78177. * Gets or sets the color to use for the background
  78178. */
  78179. get: function () {
  78180. return this._loadingDivBackgroundColor;
  78181. },
  78182. set: function (color) {
  78183. this._loadingDivBackgroundColor = color;
  78184. if (!this._loadingDiv) {
  78185. return;
  78186. }
  78187. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78188. },
  78189. enumerable: true,
  78190. configurable: true
  78191. });
  78192. return DefaultLoadingScreen;
  78193. }());
  78194. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78195. })(BABYLON || (BABYLON = {}));
  78196. //# sourceMappingURL=babylon.loadingScreen.js.map
  78197. var BABYLON;
  78198. (function (BABYLON) {
  78199. /**
  78200. * Class used to represent data loading progression
  78201. */
  78202. var SceneLoaderProgressEvent = /** @class */ (function () {
  78203. /**
  78204. * Create a new progress event
  78205. * @param lengthComputable defines if data length to load can be evaluated
  78206. * @param loaded defines the loaded data length
  78207. * @param total defines the data length to load
  78208. */
  78209. function SceneLoaderProgressEvent(
  78210. /** defines if data length to load can be evaluated */
  78211. lengthComputable,
  78212. /** defines the loaded data length */
  78213. loaded,
  78214. /** defines the data length to load */
  78215. total) {
  78216. this.lengthComputable = lengthComputable;
  78217. this.loaded = loaded;
  78218. this.total = total;
  78219. }
  78220. /**
  78221. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78222. * @param event defines the source event
  78223. * @returns a new SceneLoaderProgressEvent
  78224. */
  78225. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78226. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78227. };
  78228. return SceneLoaderProgressEvent;
  78229. }());
  78230. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78231. /**
  78232. * Class used to load scene from various file formats using registered plugins
  78233. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78234. */
  78235. var SceneLoader = /** @class */ (function () {
  78236. function SceneLoader() {
  78237. }
  78238. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78239. /**
  78240. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78241. */
  78242. get: function () {
  78243. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78244. },
  78245. set: function (value) {
  78246. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78247. },
  78248. enumerable: true,
  78249. configurable: true
  78250. });
  78251. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78252. /**
  78253. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78254. */
  78255. get: function () {
  78256. return SceneLoader._ShowLoadingScreen;
  78257. },
  78258. set: function (value) {
  78259. SceneLoader._ShowLoadingScreen = value;
  78260. },
  78261. enumerable: true,
  78262. configurable: true
  78263. });
  78264. Object.defineProperty(SceneLoader, "loggingLevel", {
  78265. /**
  78266. * Defines the current logging level (while loading the scene)
  78267. * @ignorenaming
  78268. */
  78269. get: function () {
  78270. return SceneLoader._loggingLevel;
  78271. },
  78272. set: function (value) {
  78273. SceneLoader._loggingLevel = value;
  78274. },
  78275. enumerable: true,
  78276. configurable: true
  78277. });
  78278. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78279. /**
  78280. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78281. */
  78282. get: function () {
  78283. return SceneLoader._CleanBoneMatrixWeights;
  78284. },
  78285. set: function (value) {
  78286. SceneLoader._CleanBoneMatrixWeights = value;
  78287. },
  78288. enumerable: true,
  78289. configurable: true
  78290. });
  78291. SceneLoader._getDefaultPlugin = function () {
  78292. return SceneLoader._registeredPlugins[".babylon"];
  78293. };
  78294. SceneLoader._getPluginForExtension = function (extension) {
  78295. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78296. if (registeredPlugin) {
  78297. return registeredPlugin;
  78298. }
  78299. BABYLON.Tools.Warn("Unable to find a plugin to load " + extension + " files. Trying to use .babylon default plugin. To load from a specific filetype (eg. gltf) see: http://doc.babylonjs.com/how_to/load_from_any_file_type");
  78300. return SceneLoader._getDefaultPlugin();
  78301. };
  78302. SceneLoader._getPluginForDirectLoad = function (data) {
  78303. for (var extension in SceneLoader._registeredPlugins) {
  78304. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78305. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78306. return SceneLoader._registeredPlugins[extension];
  78307. }
  78308. }
  78309. return SceneLoader._getDefaultPlugin();
  78310. };
  78311. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78312. var queryStringPosition = sceneFilename.indexOf("?");
  78313. if (queryStringPosition !== -1) {
  78314. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78315. }
  78316. var dotPosition = sceneFilename.lastIndexOf(".");
  78317. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78318. return SceneLoader._getPluginForExtension(extension);
  78319. };
  78320. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78321. SceneLoader._getDirectLoad = function (sceneFilename) {
  78322. if (sceneFilename.substr(0, 5) === "data:") {
  78323. return sceneFilename.substr(5);
  78324. }
  78325. return null;
  78326. };
  78327. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78328. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78329. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78330. var plugin;
  78331. if (registeredPlugin.plugin.createPlugin) {
  78332. plugin = registeredPlugin.plugin.createPlugin();
  78333. }
  78334. else {
  78335. plugin = registeredPlugin.plugin;
  78336. }
  78337. var useArrayBuffer = registeredPlugin.isBinary;
  78338. var offlineProvider;
  78339. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78340. var dataCallback = function (data, responseURL) {
  78341. if (scene.isDisposed) {
  78342. onError("Scene has been disposed");
  78343. return;
  78344. }
  78345. scene.offlineProvider = offlineProvider;
  78346. onSuccess(plugin, data, responseURL);
  78347. };
  78348. var request = null;
  78349. var pluginDisposed = false;
  78350. var onDisposeObservable = plugin.onDisposeObservable;
  78351. if (onDisposeObservable) {
  78352. onDisposeObservable.add(function () {
  78353. pluginDisposed = true;
  78354. if (request) {
  78355. request.abort();
  78356. request = null;
  78357. }
  78358. onDispose();
  78359. });
  78360. }
  78361. var manifestChecked = function () {
  78362. if (pluginDisposed) {
  78363. return;
  78364. }
  78365. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78366. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78367. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78368. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78369. });
  78370. };
  78371. if (directLoad) {
  78372. dataCallback(directLoad);
  78373. return plugin;
  78374. }
  78375. var file = fileInfo.file || BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78376. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78377. var engine = scene.getEngine();
  78378. var canUseOfflineSupport = engine.enableOfflineSupport;
  78379. if (canUseOfflineSupport) {
  78380. // Also check for exceptions
  78381. var exceptionFound = false;
  78382. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78383. var regex = _a[_i];
  78384. if (regex.test(fileInfo.url)) {
  78385. exceptionFound = true;
  78386. break;
  78387. }
  78388. }
  78389. canUseOfflineSupport = !exceptionFound;
  78390. }
  78391. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78392. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78393. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78394. }
  78395. else {
  78396. manifestChecked();
  78397. }
  78398. }
  78399. // Loading file from disk via input file or drag'n'drop
  78400. else {
  78401. if (file) {
  78402. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78403. }
  78404. else {
  78405. onError("Unable to find file named " + fileInfo.name);
  78406. }
  78407. }
  78408. return plugin;
  78409. };
  78410. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78411. var url;
  78412. var name;
  78413. var file = null;
  78414. if (!sceneFilename) {
  78415. url = rootUrl;
  78416. name = BABYLON.Tools.GetFilename(rootUrl);
  78417. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78418. }
  78419. else if (sceneFilename instanceof File) {
  78420. url = rootUrl + sceneFilename.name;
  78421. name = sceneFilename.name;
  78422. file = sceneFilename;
  78423. }
  78424. else {
  78425. if (sceneFilename.substr(0, 1) === "/") {
  78426. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78427. return null;
  78428. }
  78429. url = rootUrl + sceneFilename;
  78430. name = sceneFilename;
  78431. }
  78432. return {
  78433. url: url,
  78434. rootUrl: rootUrl,
  78435. name: name,
  78436. file: file
  78437. };
  78438. };
  78439. // Public functions
  78440. /**
  78441. * Gets a plugin that can load the given extension
  78442. * @param extension defines the extension to load
  78443. * @returns a plugin or null if none works
  78444. */
  78445. SceneLoader.GetPluginForExtension = function (extension) {
  78446. return SceneLoader._getPluginForExtension(extension).plugin;
  78447. };
  78448. /**
  78449. * Gets a boolean indicating that the given extension can be loaded
  78450. * @param extension defines the extension to load
  78451. * @returns true if the extension is supported
  78452. */
  78453. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78454. return !!SceneLoader._registeredPlugins[extension];
  78455. };
  78456. /**
  78457. * Adds a new plugin to the list of registered plugins
  78458. * @param plugin defines the plugin to add
  78459. */
  78460. SceneLoader.RegisterPlugin = function (plugin) {
  78461. if (typeof plugin.extensions === "string") {
  78462. var extension = plugin.extensions;
  78463. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78464. plugin: plugin,
  78465. isBinary: false
  78466. };
  78467. }
  78468. else {
  78469. var extensions = plugin.extensions;
  78470. Object.keys(extensions).forEach(function (extension) {
  78471. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78472. plugin: plugin,
  78473. isBinary: extensions[extension].isBinary
  78474. };
  78475. });
  78476. }
  78477. };
  78478. /**
  78479. * Import meshes into a scene
  78480. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78481. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78482. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78483. * @param scene the instance of BABYLON.Scene to append to
  78484. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78485. * @param onProgress a callback with a progress event for each file being loaded
  78486. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78487. * @param pluginExtension the extension used to determine the plugin
  78488. * @returns The loaded plugin
  78489. */
  78490. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78491. if (sceneFilename === void 0) { sceneFilename = ""; }
  78492. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78493. if (onSuccess === void 0) { onSuccess = null; }
  78494. if (onProgress === void 0) { onProgress = null; }
  78495. if (onError === void 0) { onError = null; }
  78496. if (pluginExtension === void 0) { pluginExtension = null; }
  78497. if (!scene) {
  78498. BABYLON.Tools.Error("No scene available to import mesh to");
  78499. return null;
  78500. }
  78501. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78502. if (!fileInfo) {
  78503. return null;
  78504. }
  78505. var loadingToken = {};
  78506. scene._addPendingData(loadingToken);
  78507. var disposeHandler = function () {
  78508. scene._removePendingData(loadingToken);
  78509. };
  78510. var errorHandler = function (message, exception) {
  78511. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78512. if (onError) {
  78513. onError(scene, errorMessage, exception);
  78514. }
  78515. else {
  78516. BABYLON.Tools.Error(errorMessage);
  78517. // should the exception be thrown?
  78518. }
  78519. disposeHandler();
  78520. };
  78521. var progressHandler = onProgress ? function (event) {
  78522. try {
  78523. onProgress(event);
  78524. }
  78525. catch (e) {
  78526. errorHandler("Error in onProgress callback", e);
  78527. }
  78528. } : undefined;
  78529. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78530. scene.importedMeshesFiles.push(fileInfo.url);
  78531. if (onSuccess) {
  78532. try {
  78533. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78534. }
  78535. catch (e) {
  78536. errorHandler("Error in onSuccess callback", e);
  78537. }
  78538. }
  78539. scene._removePendingData(loadingToken);
  78540. };
  78541. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78542. if (plugin.rewriteRootURL) {
  78543. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78544. }
  78545. if (plugin.importMesh) {
  78546. var syncedPlugin = plugin;
  78547. var meshes = new Array();
  78548. var particleSystems = new Array();
  78549. var skeletons = new Array();
  78550. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78551. return;
  78552. }
  78553. scene.loadingPluginName = plugin.name;
  78554. successHandler(meshes, particleSystems, skeletons, []);
  78555. }
  78556. else {
  78557. var asyncedPlugin = plugin;
  78558. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78559. scene.loadingPluginName = plugin.name;
  78560. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78561. }).catch(function (error) {
  78562. errorHandler(error.message, error);
  78563. });
  78564. }
  78565. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78566. };
  78567. /**
  78568. * Import meshes into a scene
  78569. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78570. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78571. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78572. * @param scene the instance of BABYLON.Scene to append to
  78573. * @param onProgress a callback with a progress event for each file being loaded
  78574. * @param pluginExtension the extension used to determine the plugin
  78575. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78576. */
  78577. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78578. if (sceneFilename === void 0) { sceneFilename = ""; }
  78579. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78580. if (onProgress === void 0) { onProgress = null; }
  78581. if (pluginExtension === void 0) { pluginExtension = null; }
  78582. return new Promise(function (resolve, reject) {
  78583. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78584. resolve({
  78585. meshes: meshes,
  78586. particleSystems: particleSystems,
  78587. skeletons: skeletons,
  78588. animationGroups: animationGroups
  78589. });
  78590. }, onProgress, function (scene, message, exception) {
  78591. reject(exception || new Error(message));
  78592. }, pluginExtension);
  78593. });
  78594. };
  78595. /**
  78596. * Load a scene
  78597. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78598. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78599. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78600. * @param onSuccess a callback with the scene when import succeeds
  78601. * @param onProgress a callback with a progress event for each file being loaded
  78602. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78603. * @param pluginExtension the extension used to determine the plugin
  78604. * @returns The loaded plugin
  78605. */
  78606. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78607. if (sceneFilename === void 0) { sceneFilename = ""; }
  78608. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78609. if (onSuccess === void 0) { onSuccess = null; }
  78610. if (onProgress === void 0) { onProgress = null; }
  78611. if (onError === void 0) { onError = null; }
  78612. if (pluginExtension === void 0) { pluginExtension = null; }
  78613. if (!engine) {
  78614. BABYLON.Tools.Error("No engine available");
  78615. return null;
  78616. }
  78617. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78618. };
  78619. /**
  78620. * Load a scene
  78621. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78622. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78623. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78624. * @param onProgress a callback with a progress event for each file being loaded
  78625. * @param pluginExtension the extension used to determine the plugin
  78626. * @returns The loaded scene
  78627. */
  78628. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78629. if (sceneFilename === void 0) { sceneFilename = ""; }
  78630. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78631. if (onProgress === void 0) { onProgress = null; }
  78632. if (pluginExtension === void 0) { pluginExtension = null; }
  78633. return new Promise(function (resolve, reject) {
  78634. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78635. resolve(scene);
  78636. }, onProgress, function (scene, message, exception) {
  78637. reject(exception || new Error(message));
  78638. }, pluginExtension);
  78639. });
  78640. };
  78641. /**
  78642. * Append a scene
  78643. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78644. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78645. * @param scene is the instance of BABYLON.Scene to append to
  78646. * @param onSuccess a callback with the scene when import succeeds
  78647. * @param onProgress a callback with a progress event for each file being loaded
  78648. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78649. * @param pluginExtension the extension used to determine the plugin
  78650. * @returns The loaded plugin
  78651. */
  78652. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78653. if (sceneFilename === void 0) { sceneFilename = ""; }
  78654. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78655. if (onSuccess === void 0) { onSuccess = null; }
  78656. if (onProgress === void 0) { onProgress = null; }
  78657. if (onError === void 0) { onError = null; }
  78658. if (pluginExtension === void 0) { pluginExtension = null; }
  78659. if (!scene) {
  78660. BABYLON.Tools.Error("No scene available to append to");
  78661. return null;
  78662. }
  78663. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78664. if (!fileInfo) {
  78665. return null;
  78666. }
  78667. if (SceneLoader.ShowLoadingScreen) {
  78668. scene.getEngine().displayLoadingUI();
  78669. }
  78670. var loadingToken = {};
  78671. scene._addPendingData(loadingToken);
  78672. var disposeHandler = function () {
  78673. scene._removePendingData(loadingToken);
  78674. scene.getEngine().hideLoadingUI();
  78675. };
  78676. var errorHandler = function (message, exception) {
  78677. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78678. if (onError) {
  78679. onError(scene, errorMessage, exception);
  78680. }
  78681. else {
  78682. BABYLON.Tools.Error(errorMessage);
  78683. // should the exception be thrown?
  78684. }
  78685. disposeHandler();
  78686. };
  78687. var progressHandler = onProgress ? function (event) {
  78688. try {
  78689. onProgress(event);
  78690. }
  78691. catch (e) {
  78692. errorHandler("Error in onProgress callback", e);
  78693. }
  78694. } : undefined;
  78695. var successHandler = function () {
  78696. if (onSuccess) {
  78697. try {
  78698. onSuccess(scene);
  78699. }
  78700. catch (e) {
  78701. errorHandler("Error in onSuccess callback", e);
  78702. }
  78703. }
  78704. scene._removePendingData(loadingToken);
  78705. };
  78706. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78707. if (plugin.load) {
  78708. var syncedPlugin = plugin;
  78709. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78710. return;
  78711. }
  78712. scene.loadingPluginName = plugin.name;
  78713. successHandler();
  78714. }
  78715. else {
  78716. var asyncedPlugin = plugin;
  78717. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78718. scene.loadingPluginName = plugin.name;
  78719. successHandler();
  78720. }).catch(function (error) {
  78721. errorHandler(error.message, error);
  78722. });
  78723. }
  78724. if (SceneLoader.ShowLoadingScreen) {
  78725. scene.executeWhenReady(function () {
  78726. scene.getEngine().hideLoadingUI();
  78727. });
  78728. }
  78729. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78730. };
  78731. /**
  78732. * Append a scene
  78733. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78734. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78735. * @param scene is the instance of BABYLON.Scene to append to
  78736. * @param onProgress a callback with a progress event for each file being loaded
  78737. * @param pluginExtension the extension used to determine the plugin
  78738. * @returns The given scene
  78739. */
  78740. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78741. if (sceneFilename === void 0) { sceneFilename = ""; }
  78742. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78743. if (onProgress === void 0) { onProgress = null; }
  78744. if (pluginExtension === void 0) { pluginExtension = null; }
  78745. return new Promise(function (resolve, reject) {
  78746. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78747. resolve(scene);
  78748. }, onProgress, function (scene, message, exception) {
  78749. reject(exception || new Error(message));
  78750. }, pluginExtension);
  78751. });
  78752. };
  78753. /**
  78754. * Load a scene into an asset container
  78755. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78756. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78757. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78758. * @param onSuccess a callback with the scene when import succeeds
  78759. * @param onProgress a callback with a progress event for each file being loaded
  78760. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78761. * @param pluginExtension the extension used to determine the plugin
  78762. * @returns The loaded plugin
  78763. */
  78764. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78765. if (sceneFilename === void 0) { sceneFilename = ""; }
  78766. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78767. if (onSuccess === void 0) { onSuccess = null; }
  78768. if (onProgress === void 0) { onProgress = null; }
  78769. if (onError === void 0) { onError = null; }
  78770. if (pluginExtension === void 0) { pluginExtension = null; }
  78771. if (!scene) {
  78772. BABYLON.Tools.Error("No scene available to load asset container to");
  78773. return null;
  78774. }
  78775. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78776. if (!fileInfo) {
  78777. return null;
  78778. }
  78779. var loadingToken = {};
  78780. scene._addPendingData(loadingToken);
  78781. var disposeHandler = function () {
  78782. scene._removePendingData(loadingToken);
  78783. };
  78784. var errorHandler = function (message, exception) {
  78785. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78786. if (onError) {
  78787. onError(scene, errorMessage, exception);
  78788. }
  78789. else {
  78790. BABYLON.Tools.Error(errorMessage);
  78791. // should the exception be thrown?
  78792. }
  78793. disposeHandler();
  78794. };
  78795. var progressHandler = onProgress ? function (event) {
  78796. try {
  78797. onProgress(event);
  78798. }
  78799. catch (e) {
  78800. errorHandler("Error in onProgress callback", e);
  78801. }
  78802. } : undefined;
  78803. var successHandler = function (assets) {
  78804. if (onSuccess) {
  78805. try {
  78806. onSuccess(assets);
  78807. }
  78808. catch (e) {
  78809. errorHandler("Error in onSuccess callback", e);
  78810. }
  78811. }
  78812. scene._removePendingData(loadingToken);
  78813. };
  78814. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78815. if (plugin.loadAssetContainer) {
  78816. var syncedPlugin = plugin;
  78817. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78818. if (!assetContainer) {
  78819. return;
  78820. }
  78821. scene.loadingPluginName = plugin.name;
  78822. successHandler(assetContainer);
  78823. }
  78824. else if (plugin.loadAssetContainerAsync) {
  78825. var asyncedPlugin = plugin;
  78826. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78827. scene.loadingPluginName = plugin.name;
  78828. successHandler(assetContainer);
  78829. }).catch(function (error) {
  78830. errorHandler(error.message, error);
  78831. });
  78832. }
  78833. else {
  78834. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78835. }
  78836. if (SceneLoader.ShowLoadingScreen) {
  78837. scene.executeWhenReady(function () {
  78838. scene.getEngine().hideLoadingUI();
  78839. });
  78840. }
  78841. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78842. };
  78843. /**
  78844. * Load a scene into an asset container
  78845. * @param rootUrl a string that defines the root url for the scene and resources or the concatenation of rootURL and filename (e.g. http://example.com/test.glb)
  78846. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene (default: empty string)
  78847. * @param scene is the instance of BABYLON.Scene to append to
  78848. * @param onProgress a callback with a progress event for each file being loaded
  78849. * @param pluginExtension the extension used to determine the plugin
  78850. * @returns The loaded asset container
  78851. */
  78852. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78853. if (sceneFilename === void 0) { sceneFilename = ""; }
  78854. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78855. if (onProgress === void 0) { onProgress = null; }
  78856. if (pluginExtension === void 0) { pluginExtension = null; }
  78857. return new Promise(function (resolve, reject) {
  78858. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78859. resolve(assetContainer);
  78860. }, onProgress, function (scene, message, exception) {
  78861. reject(exception || new Error(message));
  78862. }, pluginExtension);
  78863. });
  78864. };
  78865. // Flags
  78866. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78867. SceneLoader._ShowLoadingScreen = true;
  78868. SceneLoader._CleanBoneMatrixWeights = false;
  78869. /**
  78870. * No logging while loading
  78871. */
  78872. SceneLoader.NO_LOGGING = 0;
  78873. /**
  78874. * Minimal logging while loading
  78875. */
  78876. SceneLoader.MINIMAL_LOGGING = 1;
  78877. /**
  78878. * Summary logging while loading
  78879. */
  78880. SceneLoader.SUMMARY_LOGGING = 2;
  78881. /**
  78882. * Detailled logging while loading
  78883. */
  78884. SceneLoader.DETAILED_LOGGING = 3;
  78885. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78886. // Members
  78887. /**
  78888. * Event raised when a plugin is used to load a scene
  78889. */
  78890. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78891. SceneLoader._registeredPlugins = {};
  78892. return SceneLoader;
  78893. }());
  78894. BABYLON.SceneLoader = SceneLoader;
  78895. })(BABYLON || (BABYLON = {}));
  78896. //# sourceMappingURL=babylon.sceneLoader.js.map
  78897. var BABYLON;
  78898. (function (BABYLON) {
  78899. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78900. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78901. var parsedMaterial = parsedData.materials[index];
  78902. if (parsedMaterial.id === id) {
  78903. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78904. }
  78905. }
  78906. return null;
  78907. };
  78908. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78909. for (var i in names) {
  78910. if (mesh.name === names[i]) {
  78911. hierarchyIds.push(mesh.id);
  78912. return true;
  78913. }
  78914. }
  78915. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78916. hierarchyIds.push(mesh.id);
  78917. return true;
  78918. }
  78919. return false;
  78920. };
  78921. var logOperation = function (operation, producer) {
  78922. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78923. };
  78924. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78925. if (addToScene === void 0) { addToScene = false; }
  78926. var container = new BABYLON.AssetContainer(scene);
  78927. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78928. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78929. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78930. // and avoid problems with multiple concurrent .babylon loads.
  78931. var log = "importScene has failed JSON parse";
  78932. try {
  78933. var parsedData = JSON.parse(data);
  78934. log = "";
  78935. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78936. var index;
  78937. var cache;
  78938. // Lights
  78939. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78940. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78941. var parsedLight = parsedData.lights[index];
  78942. var light = BABYLON.Light.Parse(parsedLight, scene);
  78943. if (light) {
  78944. container.lights.push(light);
  78945. log += (index === 0 ? "\n\tLights:" : "");
  78946. log += "\n\t\t" + light.toString(fullDetails);
  78947. }
  78948. }
  78949. }
  78950. // Reflection probes
  78951. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78952. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78953. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78954. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78955. if (reflectionProbe) {
  78956. container.reflectionProbes.push(reflectionProbe);
  78957. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78958. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78959. }
  78960. }
  78961. }
  78962. // Animations
  78963. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  78964. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  78965. var parsedAnimation = parsedData.animations[index];
  78966. var animation = BABYLON.Animation.Parse(parsedAnimation);
  78967. scene.animations.push(animation);
  78968. container.animations.push(animation);
  78969. log += (index === 0 ? "\n\tAnimations:" : "");
  78970. log += "\n\t\t" + animation.toString(fullDetails);
  78971. }
  78972. }
  78973. // Materials
  78974. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  78975. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78976. var parsedMaterial = parsedData.materials[index];
  78977. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78978. container.materials.push(mat);
  78979. log += (index === 0 ? "\n\tMaterials:" : "");
  78980. log += "\n\t\t" + mat.toString(fullDetails);
  78981. }
  78982. }
  78983. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  78984. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  78985. var parsedMultiMaterial = parsedData.multiMaterials[index];
  78986. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  78987. container.multiMaterials.push(mmat);
  78988. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  78989. log += "\n\t\t" + mmat.toString(fullDetails);
  78990. }
  78991. }
  78992. // Morph targets
  78993. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  78994. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  78995. var managerData = _a[_i];
  78996. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  78997. }
  78998. }
  78999. // Skeletons
  79000. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79001. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  79002. var parsedSkeleton = parsedData.skeletons[index];
  79003. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79004. container.skeletons.push(skeleton);
  79005. log += (index === 0 ? "\n\tSkeletons:" : "");
  79006. log += "\n\t\t" + skeleton.toString(fullDetails);
  79007. }
  79008. }
  79009. // Geometries
  79010. var geometries = parsedData.geometries;
  79011. if (geometries !== undefined && geometries !== null) {
  79012. var addedGeometry = new Array();
  79013. // Boxes
  79014. var boxes = geometries.boxes;
  79015. if (boxes !== undefined && boxes !== null) {
  79016. for (index = 0, cache = boxes.length; index < cache; index++) {
  79017. var parsedBox = boxes[index];
  79018. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  79019. }
  79020. }
  79021. // Spheres
  79022. var spheres = geometries.spheres;
  79023. if (spheres !== undefined && spheres !== null) {
  79024. for (index = 0, cache = spheres.length; index < cache; index++) {
  79025. var parsedSphere = spheres[index];
  79026. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  79027. }
  79028. }
  79029. // Cylinders
  79030. var cylinders = geometries.cylinders;
  79031. if (cylinders !== undefined && cylinders !== null) {
  79032. for (index = 0, cache = cylinders.length; index < cache; index++) {
  79033. var parsedCylinder = cylinders[index];
  79034. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  79035. }
  79036. }
  79037. // Toruses
  79038. var toruses = geometries.toruses;
  79039. if (toruses !== undefined && toruses !== null) {
  79040. for (index = 0, cache = toruses.length; index < cache; index++) {
  79041. var parsedTorus = toruses[index];
  79042. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  79043. }
  79044. }
  79045. // Grounds
  79046. var grounds = geometries.grounds;
  79047. if (grounds !== undefined && grounds !== null) {
  79048. for (index = 0, cache = grounds.length; index < cache; index++) {
  79049. var parsedGround = grounds[index];
  79050. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  79051. }
  79052. }
  79053. // Planes
  79054. var planes = geometries.planes;
  79055. if (planes !== undefined && planes !== null) {
  79056. for (index = 0, cache = planes.length; index < cache; index++) {
  79057. var parsedPlane = planes[index];
  79058. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  79059. }
  79060. }
  79061. // TorusKnots
  79062. var torusKnots = geometries.torusKnots;
  79063. if (torusKnots !== undefined && torusKnots !== null) {
  79064. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  79065. var parsedTorusKnot = torusKnots[index];
  79066. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  79067. }
  79068. }
  79069. // VertexData
  79070. var vertexData = geometries.vertexData;
  79071. if (vertexData !== undefined && vertexData !== null) {
  79072. for (index = 0, cache = vertexData.length; index < cache; index++) {
  79073. var parsedVertexData = vertexData[index];
  79074. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  79075. }
  79076. }
  79077. addedGeometry.forEach(function (g) {
  79078. if (g) {
  79079. container.geometries.push(g);
  79080. }
  79081. });
  79082. }
  79083. // Transform nodes
  79084. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  79085. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  79086. var parsedTransformNode = parsedData.transformNodes[index];
  79087. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  79088. container.transformNodes.push(node);
  79089. }
  79090. }
  79091. // Meshes
  79092. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79093. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79094. var parsedMesh = parsedData.meshes[index];
  79095. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79096. container.meshes.push(mesh);
  79097. log += (index === 0 ? "\n\tMeshes:" : "");
  79098. log += "\n\t\t" + mesh.toString(fullDetails);
  79099. }
  79100. }
  79101. // Cameras
  79102. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  79103. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  79104. var parsedCamera = parsedData.cameras[index];
  79105. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  79106. container.cameras.push(camera);
  79107. log += (index === 0 ? "\n\tCameras:" : "");
  79108. log += "\n\t\t" + camera.toString(fullDetails);
  79109. }
  79110. }
  79111. // Animation Groups
  79112. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  79113. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  79114. var parsedAnimationGroup = parsedData.animationGroups[index];
  79115. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  79116. container.animationGroups.push(animationGroup);
  79117. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  79118. log += "\n\t\t" + animationGroup.toString(fullDetails);
  79119. }
  79120. }
  79121. // Browsing all the graph to connect the dots
  79122. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  79123. var camera = scene.cameras[index];
  79124. if (camera._waitingParentId) {
  79125. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  79126. camera._waitingParentId = null;
  79127. }
  79128. }
  79129. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79130. var light_1 = scene.lights[index];
  79131. if (light_1 && light_1._waitingParentId) {
  79132. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  79133. light_1._waitingParentId = null;
  79134. }
  79135. }
  79136. // Connect parents & children and parse actions
  79137. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  79138. var transformNode = scene.transformNodes[index];
  79139. if (transformNode._waitingParentId) {
  79140. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  79141. transformNode._waitingParentId = null;
  79142. }
  79143. }
  79144. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79145. var mesh = scene.meshes[index];
  79146. if (mesh._waitingParentId) {
  79147. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  79148. mesh._waitingParentId = null;
  79149. }
  79150. }
  79151. // freeze world matrix application
  79152. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79153. var currentMesh = scene.meshes[index];
  79154. if (currentMesh._waitingFreezeWorldMatrix) {
  79155. currentMesh.freezeWorldMatrix();
  79156. currentMesh._waitingFreezeWorldMatrix = null;
  79157. }
  79158. else {
  79159. currentMesh.computeWorldMatrix(true);
  79160. }
  79161. }
  79162. // Lights exclusions / inclusions
  79163. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79164. var light_2 = scene.lights[index];
  79165. // Excluded check
  79166. if (light_2._excludedMeshesIds.length > 0) {
  79167. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  79168. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  79169. if (excludedMesh) {
  79170. light_2.excludedMeshes.push(excludedMesh);
  79171. }
  79172. }
  79173. light_2._excludedMeshesIds = [];
  79174. }
  79175. // Included check
  79176. if (light_2._includedOnlyMeshesIds.length > 0) {
  79177. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  79178. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  79179. if (includedOnlyMesh) {
  79180. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  79181. }
  79182. }
  79183. light_2._includedOnlyMeshesIds = [];
  79184. }
  79185. }
  79186. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  79187. // Actions (scene) Done last as it can access other objects.
  79188. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79189. var mesh = scene.meshes[index];
  79190. if (mesh._waitingActions) {
  79191. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  79192. mesh._waitingActions = null;
  79193. }
  79194. }
  79195. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  79196. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  79197. }
  79198. if (!addToScene) {
  79199. container.removeAllFromScene();
  79200. }
  79201. }
  79202. catch (err) {
  79203. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79204. if (onError) {
  79205. onError(msg, err);
  79206. }
  79207. else {
  79208. BABYLON.Tools.Log(msg);
  79209. throw err;
  79210. }
  79211. }
  79212. finally {
  79213. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79214. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79215. }
  79216. }
  79217. return container;
  79218. };
  79219. BABYLON.SceneLoader.RegisterPlugin({
  79220. name: "babylon.js",
  79221. extensions: ".babylon",
  79222. canDirectLoad: function (data) {
  79223. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79224. return true;
  79225. }
  79226. return false;
  79227. },
  79228. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79229. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79230. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79231. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79232. // and avoid problems with multiple concurrent .babylon loads.
  79233. var log = "importMesh has failed JSON parse";
  79234. try {
  79235. var parsedData = JSON.parse(data);
  79236. log = "";
  79237. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79238. if (!meshesNames) {
  79239. meshesNames = null;
  79240. }
  79241. else if (!Array.isArray(meshesNames)) {
  79242. meshesNames = [meshesNames];
  79243. }
  79244. var hierarchyIds = new Array();
  79245. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79246. var loadedSkeletonsIds = [];
  79247. var loadedMaterialsIds = [];
  79248. var index;
  79249. var cache;
  79250. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79251. var parsedMesh = parsedData.meshes[index];
  79252. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79253. if (meshesNames !== null) {
  79254. // Remove found mesh name from list.
  79255. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79256. }
  79257. //Geometry?
  79258. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79259. //does the file contain geometries?
  79260. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79261. //find the correct geometry and add it to the scene
  79262. var found = false;
  79263. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79264. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79265. return;
  79266. }
  79267. else {
  79268. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79269. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79270. switch (geometryType) {
  79271. case "boxes":
  79272. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79273. break;
  79274. case "spheres":
  79275. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79276. break;
  79277. case "cylinders":
  79278. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79279. break;
  79280. case "toruses":
  79281. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79282. break;
  79283. case "grounds":
  79284. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79285. break;
  79286. case "planes":
  79287. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79288. break;
  79289. case "torusKnots":
  79290. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79291. break;
  79292. case "vertexData":
  79293. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79294. break;
  79295. }
  79296. found = true;
  79297. }
  79298. });
  79299. }
  79300. });
  79301. if (found === false) {
  79302. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79303. }
  79304. }
  79305. }
  79306. // Material ?
  79307. if (parsedMesh.materialId) {
  79308. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79309. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79310. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79311. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79312. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79313. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79314. var subMatId = parsedMultiMaterial.materials[matIndex];
  79315. loadedMaterialsIds.push(subMatId);
  79316. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79317. if (mat) {
  79318. log += "\n\tMaterial " + mat.toString(fullDetails);
  79319. }
  79320. }
  79321. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79322. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79323. if (mmat) {
  79324. materialFound = true;
  79325. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79326. }
  79327. break;
  79328. }
  79329. }
  79330. }
  79331. if (materialFound === false) {
  79332. loadedMaterialsIds.push(parsedMesh.materialId);
  79333. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79334. if (!mat) {
  79335. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79336. }
  79337. else {
  79338. log += "\n\tMaterial " + mat.toString(fullDetails);
  79339. }
  79340. }
  79341. }
  79342. // Skeleton ?
  79343. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79344. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79345. if (skeletonAlreadyLoaded === false) {
  79346. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79347. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79348. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79349. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79350. skeletons.push(skeleton);
  79351. loadedSkeletonsIds.push(parsedSkeleton.id);
  79352. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79353. }
  79354. }
  79355. }
  79356. }
  79357. // Morph targets ?
  79358. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79359. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79360. var managerData = _a[_i];
  79361. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79362. }
  79363. }
  79364. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79365. meshes.push(mesh);
  79366. log += "\n\tMesh " + mesh.toString(fullDetails);
  79367. }
  79368. }
  79369. // Connecting parents
  79370. var currentMesh;
  79371. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79372. currentMesh = scene.meshes[index];
  79373. if (currentMesh._waitingParentId) {
  79374. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79375. currentMesh._waitingParentId = null;
  79376. }
  79377. }
  79378. // freeze and compute world matrix application
  79379. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79380. currentMesh = scene.meshes[index];
  79381. if (currentMesh._waitingFreezeWorldMatrix) {
  79382. currentMesh.freezeWorldMatrix();
  79383. currentMesh._waitingFreezeWorldMatrix = null;
  79384. }
  79385. else {
  79386. currentMesh.computeWorldMatrix(true);
  79387. }
  79388. }
  79389. }
  79390. // Particles
  79391. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79392. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79393. if (parser) {
  79394. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79395. var parsedParticleSystem = parsedData.particleSystems[index];
  79396. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79397. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79398. }
  79399. }
  79400. }
  79401. }
  79402. return true;
  79403. }
  79404. catch (err) {
  79405. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79406. if (onError) {
  79407. onError(msg, err);
  79408. }
  79409. else {
  79410. BABYLON.Tools.Log(msg);
  79411. throw err;
  79412. }
  79413. }
  79414. finally {
  79415. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79416. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79417. }
  79418. }
  79419. return false;
  79420. },
  79421. load: function (scene, data, rootUrl, onError) {
  79422. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79423. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79424. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79425. // and avoid problems with multiple concurrent .babylon loads.
  79426. var log = "importScene has failed JSON parse";
  79427. try {
  79428. var parsedData = JSON.parse(data);
  79429. log = "";
  79430. // Scene
  79431. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79432. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79433. }
  79434. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79435. scene.autoClear = parsedData.autoClear;
  79436. }
  79437. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79438. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79439. }
  79440. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79441. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79442. }
  79443. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79444. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79445. }
  79446. // Fog
  79447. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79448. scene.fogMode = parsedData.fogMode;
  79449. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79450. scene.fogStart = parsedData.fogStart;
  79451. scene.fogEnd = parsedData.fogEnd;
  79452. scene.fogDensity = parsedData.fogDensity;
  79453. log += "\tFog mode for scene: ";
  79454. switch (scene.fogMode) {
  79455. // getters not compiling, so using hardcoded
  79456. case 1:
  79457. log += "exp\n";
  79458. break;
  79459. case 2:
  79460. log += "exp2\n";
  79461. break;
  79462. case 3:
  79463. log += "linear\n";
  79464. break;
  79465. }
  79466. }
  79467. //Physics
  79468. if (parsedData.physicsEnabled) {
  79469. var physicsPlugin;
  79470. if (parsedData.physicsEngine === "cannon") {
  79471. physicsPlugin = new BABYLON.CannonJSPlugin();
  79472. }
  79473. else if (parsedData.physicsEngine === "oimo") {
  79474. physicsPlugin = new BABYLON.OimoJSPlugin();
  79475. }
  79476. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79477. //else - default engine, which is currently oimo
  79478. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79479. scene.enablePhysics(physicsGravity, physicsPlugin);
  79480. }
  79481. // Metadata
  79482. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79483. scene.metadata = parsedData.metadata;
  79484. }
  79485. //collisions, if defined. otherwise, default is true
  79486. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79487. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79488. }
  79489. scene.workerCollisions = !!parsedData.workerCollisions;
  79490. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79491. if (!container) {
  79492. return false;
  79493. }
  79494. if (parsedData.autoAnimate) {
  79495. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79496. }
  79497. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79498. scene.setActiveCameraByID(parsedData.activeCameraID);
  79499. }
  79500. // Environment texture
  79501. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79502. // PBR needed for both HDR texture (gamma space) & a sky box
  79503. var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;
  79504. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79505. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79506. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);
  79507. if (parsedData.environmentTextureRotationY) {
  79508. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79509. }
  79510. scene.environmentTexture = hdrTexture;
  79511. }
  79512. else {
  79513. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79514. if (parsedData.environmentTextureRotationY) {
  79515. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79516. }
  79517. scene.environmentTexture = cubeTexture;
  79518. }
  79519. if (parsedData.createDefaultSkybox === true) {
  79520. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79521. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79522. scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);
  79523. }
  79524. }
  79525. // Finish
  79526. return true;
  79527. }
  79528. catch (err) {
  79529. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79530. if (onError) {
  79531. onError(msg, err);
  79532. }
  79533. else {
  79534. BABYLON.Tools.Log(msg);
  79535. throw err;
  79536. }
  79537. }
  79538. finally {
  79539. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79540. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79541. }
  79542. }
  79543. return false;
  79544. },
  79545. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79546. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79547. return container;
  79548. }
  79549. });
  79550. })(BABYLON || (BABYLON = {}));
  79551. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79552. var BABYLON;
  79553. (function (BABYLON) {
  79554. /**
  79555. * Class used to help managing file picking and drag'n'drop
  79556. */
  79557. var FilesInput = /** @class */ (function () {
  79558. /**
  79559. * Creates a new FilesInput
  79560. * @param engine defines the rendering engine
  79561. * @param scene defines the hosting scene
  79562. * @param sceneLoadedCallback callback called when scene is loaded
  79563. * @param progressCallback callback called to track progress
  79564. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79565. * @param textureLoadingCallback callback called when a texture is loading
  79566. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79567. * @param onReloadCallback callback called when a reload is requested
  79568. * @param errorCallback callback call if an error occurs
  79569. */
  79570. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79571. /**
  79572. * Callback called when a file is processed
  79573. */
  79574. this.onProcessFileCallback = function () { return true; };
  79575. this._engine = engine;
  79576. this._currentScene = scene;
  79577. this._sceneLoadedCallback = sceneLoadedCallback;
  79578. this._progressCallback = progressCallback;
  79579. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79580. this._textureLoadingCallback = textureLoadingCallback;
  79581. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79582. this._onReloadCallback = onReloadCallback;
  79583. this._errorCallback = errorCallback;
  79584. }
  79585. /**
  79586. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79587. * @param elementToMonitor defines the DOM element to track
  79588. */
  79589. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79590. var _this = this;
  79591. if (elementToMonitor) {
  79592. this._elementToMonitor = elementToMonitor;
  79593. this._dragEnterHandler = function (e) { _this.drag(e); };
  79594. this._dragOverHandler = function (e) { _this.drag(e); };
  79595. this._dropHandler = function (e) { _this.drop(e); };
  79596. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79597. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79598. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79599. }
  79600. };
  79601. /**
  79602. * Release all associated resources
  79603. */
  79604. FilesInput.prototype.dispose = function () {
  79605. if (!this._elementToMonitor) {
  79606. return;
  79607. }
  79608. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79609. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79610. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79611. };
  79612. FilesInput.prototype.renderFunction = function () {
  79613. if (this._additionalRenderLoopLogicCallback) {
  79614. this._additionalRenderLoopLogicCallback();
  79615. }
  79616. if (this._currentScene) {
  79617. if (this._textureLoadingCallback) {
  79618. var remaining = this._currentScene.getWaitingItemsCount();
  79619. if (remaining > 0) {
  79620. this._textureLoadingCallback(remaining);
  79621. }
  79622. }
  79623. this._currentScene.render();
  79624. }
  79625. };
  79626. FilesInput.prototype.drag = function (e) {
  79627. e.stopPropagation();
  79628. e.preventDefault();
  79629. };
  79630. FilesInput.prototype.drop = function (eventDrop) {
  79631. eventDrop.stopPropagation();
  79632. eventDrop.preventDefault();
  79633. this.loadFiles(eventDrop);
  79634. };
  79635. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79636. var _this = this;
  79637. var reader = folder.createReader();
  79638. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79639. reader.readEntries(function (entries) {
  79640. remaining.count += entries.length;
  79641. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79642. var entry = entries_1[_i];
  79643. if (entry.isFile) {
  79644. entry.file(function (file) {
  79645. file.correctName = relativePath + file.name;
  79646. files.push(file);
  79647. if (--remaining.count === 0) {
  79648. callback();
  79649. }
  79650. });
  79651. }
  79652. else if (entry.isDirectory) {
  79653. _this._traverseFolder(entry, files, remaining, callback);
  79654. }
  79655. }
  79656. if (--remaining.count) {
  79657. callback();
  79658. }
  79659. });
  79660. };
  79661. FilesInput.prototype._processFiles = function (files) {
  79662. for (var i = 0; i < files.length; i++) {
  79663. var name = files[i].correctName.toLowerCase();
  79664. var extension = name.split('.').pop();
  79665. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79666. continue;
  79667. }
  79668. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79669. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79670. this._sceneFileToLoad = files[i];
  79671. }
  79672. FilesInput.FilesToLoad[name] = files[i];
  79673. }
  79674. };
  79675. /**
  79676. * Load files from a drop event
  79677. * @param event defines the drop event to use as source
  79678. */
  79679. FilesInput.prototype.loadFiles = function (event) {
  79680. var _this = this;
  79681. // Handling data transfer via drag'n'drop
  79682. if (event && event.dataTransfer && event.dataTransfer.files) {
  79683. this._filesToLoad = event.dataTransfer.files;
  79684. }
  79685. // Handling files from input files
  79686. if (event && event.target && event.target.files) {
  79687. this._filesToLoad = event.target.files;
  79688. }
  79689. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79690. return;
  79691. }
  79692. if (this._startingProcessingFilesCallback) {
  79693. this._startingProcessingFilesCallback(this._filesToLoad);
  79694. }
  79695. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79696. var files_1 = new Array();
  79697. var folders = [];
  79698. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79699. for (var i = 0; i < this._filesToLoad.length; i++) {
  79700. var fileToLoad = this._filesToLoad[i];
  79701. var name_1 = fileToLoad.name.toLowerCase();
  79702. var entry = void 0;
  79703. fileToLoad.correctName = name_1;
  79704. if (items) {
  79705. var item = items[i];
  79706. if (item.getAsEntry) {
  79707. entry = item.getAsEntry();
  79708. }
  79709. else if (item.webkitGetAsEntry) {
  79710. entry = item.webkitGetAsEntry();
  79711. }
  79712. }
  79713. if (!entry) {
  79714. files_1.push(fileToLoad);
  79715. }
  79716. else {
  79717. if (entry.isDirectory) {
  79718. folders.push(entry);
  79719. }
  79720. else {
  79721. files_1.push(fileToLoad);
  79722. }
  79723. }
  79724. }
  79725. if (folders.length === 0) {
  79726. this._processFiles(files_1);
  79727. this._processReload();
  79728. }
  79729. else {
  79730. var remaining = { count: folders.length };
  79731. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79732. var folder = folders_1[_i];
  79733. this._traverseFolder(folder, files_1, remaining, function () {
  79734. _this._processFiles(files_1);
  79735. if (remaining.count === 0) {
  79736. _this._processReload();
  79737. }
  79738. });
  79739. }
  79740. }
  79741. }
  79742. };
  79743. FilesInput.prototype._processReload = function () {
  79744. if (this._onReloadCallback) {
  79745. this._onReloadCallback(this._sceneFileToLoad);
  79746. }
  79747. else {
  79748. this.reload();
  79749. }
  79750. };
  79751. /**
  79752. * Reload the current scene from the loaded files
  79753. */
  79754. FilesInput.prototype.reload = function () {
  79755. var _this = this;
  79756. // If a scene file has been provided
  79757. if (this._sceneFileToLoad) {
  79758. if (this._currentScene) {
  79759. if (BABYLON.Tools.errorsCount > 0) {
  79760. BABYLON.Tools.ClearLogCache();
  79761. }
  79762. this._engine.stopRenderLoop();
  79763. }
  79764. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  79765. if (_this._progressCallback) {
  79766. _this._progressCallback(progress);
  79767. }
  79768. }).then(function (scene) {
  79769. if (_this._currentScene) {
  79770. _this._currentScene.dispose();
  79771. }
  79772. _this._currentScene = scene;
  79773. if (_this._sceneLoadedCallback) {
  79774. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79775. }
  79776. // Wait for textures and shaders to be ready
  79777. _this._currentScene.executeWhenReady(function () {
  79778. _this._engine.runRenderLoop(function () {
  79779. _this.renderFunction();
  79780. });
  79781. });
  79782. }).catch(function (error) {
  79783. if (_this._errorCallback) {
  79784. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79785. }
  79786. });
  79787. }
  79788. else {
  79789. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79790. }
  79791. };
  79792. /**
  79793. * List of files ready to be loaded
  79794. */
  79795. FilesInput.FilesToLoad = {};
  79796. return FilesInput;
  79797. }());
  79798. BABYLON.FilesInput = FilesInput;
  79799. })(BABYLON || (BABYLON = {}));
  79800. //# sourceMappingURL=babylon.filesInput.js.map
  79801. var BABYLON;
  79802. (function (BABYLON) {
  79803. /**
  79804. * Class used to store custom tags
  79805. */
  79806. var Tags = /** @class */ (function () {
  79807. function Tags() {
  79808. }
  79809. /**
  79810. * Adds support for tags on the given object
  79811. * @param obj defines the object to use
  79812. */
  79813. Tags.EnableFor = function (obj) {
  79814. obj._tags = obj._tags || {};
  79815. obj.hasTags = function () {
  79816. return Tags.HasTags(obj);
  79817. };
  79818. obj.addTags = function (tagsString) {
  79819. return Tags.AddTagsTo(obj, tagsString);
  79820. };
  79821. obj.removeTags = function (tagsString) {
  79822. return Tags.RemoveTagsFrom(obj, tagsString);
  79823. };
  79824. obj.matchesTagsQuery = function (tagsQuery) {
  79825. return Tags.MatchesQuery(obj, tagsQuery);
  79826. };
  79827. };
  79828. /**
  79829. * Removes tags support
  79830. * @param obj defines the object to use
  79831. */
  79832. Tags.DisableFor = function (obj) {
  79833. delete obj._tags;
  79834. delete obj.hasTags;
  79835. delete obj.addTags;
  79836. delete obj.removeTags;
  79837. delete obj.matchesTagsQuery;
  79838. };
  79839. /**
  79840. * Gets a boolean indicating if the given object has tags
  79841. * @param obj defines the object to use
  79842. * @returns a boolean
  79843. */
  79844. Tags.HasTags = function (obj) {
  79845. if (!obj._tags) {
  79846. return false;
  79847. }
  79848. return !BABYLON.Tools.IsEmpty(obj._tags);
  79849. };
  79850. /**
  79851. * Gets the tags available on a given object
  79852. * @param obj defines the object to use
  79853. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79854. * @returns the tags
  79855. */
  79856. Tags.GetTags = function (obj, asString) {
  79857. if (asString === void 0) { asString = true; }
  79858. if (!obj._tags) {
  79859. return null;
  79860. }
  79861. if (asString) {
  79862. var tagsArray = [];
  79863. for (var tag in obj._tags) {
  79864. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79865. tagsArray.push(tag);
  79866. }
  79867. }
  79868. return tagsArray.join(" ");
  79869. }
  79870. else {
  79871. return obj._tags;
  79872. }
  79873. };
  79874. /**
  79875. * Adds tags to an object
  79876. * @param obj defines the object to use
  79877. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79878. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79879. */
  79880. Tags.AddTagsTo = function (obj, tagsString) {
  79881. if (!tagsString) {
  79882. return;
  79883. }
  79884. if (typeof tagsString !== "string") {
  79885. return;
  79886. }
  79887. var tags = tagsString.split(" ");
  79888. tags.forEach(function (tag, index, array) {
  79889. Tags._AddTagTo(obj, tag);
  79890. });
  79891. };
  79892. /**
  79893. * @hidden
  79894. */
  79895. Tags._AddTagTo = function (obj, tag) {
  79896. tag = tag.trim();
  79897. if (tag === "" || tag === "true" || tag === "false") {
  79898. return;
  79899. }
  79900. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79901. return;
  79902. }
  79903. Tags.EnableFor(obj);
  79904. obj._tags[tag] = true;
  79905. };
  79906. /**
  79907. * Removes specific tags from a specific object
  79908. * @param obj defines the object to use
  79909. * @param tagsString defines the tags to remove
  79910. */
  79911. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79912. if (!Tags.HasTags(obj)) {
  79913. return;
  79914. }
  79915. var tags = tagsString.split(" ");
  79916. for (var t in tags) {
  79917. Tags._RemoveTagFrom(obj, tags[t]);
  79918. }
  79919. };
  79920. /**
  79921. * @hidden
  79922. */
  79923. Tags._RemoveTagFrom = function (obj, tag) {
  79924. delete obj._tags[tag];
  79925. };
  79926. /**
  79927. * Defines if tags hosted on an object match a given query
  79928. * @param obj defines the object to use
  79929. * @param tagsQuery defines the tag query
  79930. * @returns a boolean
  79931. */
  79932. Tags.MatchesQuery = function (obj, tagsQuery) {
  79933. if (tagsQuery === undefined) {
  79934. return true;
  79935. }
  79936. if (tagsQuery === "") {
  79937. return Tags.HasTags(obj);
  79938. }
  79939. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79940. };
  79941. return Tags;
  79942. }());
  79943. BABYLON.Tags = Tags;
  79944. })(BABYLON || (BABYLON = {}));
  79945. //# sourceMappingURL=babylon.tags.js.map
  79946. var BABYLON;
  79947. (function (BABYLON) {
  79948. /**
  79949. * Class used to evalaute queries containing `and` and `or` operators
  79950. */
  79951. var AndOrNotEvaluator = /** @class */ (function () {
  79952. function AndOrNotEvaluator() {
  79953. }
  79954. /**
  79955. * Evaluate a query
  79956. * @param query defines the query to evaluate
  79957. * @param evaluateCallback defines the callback used to filter result
  79958. * @returns true if the query matches
  79959. */
  79960. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79961. if (!query.match(/\([^\(\)]*\)/g)) {
  79962. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79963. }
  79964. else {
  79965. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  79966. // remove parenthesis
  79967. r = r.slice(1, r.length - 1);
  79968. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  79969. });
  79970. }
  79971. if (query === "true") {
  79972. return true;
  79973. }
  79974. if (query === "false") {
  79975. return false;
  79976. }
  79977. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  79978. };
  79979. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  79980. evaluateCallback = evaluateCallback || (function (r) {
  79981. return r === "true" ? true : false;
  79982. });
  79983. var result;
  79984. var or = parenthesisContent.split("||");
  79985. for (var i in or) {
  79986. if (or.hasOwnProperty(i)) {
  79987. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  79988. var and = ori.split("&&");
  79989. if (and.length > 1) {
  79990. for (var j = 0; j < and.length; ++j) {
  79991. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  79992. if (andj !== "true" && andj !== "false") {
  79993. if (andj[0] === "!") {
  79994. result = !evaluateCallback(andj.substring(1));
  79995. }
  79996. else {
  79997. result = evaluateCallback(andj);
  79998. }
  79999. }
  80000. else {
  80001. result = andj === "true" ? true : false;
  80002. }
  80003. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  80004. ori = "false";
  80005. break;
  80006. }
  80007. }
  80008. }
  80009. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  80010. result = true;
  80011. break;
  80012. }
  80013. // result equals false (or undefined)
  80014. if (ori !== "true" && ori !== "false") {
  80015. if (ori[0] === "!") {
  80016. result = !evaluateCallback(ori.substring(1));
  80017. }
  80018. else {
  80019. result = evaluateCallback(ori);
  80020. }
  80021. }
  80022. else {
  80023. result = ori === "true" ? true : false;
  80024. }
  80025. }
  80026. }
  80027. // the whole parenthesis scope is replaced by 'true' or 'false'
  80028. return result ? "true" : "false";
  80029. };
  80030. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  80031. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  80032. // remove whitespaces
  80033. r = r.replace(/[\s]/g, function () { return ""; });
  80034. return r.length % 2 ? "!" : "";
  80035. });
  80036. booleanString = booleanString.trim();
  80037. if (booleanString === "!true") {
  80038. booleanString = "false";
  80039. }
  80040. else if (booleanString === "!false") {
  80041. booleanString = "true";
  80042. }
  80043. return booleanString;
  80044. };
  80045. return AndOrNotEvaluator;
  80046. }());
  80047. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  80048. })(BABYLON || (BABYLON = {}));
  80049. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  80050. var BABYLON;
  80051. (function (BABYLON) {
  80052. // Sets the default offline provider to Babylon.js
  80053. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  80054. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80055. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  80056. };
  80057. /**
  80058. * Class used to enable access to IndexedDB
  80059. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  80060. */
  80061. var Database = /** @class */ (function () {
  80062. /**
  80063. * Creates a new Database
  80064. * @param urlToScene defines the url to load the scene
  80065. * @param callbackManifestChecked defines the callback to use when manifest is checked
  80066. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  80067. */
  80068. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  80069. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80070. var _this = this;
  80071. // Handling various flavors of prefixed version of IndexedDB
  80072. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  80073. this._callbackManifestChecked = callbackManifestChecked;
  80074. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  80075. this._db = null;
  80076. this._enableSceneOffline = false;
  80077. this._enableTexturesOffline = false;
  80078. this._manifestVersionFound = 0;
  80079. this._mustUpdateRessources = false;
  80080. this._hasReachedQuota = false;
  80081. if (!Database.IDBStorageEnabled) {
  80082. this._callbackManifestChecked(true);
  80083. }
  80084. else {
  80085. if (disableManifestCheck) {
  80086. this._enableSceneOffline = true;
  80087. this._enableTexturesOffline = true;
  80088. this._manifestVersionFound = 1;
  80089. BABYLON.Tools.SetImmediate(function () {
  80090. _this._callbackManifestChecked(true);
  80091. });
  80092. }
  80093. else {
  80094. this._checkManifestFile();
  80095. }
  80096. }
  80097. }
  80098. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  80099. /**
  80100. * Gets a boolean indicating if scene must be saved in the database
  80101. */
  80102. get: function () {
  80103. return this._enableSceneOffline;
  80104. },
  80105. enumerable: true,
  80106. configurable: true
  80107. });
  80108. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  80109. /**
  80110. * Gets a boolean indicating if textures must be saved in the database
  80111. */
  80112. get: function () {
  80113. return this._enableTexturesOffline;
  80114. },
  80115. enumerable: true,
  80116. configurable: true
  80117. });
  80118. Database.prototype._checkManifestFile = function () {
  80119. var _this = this;
  80120. var noManifestFile = function () {
  80121. _this._enableSceneOffline = false;
  80122. _this._enableTexturesOffline = false;
  80123. _this._callbackManifestChecked(false);
  80124. };
  80125. var timeStampUsed = false;
  80126. var manifestURL = this._currentSceneUrl + ".manifest";
  80127. var xhr = new XMLHttpRequest();
  80128. if (navigator.onLine) {
  80129. // Adding a timestamp to by-pass browsers' cache
  80130. timeStampUsed = true;
  80131. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  80132. }
  80133. xhr.open("GET", manifestURL, true);
  80134. xhr.addEventListener("load", function () {
  80135. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80136. try {
  80137. var manifestFile = JSON.parse(xhr.response);
  80138. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  80139. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  80140. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  80141. _this._manifestVersionFound = manifestFile.version;
  80142. }
  80143. if (_this._callbackManifestChecked) {
  80144. _this._callbackManifestChecked(true);
  80145. }
  80146. }
  80147. catch (ex) {
  80148. noManifestFile();
  80149. }
  80150. }
  80151. else {
  80152. noManifestFile();
  80153. }
  80154. }, false);
  80155. xhr.addEventListener("error", function (event) {
  80156. if (timeStampUsed) {
  80157. timeStampUsed = false;
  80158. // Let's retry without the timeStamp
  80159. // It could fail when coupled with HTML5 Offline API
  80160. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  80161. xhr.open("GET", retryManifestURL, true);
  80162. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80163. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80164. }
  80165. xhr.send();
  80166. }
  80167. else {
  80168. noManifestFile();
  80169. }
  80170. }, false);
  80171. try {
  80172. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80173. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80174. }
  80175. xhr.send();
  80176. }
  80177. catch (ex) {
  80178. BABYLON.Tools.Error("Error on XHR send request.");
  80179. this._callbackManifestChecked(false);
  80180. }
  80181. };
  80182. /**
  80183. * Open the database and make it available
  80184. * @param successCallback defines the callback to call on success
  80185. * @param errorCallback defines the callback to call on error
  80186. */
  80187. Database.prototype.open = function (successCallback, errorCallback) {
  80188. var _this = this;
  80189. var handleError = function () {
  80190. _this._isSupported = false;
  80191. if (errorCallback) {
  80192. errorCallback();
  80193. }
  80194. };
  80195. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  80196. // Your browser doesn't support IndexedDB
  80197. this._isSupported = false;
  80198. if (errorCallback) {
  80199. errorCallback();
  80200. }
  80201. }
  80202. else {
  80203. // If the DB hasn't been opened or created yet
  80204. if (!this._db) {
  80205. this._hasReachedQuota = false;
  80206. this._isSupported = true;
  80207. var request = this._idbFactory.open("babylonjs", 1);
  80208. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80209. request.onerror = function (event) {
  80210. handleError();
  80211. };
  80212. // executes when a version change transaction cannot complete due to other active transactions
  80213. request.onblocked = function (event) {
  80214. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80215. handleError();
  80216. };
  80217. // DB has been opened successfully
  80218. request.onsuccess = function (event) {
  80219. _this._db = request.result;
  80220. successCallback();
  80221. };
  80222. // Initialization of the DB. Creating Scenes & Textures stores
  80223. request.onupgradeneeded = function (event) {
  80224. _this._db = (event.target).result;
  80225. if (_this._db) {
  80226. try {
  80227. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80228. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80229. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80230. }
  80231. catch (ex) {
  80232. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80233. handleError();
  80234. }
  80235. }
  80236. };
  80237. }
  80238. // DB has already been created and opened
  80239. else {
  80240. if (successCallback) {
  80241. successCallback();
  80242. }
  80243. }
  80244. }
  80245. };
  80246. /**
  80247. * Loads an image from the database
  80248. * @param url defines the url to load from
  80249. * @param image defines the target DOM image
  80250. */
  80251. Database.prototype.loadImage = function (url, image) {
  80252. var _this = this;
  80253. var completeURL = Database._ReturnFullUrlLocation(url);
  80254. var saveAndLoadImage = function () {
  80255. if (!_this._hasReachedQuota && _this._db !== null) {
  80256. // the texture is not yet in the DB, let's try to save it
  80257. _this._saveImageIntoDBAsync(completeURL, image);
  80258. }
  80259. // If the texture is not in the DB and we've reached the DB quota limit
  80260. // let's load it directly from the web
  80261. else {
  80262. image.src = url;
  80263. }
  80264. };
  80265. if (!this._mustUpdateRessources) {
  80266. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80267. }
  80268. // First time we're download the images or update requested in the manifest file by a version change
  80269. else {
  80270. saveAndLoadImage();
  80271. }
  80272. };
  80273. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80274. if (this._isSupported && this._db !== null) {
  80275. var texture;
  80276. var transaction = this._db.transaction(["textures"]);
  80277. transaction.onabort = function (event) {
  80278. image.src = url;
  80279. };
  80280. transaction.oncomplete = function (event) {
  80281. var blobTextureURL;
  80282. if (texture) {
  80283. var URL = window.URL || window.webkitURL;
  80284. blobTextureURL = URL.createObjectURL(texture.data);
  80285. image.onerror = function () {
  80286. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80287. image.src = url;
  80288. };
  80289. image.src = blobTextureURL;
  80290. }
  80291. else {
  80292. notInDBCallback();
  80293. }
  80294. };
  80295. var getRequest = transaction.objectStore("textures").get(url);
  80296. getRequest.onsuccess = function (event) {
  80297. texture = (event.target).result;
  80298. };
  80299. getRequest.onerror = function (event) {
  80300. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80301. image.src = url;
  80302. };
  80303. }
  80304. else {
  80305. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80306. image.src = url;
  80307. }
  80308. };
  80309. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80310. var _this = this;
  80311. if (this._isSupported) {
  80312. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80313. var generateBlobUrl = function () {
  80314. var blobTextureURL;
  80315. if (blob) {
  80316. var URL = window.URL || window.webkitURL;
  80317. try {
  80318. blobTextureURL = URL.createObjectURL(blob);
  80319. }
  80320. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80321. catch (ex) {
  80322. blobTextureURL = URL.createObjectURL(blob);
  80323. }
  80324. }
  80325. if (blobTextureURL) {
  80326. image.src = blobTextureURL;
  80327. }
  80328. };
  80329. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80330. var xhr = new XMLHttpRequest(), blob;
  80331. xhr.open("GET", url, true);
  80332. xhr.responseType = "blob";
  80333. xhr.addEventListener("load", function () {
  80334. if (xhr.status === 200 && _this._db) {
  80335. // Blob as response (XHR2)
  80336. blob = xhr.response;
  80337. var transaction = _this._db.transaction(["textures"], "readwrite");
  80338. // the transaction could abort because of a QuotaExceededError error
  80339. transaction.onabort = function (event) {
  80340. try {
  80341. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80342. var srcElement = (event.srcElement || event.target);
  80343. var error = srcElement.error;
  80344. if (error && error.name === "QuotaExceededError") {
  80345. _this._hasReachedQuota = true;
  80346. }
  80347. }
  80348. catch (ex) { }
  80349. generateBlobUrl();
  80350. };
  80351. transaction.oncomplete = function (event) {
  80352. generateBlobUrl();
  80353. };
  80354. var newTexture = { textureUrl: url, data: blob };
  80355. try {
  80356. // Put the blob into the dabase
  80357. var addRequest = transaction.objectStore("textures").put(newTexture);
  80358. addRequest.onsuccess = function (event) {
  80359. };
  80360. addRequest.onerror = function (event) {
  80361. generateBlobUrl();
  80362. };
  80363. }
  80364. catch (ex) {
  80365. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80366. if (ex.code === 25) {
  80367. Database.IsUASupportingBlobStorage = false;
  80368. _this._enableTexturesOffline = false;
  80369. }
  80370. image.src = url;
  80371. }
  80372. }
  80373. else {
  80374. image.src = url;
  80375. }
  80376. }, false);
  80377. xhr.addEventListener("error", function (event) {
  80378. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80379. image.src = url;
  80380. }, false);
  80381. if (BABYLON.Tools.CustomRequestHeaders) {
  80382. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80383. }
  80384. xhr.send();
  80385. }
  80386. else {
  80387. image.src = url;
  80388. }
  80389. }
  80390. else {
  80391. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80392. image.src = url;
  80393. }
  80394. };
  80395. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80396. var _this = this;
  80397. var updateVersion = function () {
  80398. // the version is not yet in the DB or we need to update it
  80399. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80400. };
  80401. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80402. };
  80403. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80404. var _this = this;
  80405. if (this._isSupported && this._db) {
  80406. var version;
  80407. try {
  80408. var transaction = this._db.transaction(["versions"]);
  80409. transaction.oncomplete = function (event) {
  80410. if (version) {
  80411. // If the version in the JSON file is different from the version in DB
  80412. if (_this._manifestVersionFound !== version.data) {
  80413. _this._mustUpdateRessources = true;
  80414. updateInDBCallback();
  80415. }
  80416. else {
  80417. callback(version.data);
  80418. }
  80419. }
  80420. // version was not found in DB
  80421. else {
  80422. _this._mustUpdateRessources = true;
  80423. updateInDBCallback();
  80424. }
  80425. };
  80426. transaction.onabort = function (event) {
  80427. callback(-1);
  80428. };
  80429. var getRequest = transaction.objectStore("versions").get(url);
  80430. getRequest.onsuccess = function (event) {
  80431. version = (event.target).result;
  80432. };
  80433. getRequest.onerror = function (event) {
  80434. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80435. callback(-1);
  80436. };
  80437. }
  80438. catch (ex) {
  80439. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80440. callback(-1);
  80441. }
  80442. }
  80443. else {
  80444. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80445. callback(-1);
  80446. }
  80447. };
  80448. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80449. var _this = this;
  80450. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80451. try {
  80452. // Open a transaction to the database
  80453. var transaction = this._db.transaction(["versions"], "readwrite");
  80454. // the transaction could abort because of a QuotaExceededError error
  80455. transaction.onabort = function (event) {
  80456. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80457. var error = event.srcElement['error'];
  80458. if (error && error.name === "QuotaExceededError") {
  80459. _this._hasReachedQuota = true;
  80460. }
  80461. }
  80462. catch (ex) { }
  80463. callback(-1);
  80464. };
  80465. transaction.oncomplete = function (event) {
  80466. callback(_this._manifestVersionFound);
  80467. };
  80468. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80469. // Put the scene into the database
  80470. var addRequest = transaction.objectStore("versions").put(newVersion);
  80471. addRequest.onsuccess = function (event) {
  80472. };
  80473. addRequest.onerror = function (event) {
  80474. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80475. };
  80476. }
  80477. catch (ex) {
  80478. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80479. callback(-1);
  80480. }
  80481. }
  80482. else {
  80483. callback(-1);
  80484. }
  80485. };
  80486. /**
  80487. * Loads a file from database
  80488. * @param url defines the URL to load from
  80489. * @param sceneLoaded defines a callback to call on success
  80490. * @param progressCallBack defines a callback to call when progress changed
  80491. * @param errorCallback defines a callback to call on error
  80492. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80493. */
  80494. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80495. var _this = this;
  80496. var completeUrl = Database._ReturnFullUrlLocation(url);
  80497. var saveAndLoadFile = function () {
  80498. // the scene is not yet in the DB, let's try to save it
  80499. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80500. };
  80501. this._checkVersionFromDB(completeUrl, function (version) {
  80502. if (version !== -1) {
  80503. if (!_this._mustUpdateRessources) {
  80504. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80505. }
  80506. else {
  80507. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80508. }
  80509. }
  80510. else {
  80511. if (errorCallback) {
  80512. errorCallback();
  80513. }
  80514. }
  80515. });
  80516. };
  80517. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80518. if (this._isSupported && this._db) {
  80519. var targetStore;
  80520. if (url.indexOf(".babylon") !== -1) {
  80521. targetStore = "scenes";
  80522. }
  80523. else {
  80524. targetStore = "textures";
  80525. }
  80526. var file;
  80527. var transaction = this._db.transaction([targetStore]);
  80528. transaction.oncomplete = function (event) {
  80529. if (file) {
  80530. callback(file.data);
  80531. }
  80532. // file was not found in DB
  80533. else {
  80534. notInDBCallback();
  80535. }
  80536. };
  80537. transaction.onabort = function (event) {
  80538. notInDBCallback();
  80539. };
  80540. var getRequest = transaction.objectStore(targetStore).get(url);
  80541. getRequest.onsuccess = function (event) {
  80542. file = (event.target).result;
  80543. };
  80544. getRequest.onerror = function (event) {
  80545. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80546. notInDBCallback();
  80547. };
  80548. }
  80549. else {
  80550. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80551. callback();
  80552. }
  80553. };
  80554. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80555. var _this = this;
  80556. if (this._isSupported) {
  80557. var targetStore;
  80558. if (url.indexOf(".babylon") !== -1) {
  80559. targetStore = "scenes";
  80560. }
  80561. else {
  80562. targetStore = "textures";
  80563. }
  80564. // Create XHR
  80565. var xhr = new XMLHttpRequest();
  80566. var fileData;
  80567. xhr.open("GET", url + "?" + Date.now(), true);
  80568. if (useArrayBuffer) {
  80569. xhr.responseType = "arraybuffer";
  80570. }
  80571. if (progressCallback) {
  80572. xhr.onprogress = progressCallback;
  80573. }
  80574. xhr.addEventListener("load", function () {
  80575. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80576. // Blob as response (XHR2)
  80577. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80578. if (!_this._hasReachedQuota && _this._db) {
  80579. // Open a transaction to the database
  80580. var transaction = _this._db.transaction([targetStore], "readwrite");
  80581. // the transaction could abort because of a QuotaExceededError error
  80582. transaction.onabort = function (event) {
  80583. try {
  80584. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80585. var error = event.srcElement['error'];
  80586. if (error && error.name === "QuotaExceededError") {
  80587. _this._hasReachedQuota = true;
  80588. }
  80589. }
  80590. catch (ex) { }
  80591. callback(fileData);
  80592. };
  80593. transaction.oncomplete = function (event) {
  80594. callback(fileData);
  80595. };
  80596. var newFile;
  80597. if (targetStore === "scenes") {
  80598. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80599. }
  80600. else {
  80601. newFile = { textureUrl: url, data: fileData };
  80602. }
  80603. try {
  80604. // Put the scene into the database
  80605. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80606. addRequest.onsuccess = function (event) {
  80607. };
  80608. addRequest.onerror = function (event) {
  80609. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80610. };
  80611. }
  80612. catch (ex) {
  80613. callback(fileData);
  80614. }
  80615. }
  80616. else {
  80617. callback(fileData);
  80618. }
  80619. }
  80620. else {
  80621. if (xhr.status >= 400 && errorCallback) {
  80622. errorCallback(xhr);
  80623. }
  80624. else {
  80625. callback();
  80626. }
  80627. }
  80628. }, false);
  80629. xhr.addEventListener("error", function (event) {
  80630. BABYLON.Tools.Error("error on XHR request.");
  80631. callback();
  80632. }, false);
  80633. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80634. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80635. }
  80636. xhr.send();
  80637. }
  80638. else {
  80639. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80640. callback();
  80641. }
  80642. };
  80643. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80644. Database.IsUASupportingBlobStorage = true;
  80645. /**
  80646. * Gets a boolean indicating if Database storate is enabled (off by default)
  80647. */
  80648. Database.IDBStorageEnabled = false;
  80649. Database._ParseURL = function (url) {
  80650. var a = document.createElement('a');
  80651. a.href = url;
  80652. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80653. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80654. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80655. return absLocation;
  80656. };
  80657. Database._ReturnFullUrlLocation = function (url) {
  80658. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80659. return (Database._ParseURL(window.location.href) + url);
  80660. }
  80661. else {
  80662. return url;
  80663. }
  80664. };
  80665. return Database;
  80666. }());
  80667. BABYLON.Database = Database;
  80668. })(BABYLON || (BABYLON = {}));
  80669. //# sourceMappingURL=babylon.database.js.map
  80670. var BABYLON;
  80671. (function (BABYLON) {
  80672. /**
  80673. * This represents all the required information to add a fresnel effect on a material:
  80674. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80675. */
  80676. var FresnelParameters = /** @class */ (function () {
  80677. function FresnelParameters() {
  80678. this._isEnabled = true;
  80679. /**
  80680. * Define the color used on edges (grazing angle)
  80681. */
  80682. this.leftColor = BABYLON.Color3.White();
  80683. /**
  80684. * Define the color used on center
  80685. */
  80686. this.rightColor = BABYLON.Color3.Black();
  80687. /**
  80688. * Define bias applied to computed fresnel term
  80689. */
  80690. this.bias = 0;
  80691. /**
  80692. * Defined the power exponent applied to fresnel term
  80693. */
  80694. this.power = 1;
  80695. }
  80696. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80697. /**
  80698. * Define if the fresnel effect is enable or not.
  80699. */
  80700. get: function () {
  80701. return this._isEnabled;
  80702. },
  80703. set: function (value) {
  80704. if (this._isEnabled === value) {
  80705. return;
  80706. }
  80707. this._isEnabled = value;
  80708. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80709. },
  80710. enumerable: true,
  80711. configurable: true
  80712. });
  80713. /**
  80714. * Clones the current fresnel and its valuues
  80715. * @returns a clone fresnel configuration
  80716. */
  80717. FresnelParameters.prototype.clone = function () {
  80718. var newFresnelParameters = new FresnelParameters();
  80719. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80720. return newFresnelParameters;
  80721. };
  80722. /**
  80723. * Serializes the current fresnel parameters to a JSON representation.
  80724. * @return the JSON serialization
  80725. */
  80726. FresnelParameters.prototype.serialize = function () {
  80727. var serializationObject = {};
  80728. serializationObject.isEnabled = this.isEnabled;
  80729. serializationObject.leftColor = this.leftColor.asArray();
  80730. serializationObject.rightColor = this.rightColor.asArray();
  80731. serializationObject.bias = this.bias;
  80732. serializationObject.power = this.power;
  80733. return serializationObject;
  80734. };
  80735. /**
  80736. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80737. * @param parsedFresnelParameters Define the JSON representation
  80738. * @returns the parsed parameters
  80739. */
  80740. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80741. var fresnelParameters = new FresnelParameters();
  80742. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80743. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80744. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80745. fresnelParameters.bias = parsedFresnelParameters.bias;
  80746. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80747. return fresnelParameters;
  80748. };
  80749. return FresnelParameters;
  80750. }());
  80751. BABYLON.FresnelParameters = FresnelParameters;
  80752. })(BABYLON || (BABYLON = {}));
  80753. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80754. var BABYLON;
  80755. (function (BABYLON) {
  80756. /**
  80757. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80758. * separate meshes. This can be use to improve performances.
  80759. * @see http://doc.babylonjs.com/how_to/multi_materials
  80760. */
  80761. var MultiMaterial = /** @class */ (function (_super) {
  80762. __extends(MultiMaterial, _super);
  80763. /**
  80764. * Instantiates a new Multi Material
  80765. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80766. * separate meshes. This can be use to improve performances.
  80767. * @see http://doc.babylonjs.com/how_to/multi_materials
  80768. * @param name Define the name in the scene
  80769. * @param scene Define the scene the material belongs to
  80770. */
  80771. function MultiMaterial(name, scene) {
  80772. var _this = _super.call(this, name, scene, true) || this;
  80773. scene.multiMaterials.push(_this);
  80774. _this.subMaterials = new Array();
  80775. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80776. return _this;
  80777. }
  80778. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80779. /**
  80780. * Gets or Sets the list of Materials used within the multi material.
  80781. * They need to be ordered according to the submeshes order in the associated mesh
  80782. */
  80783. get: function () {
  80784. return this._subMaterials;
  80785. },
  80786. set: function (value) {
  80787. this._subMaterials = value;
  80788. this._hookArray(value);
  80789. },
  80790. enumerable: true,
  80791. configurable: true
  80792. });
  80793. /**
  80794. * Function used to align with Node.getChildren()
  80795. * @returns the list of Materials used within the multi material
  80796. */
  80797. MultiMaterial.prototype.getChildren = function () {
  80798. return this.subMaterials;
  80799. };
  80800. MultiMaterial.prototype._hookArray = function (array) {
  80801. var _this = this;
  80802. var oldPush = array.push;
  80803. array.push = function () {
  80804. var items = [];
  80805. for (var _i = 0; _i < arguments.length; _i++) {
  80806. items[_i] = arguments[_i];
  80807. }
  80808. var result = oldPush.apply(array, items);
  80809. _this._markAllSubMeshesAsTexturesDirty();
  80810. return result;
  80811. };
  80812. var oldSplice = array.splice;
  80813. array.splice = function (index, deleteCount) {
  80814. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80815. _this._markAllSubMeshesAsTexturesDirty();
  80816. return deleted;
  80817. };
  80818. };
  80819. /**
  80820. * Get one of the submaterial by its index in the submaterials array
  80821. * @param index The index to look the sub material at
  80822. * @returns The Material if the index has been defined
  80823. */
  80824. MultiMaterial.prototype.getSubMaterial = function (index) {
  80825. if (index < 0 || index >= this.subMaterials.length) {
  80826. return this.getScene().defaultMaterial;
  80827. }
  80828. return this.subMaterials[index];
  80829. };
  80830. /**
  80831. * Get the list of active textures for the whole sub materials list.
  80832. * @returns All the textures that will be used during the rendering
  80833. */
  80834. MultiMaterial.prototype.getActiveTextures = function () {
  80835. var _a;
  80836. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80837. if (subMaterial) {
  80838. return subMaterial.getActiveTextures();
  80839. }
  80840. else {
  80841. return [];
  80842. }
  80843. }));
  80844. };
  80845. /**
  80846. * Gets the current class name of the material e.g. "MultiMaterial"
  80847. * Mainly use in serialization.
  80848. * @returns the class name
  80849. */
  80850. MultiMaterial.prototype.getClassName = function () {
  80851. return "MultiMaterial";
  80852. };
  80853. /**
  80854. * Checks if the material is ready to render the requested sub mesh
  80855. * @param mesh Define the mesh the submesh belongs to
  80856. * @param subMesh Define the sub mesh to look readyness for
  80857. * @param useInstances Define whether or not the material is used with instances
  80858. * @returns true if ready, otherwise false
  80859. */
  80860. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80861. for (var index = 0; index < this.subMaterials.length; index++) {
  80862. var subMaterial = this.subMaterials[index];
  80863. if (subMaterial) {
  80864. if (subMaterial._storeEffectOnSubMeshes) {
  80865. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80866. return false;
  80867. }
  80868. continue;
  80869. }
  80870. if (!subMaterial.isReady(mesh)) {
  80871. return false;
  80872. }
  80873. }
  80874. }
  80875. return true;
  80876. };
  80877. /**
  80878. * Clones the current material and its related sub materials
  80879. * @param name Define the name of the newly cloned material
  80880. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80881. * @returns the cloned material
  80882. */
  80883. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80884. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80885. for (var index = 0; index < this.subMaterials.length; index++) {
  80886. var subMaterial = null;
  80887. var current = this.subMaterials[index];
  80888. if (cloneChildren && current) {
  80889. subMaterial = current.clone(name + "-" + current.name);
  80890. }
  80891. else {
  80892. subMaterial = this.subMaterials[index];
  80893. }
  80894. newMultiMaterial.subMaterials.push(subMaterial);
  80895. }
  80896. return newMultiMaterial;
  80897. };
  80898. /**
  80899. * Serializes the materials into a JSON representation.
  80900. * @returns the JSON representation
  80901. */
  80902. MultiMaterial.prototype.serialize = function () {
  80903. var serializationObject = {};
  80904. serializationObject.name = this.name;
  80905. serializationObject.id = this.id;
  80906. if (BABYLON.Tags) {
  80907. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80908. }
  80909. serializationObject.materials = [];
  80910. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80911. var subMat = this.subMaterials[matIndex];
  80912. if (subMat) {
  80913. serializationObject.materials.push(subMat.id);
  80914. }
  80915. else {
  80916. serializationObject.materials.push(null);
  80917. }
  80918. }
  80919. return serializationObject;
  80920. };
  80921. /**
  80922. * Dispose the material and release its associated resources
  80923. * @param forceDisposeEffect Define if we want to force disposing the associated effect (if false the shader is not released and could be reuse later on)
  80924. * @param forceDisposeTextures Define if we want to force disposing the associated textures (if false, they will not be disposed and can still be use elsewhere in the app)
  80925. */
  80926. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80927. var scene = this.getScene();
  80928. if (!scene) {
  80929. return;
  80930. }
  80931. var index = scene.multiMaterials.indexOf(this);
  80932. if (index >= 0) {
  80933. scene.multiMaterials.splice(index, 1);
  80934. }
  80935. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80936. };
  80937. return MultiMaterial;
  80938. }(BABYLON.Material));
  80939. BABYLON.MultiMaterial = MultiMaterial;
  80940. })(BABYLON || (BABYLON = {}));
  80941. //# sourceMappingURL=babylon.multiMaterial.js.map
  80942. var BABYLON;
  80943. (function (BABYLON) {
  80944. /**
  80945. * Manage the touch inputs to control the movement of a free camera.
  80946. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80947. */
  80948. var FreeCameraTouchInput = /** @class */ (function () {
  80949. function FreeCameraTouchInput() {
  80950. /**
  80951. * Defines the touch sensibility for rotation.
  80952. * The higher the faster.
  80953. */
  80954. this.touchAngularSensibility = 200000.0;
  80955. /**
  80956. * Defines the touch sensibility for move.
  80957. * The higher the faster.
  80958. */
  80959. this.touchMoveSensibility = 250.0;
  80960. this._offsetX = null;
  80961. this._offsetY = null;
  80962. this._pointerPressed = new Array();
  80963. }
  80964. /**
  80965. * Attach the input controls to a specific dom element to get the input from.
  80966. * @param element Defines the element the controls should be listened from
  80967. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80968. */
  80969. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  80970. var _this = this;
  80971. var previousPosition = null;
  80972. if (this._pointerInput === undefined) {
  80973. this._onLostFocus = function (evt) {
  80974. _this._offsetX = null;
  80975. _this._offsetY = null;
  80976. };
  80977. this._pointerInput = function (p, s) {
  80978. var evt = p.event;
  80979. if (evt.pointerType === "mouse") {
  80980. return;
  80981. }
  80982. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  80983. if (!noPreventDefault) {
  80984. evt.preventDefault();
  80985. }
  80986. _this._pointerPressed.push(evt.pointerId);
  80987. if (_this._pointerPressed.length !== 1) {
  80988. return;
  80989. }
  80990. previousPosition = {
  80991. x: evt.clientX,
  80992. y: evt.clientY
  80993. };
  80994. }
  80995. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  80996. if (!noPreventDefault) {
  80997. evt.preventDefault();
  80998. }
  80999. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81000. if (index === -1) {
  81001. return;
  81002. }
  81003. _this._pointerPressed.splice(index, 1);
  81004. if (index != 0) {
  81005. return;
  81006. }
  81007. previousPosition = null;
  81008. _this._offsetX = null;
  81009. _this._offsetY = null;
  81010. }
  81011. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  81012. if (!noPreventDefault) {
  81013. evt.preventDefault();
  81014. }
  81015. if (!previousPosition) {
  81016. return;
  81017. }
  81018. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81019. if (index != 0) {
  81020. return;
  81021. }
  81022. _this._offsetX = evt.clientX - previousPosition.x;
  81023. _this._offsetY = -(evt.clientY - previousPosition.y);
  81024. }
  81025. };
  81026. }
  81027. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  81028. if (this._onLostFocus) {
  81029. element.addEventListener("blur", this._onLostFocus);
  81030. }
  81031. };
  81032. /**
  81033. * Detach the current controls from the specified dom element.
  81034. * @param element Defines the element to stop listening the inputs from
  81035. */
  81036. FreeCameraTouchInput.prototype.detachControl = function (element) {
  81037. if (this._pointerInput && element) {
  81038. if (this._observer) {
  81039. this.camera.getScene().onPointerObservable.remove(this._observer);
  81040. this._observer = null;
  81041. }
  81042. if (this._onLostFocus) {
  81043. element.removeEventListener("blur", this._onLostFocus);
  81044. this._onLostFocus = null;
  81045. }
  81046. this._pointerPressed = [];
  81047. this._offsetX = null;
  81048. this._offsetY = null;
  81049. }
  81050. };
  81051. /**
  81052. * Update the current camera state depending on the inputs that have been used this frame.
  81053. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81054. */
  81055. FreeCameraTouchInput.prototype.checkInputs = function () {
  81056. if (this._offsetX && this._offsetY) {
  81057. var camera = this.camera;
  81058. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  81059. if (this._pointerPressed.length > 1) {
  81060. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  81061. }
  81062. else {
  81063. var speed = camera._computeLocalCameraSpeed();
  81064. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  81065. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  81066. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  81067. }
  81068. }
  81069. };
  81070. /**
  81071. * Gets the class name of the current intput.
  81072. * @returns the class name
  81073. */
  81074. FreeCameraTouchInput.prototype.getClassName = function () {
  81075. return "FreeCameraTouchInput";
  81076. };
  81077. /**
  81078. * Get the friendly name associated with the input class.
  81079. * @returns the input friendly name
  81080. */
  81081. FreeCameraTouchInput.prototype.getSimpleName = function () {
  81082. return "touch";
  81083. };
  81084. __decorate([
  81085. BABYLON.serialize()
  81086. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  81087. __decorate([
  81088. BABYLON.serialize()
  81089. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  81090. return FreeCameraTouchInput;
  81091. }());
  81092. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  81093. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  81094. })(BABYLON || (BABYLON = {}));
  81095. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  81096. var BABYLON;
  81097. (function (BABYLON) {
  81098. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  81099. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  81100. });
  81101. /**
  81102. * This represents a FPS type of camera controlled by touch.
  81103. * This is like a universal camera minus the Gamepad controls.
  81104. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81105. */
  81106. var TouchCamera = /** @class */ (function (_super) {
  81107. __extends(TouchCamera, _super);
  81108. /**
  81109. * Instantiates a new touch camera.
  81110. * This represents a FPS type of camera controlled by touch.
  81111. * This is like a universal camera minus the Gamepad controls.
  81112. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81113. * @param name Define the name of the camera in the scene
  81114. * @param position Define the start position of the camera in the scene
  81115. * @param scene Define the scene the camera belongs to
  81116. */
  81117. function TouchCamera(name, position, scene) {
  81118. var _this = _super.call(this, name, position, scene) || this;
  81119. _this.inputs.addTouch();
  81120. _this._setupInputs();
  81121. return _this;
  81122. }
  81123. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  81124. /**
  81125. * Defines the touch sensibility for rotation.
  81126. * The higher the faster.
  81127. */
  81128. get: function () {
  81129. var touch = this.inputs.attached["touch"];
  81130. if (touch) {
  81131. return touch.touchAngularSensibility;
  81132. }
  81133. return 0;
  81134. },
  81135. set: function (value) {
  81136. var touch = this.inputs.attached["touch"];
  81137. if (touch) {
  81138. touch.touchAngularSensibility = value;
  81139. }
  81140. },
  81141. enumerable: true,
  81142. configurable: true
  81143. });
  81144. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  81145. /**
  81146. * Defines the touch sensibility for move.
  81147. * The higher the faster.
  81148. */
  81149. get: function () {
  81150. var touch = this.inputs.attached["touch"];
  81151. if (touch) {
  81152. return touch.touchMoveSensibility;
  81153. }
  81154. return 0;
  81155. },
  81156. set: function (value) {
  81157. var touch = this.inputs.attached["touch"];
  81158. if (touch) {
  81159. touch.touchMoveSensibility = value;
  81160. }
  81161. },
  81162. enumerable: true,
  81163. configurable: true
  81164. });
  81165. /**
  81166. * Gets the current object class name.
  81167. * @return the class name
  81168. */
  81169. TouchCamera.prototype.getClassName = function () {
  81170. return "TouchCamera";
  81171. };
  81172. /** @hidden */
  81173. TouchCamera.prototype._setupInputs = function () {
  81174. var mouse = this.inputs.attached["mouse"];
  81175. if (mouse) {
  81176. mouse.touchEnabled = false;
  81177. }
  81178. };
  81179. return TouchCamera;
  81180. }(BABYLON.FreeCamera));
  81181. BABYLON.TouchCamera = TouchCamera;
  81182. })(BABYLON || (BABYLON = {}));
  81183. //# sourceMappingURL=babylon.touchCamera.js.map
  81184. var BABYLON;
  81185. (function (BABYLON) {
  81186. /**
  81187. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81188. * This is the base class of any Procedural texture and contains most of the shareable code.
  81189. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81190. */
  81191. var ProceduralTexture = /** @class */ (function (_super) {
  81192. __extends(ProceduralTexture, _super);
  81193. /**
  81194. * Instantiates a new procedural texture.
  81195. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81196. * This is the base class of any Procedural texture and contains most of the shareable code.
  81197. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81198. * @param name Define the name of the texture
  81199. * @param size Define the size of the texture to create
  81200. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81201. * @param scene Define the scene the texture belongs to
  81202. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81203. * @param generateMipMaps Define if the texture should creates mip maps or not
  81204. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81205. */
  81206. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81207. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81208. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81209. if (isCube === void 0) { isCube = false; }
  81210. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81211. _this.isCube = isCube;
  81212. /**
  81213. * Define if the texture is enabled or not (disabled texture will not render)
  81214. */
  81215. _this.isEnabled = true;
  81216. /**
  81217. * Define if the texture must be cleared before rendering (default is true)
  81218. */
  81219. _this.autoClear = true;
  81220. /**
  81221. * Event raised when the texture is generated
  81222. */
  81223. _this.onGeneratedObservable = new BABYLON.Observable();
  81224. /** @hidden */
  81225. _this._textures = {};
  81226. _this._currentRefreshId = -1;
  81227. _this._refreshRate = 1;
  81228. _this._vertexBuffers = {};
  81229. _this._uniforms = new Array();
  81230. _this._samplers = new Array();
  81231. _this._floats = {};
  81232. _this._ints = {};
  81233. _this._floatsArrays = {};
  81234. _this._colors3 = {};
  81235. _this._colors4 = {};
  81236. _this._vectors2 = {};
  81237. _this._vectors3 = {};
  81238. _this._matrices = {};
  81239. _this._fallbackTextureUsed = false;
  81240. _this._cachedDefines = "";
  81241. _this._contentUpdateId = -1;
  81242. scene = _this.getScene();
  81243. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81244. if (!component) {
  81245. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81246. scene._addComponent(component);
  81247. }
  81248. scene.proceduralTextures.push(_this);
  81249. _this._engine = scene.getEngine();
  81250. _this.name = name;
  81251. _this.isRenderTarget = true;
  81252. _this._size = size;
  81253. _this._generateMipMaps = generateMipMaps;
  81254. _this.setFragment(fragment);
  81255. _this._fallbackTexture = fallbackTexture;
  81256. if (isCube) {
  81257. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81258. _this.setFloat("face", 0);
  81259. }
  81260. else {
  81261. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81262. }
  81263. // VBO
  81264. var vertices = [];
  81265. vertices.push(1, 1);
  81266. vertices.push(-1, 1);
  81267. vertices.push(-1, -1);
  81268. vertices.push(1, -1);
  81269. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81270. _this._createIndexBuffer();
  81271. return _this;
  81272. }
  81273. /**
  81274. * The effect that is created when initializing the post process.
  81275. * @returns The created effect corrisponding the the postprocess.
  81276. */
  81277. ProceduralTexture.prototype.getEffect = function () {
  81278. return this._effect;
  81279. };
  81280. /**
  81281. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81282. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81283. */
  81284. ProceduralTexture.prototype.getContent = function () {
  81285. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81286. return this._contentData;
  81287. }
  81288. this._contentData = this.readPixels(0, 0, this._contentData);
  81289. this._contentUpdateId = this._currentRefreshId;
  81290. return this._contentData;
  81291. };
  81292. ProceduralTexture.prototype._createIndexBuffer = function () {
  81293. var engine = this._engine;
  81294. // Indices
  81295. var indices = [];
  81296. indices.push(0);
  81297. indices.push(1);
  81298. indices.push(2);
  81299. indices.push(0);
  81300. indices.push(2);
  81301. indices.push(3);
  81302. this._indexBuffer = engine.createIndexBuffer(indices);
  81303. };
  81304. /** @hidden */
  81305. ProceduralTexture.prototype._rebuild = function () {
  81306. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81307. if (vb) {
  81308. vb._rebuild();
  81309. }
  81310. this._createIndexBuffer();
  81311. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81312. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81313. }
  81314. };
  81315. /**
  81316. * Resets the texture in order to recreate its associated resources.
  81317. * This can be called in case of context loss
  81318. */
  81319. ProceduralTexture.prototype.reset = function () {
  81320. if (this._effect === undefined) {
  81321. return;
  81322. }
  81323. var engine = this._engine;
  81324. engine._releaseEffect(this._effect);
  81325. };
  81326. ProceduralTexture.prototype._getDefines = function () {
  81327. return "";
  81328. };
  81329. /**
  81330. * Is the texture ready to be used ? (rendered at least once)
  81331. * @returns true if ready, otherwise, false.
  81332. */
  81333. ProceduralTexture.prototype.isReady = function () {
  81334. var _this = this;
  81335. var engine = this._engine;
  81336. var shaders;
  81337. if (!this._fragment) {
  81338. return false;
  81339. }
  81340. if (this._fallbackTextureUsed) {
  81341. return true;
  81342. }
  81343. var defines = this._getDefines();
  81344. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81345. return true;
  81346. }
  81347. if (this._fragment.fragmentElement !== undefined) {
  81348. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81349. }
  81350. else {
  81351. shaders = { vertex: "procedural", fragment: this._fragment };
  81352. }
  81353. this._cachedDefines = defines;
  81354. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81355. _this.releaseInternalTexture();
  81356. if (_this._fallbackTexture) {
  81357. _this._texture = _this._fallbackTexture._texture;
  81358. if (_this._texture) {
  81359. _this._texture.incrementReferences();
  81360. }
  81361. }
  81362. _this._fallbackTextureUsed = true;
  81363. });
  81364. return this._effect.isReady();
  81365. };
  81366. /**
  81367. * Resets the refresh counter of the texture and start bak from scratch.
  81368. * Could be useful to regenerate the texture if it is setup to render only once.
  81369. */
  81370. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81371. this._currentRefreshId = -1;
  81372. };
  81373. /**
  81374. * Set the fragment shader to use in order to render the texture.
  81375. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81376. */
  81377. ProceduralTexture.prototype.setFragment = function (fragment) {
  81378. this._fragment = fragment;
  81379. };
  81380. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81381. /**
  81382. * Define the refresh rate of the texture or the rendering frequency.
  81383. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81384. */
  81385. get: function () {
  81386. return this._refreshRate;
  81387. },
  81388. set: function (value) {
  81389. this._refreshRate = value;
  81390. this.resetRefreshCounter();
  81391. },
  81392. enumerable: true,
  81393. configurable: true
  81394. });
  81395. /** @hidden */
  81396. ProceduralTexture.prototype._shouldRender = function () {
  81397. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81398. if (this._texture) {
  81399. this._texture.isReady = false;
  81400. }
  81401. return false;
  81402. }
  81403. if (this._fallbackTextureUsed) {
  81404. return false;
  81405. }
  81406. if (this._currentRefreshId === -1) { // At least render once
  81407. this._currentRefreshId = 1;
  81408. return true;
  81409. }
  81410. if (this.refreshRate === this._currentRefreshId) {
  81411. this._currentRefreshId = 1;
  81412. return true;
  81413. }
  81414. this._currentRefreshId++;
  81415. return false;
  81416. };
  81417. /**
  81418. * Get the size the texture is rendering at.
  81419. * @returns the size (texture is always squared)
  81420. */
  81421. ProceduralTexture.prototype.getRenderSize = function () {
  81422. return this._size;
  81423. };
  81424. /**
  81425. * Resize the texture to new value.
  81426. * @param size Define the new size the texture should have
  81427. * @param generateMipMaps Define whether the new texture should create mip maps
  81428. */
  81429. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81430. if (this._fallbackTextureUsed) {
  81431. return;
  81432. }
  81433. this.releaseInternalTexture();
  81434. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81435. // Update properties
  81436. this._size = size;
  81437. this._generateMipMaps = generateMipMaps;
  81438. };
  81439. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81440. if (this._uniforms.indexOf(uniformName) === -1) {
  81441. this._uniforms.push(uniformName);
  81442. }
  81443. };
  81444. /**
  81445. * Set a texture in the shader program used to render.
  81446. * @param name Define the name of the uniform samplers as defined in the shader
  81447. * @param texture Define the texture to bind to this sampler
  81448. * @return the texture itself allowing "fluent" like uniform updates
  81449. */
  81450. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81451. if (this._samplers.indexOf(name) === -1) {
  81452. this._samplers.push(name);
  81453. }
  81454. this._textures[name] = texture;
  81455. return this;
  81456. };
  81457. /**
  81458. * Set a float in the shader.
  81459. * @param name Define the name of the uniform as defined in the shader
  81460. * @param value Define the value to give to the uniform
  81461. * @return the texture itself allowing "fluent" like uniform updates
  81462. */
  81463. ProceduralTexture.prototype.setFloat = function (name, value) {
  81464. this._checkUniform(name);
  81465. this._floats[name] = value;
  81466. return this;
  81467. };
  81468. /**
  81469. * Set a int in the shader.
  81470. * @param name Define the name of the uniform as defined in the shader
  81471. * @param value Define the value to give to the uniform
  81472. * @return the texture itself allowing "fluent" like uniform updates
  81473. */
  81474. ProceduralTexture.prototype.setInt = function (name, value) {
  81475. this._checkUniform(name);
  81476. this._ints[name] = value;
  81477. return this;
  81478. };
  81479. /**
  81480. * Set an array of floats in the shader.
  81481. * @param name Define the name of the uniform as defined in the shader
  81482. * @param value Define the value to give to the uniform
  81483. * @return the texture itself allowing "fluent" like uniform updates
  81484. */
  81485. ProceduralTexture.prototype.setFloats = function (name, value) {
  81486. this._checkUniform(name);
  81487. this._floatsArrays[name] = value;
  81488. return this;
  81489. };
  81490. /**
  81491. * Set a vec3 in the shader from a Color3.
  81492. * @param name Define the name of the uniform as defined in the shader
  81493. * @param value Define the value to give to the uniform
  81494. * @return the texture itself allowing "fluent" like uniform updates
  81495. */
  81496. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81497. this._checkUniform(name);
  81498. this._colors3[name] = value;
  81499. return this;
  81500. };
  81501. /**
  81502. * Set a vec4 in the shader from a Color4.
  81503. * @param name Define the name of the uniform as defined in the shader
  81504. * @param value Define the value to give to the uniform
  81505. * @return the texture itself allowing "fluent" like uniform updates
  81506. */
  81507. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81508. this._checkUniform(name);
  81509. this._colors4[name] = value;
  81510. return this;
  81511. };
  81512. /**
  81513. * Set a vec2 in the shader from a Vector2.
  81514. * @param name Define the name of the uniform as defined in the shader
  81515. * @param value Define the value to give to the uniform
  81516. * @return the texture itself allowing "fluent" like uniform updates
  81517. */
  81518. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81519. this._checkUniform(name);
  81520. this._vectors2[name] = value;
  81521. return this;
  81522. };
  81523. /**
  81524. * Set a vec3 in the shader from a Vector3.
  81525. * @param name Define the name of the uniform as defined in the shader
  81526. * @param value Define the value to give to the uniform
  81527. * @return the texture itself allowing "fluent" like uniform updates
  81528. */
  81529. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81530. this._checkUniform(name);
  81531. this._vectors3[name] = value;
  81532. return this;
  81533. };
  81534. /**
  81535. * Set a mat4 in the shader from a MAtrix.
  81536. * @param name Define the name of the uniform as defined in the shader
  81537. * @param value Define the value to give to the uniform
  81538. * @return the texture itself allowing "fluent" like uniform updates
  81539. */
  81540. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81541. this._checkUniform(name);
  81542. this._matrices[name] = value;
  81543. return this;
  81544. };
  81545. /**
  81546. * Render the texture to its associated render target.
  81547. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81548. */
  81549. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81550. var scene = this.getScene();
  81551. if (!scene) {
  81552. return;
  81553. }
  81554. var engine = this._engine;
  81555. // Render
  81556. engine.enableEffect(this._effect);
  81557. engine.setState(false);
  81558. // Texture
  81559. for (var name in this._textures) {
  81560. this._effect.setTexture(name, this._textures[name]);
  81561. }
  81562. // Float
  81563. for (name in this._ints) {
  81564. this._effect.setInt(name, this._ints[name]);
  81565. }
  81566. // Float
  81567. for (name in this._floats) {
  81568. this._effect.setFloat(name, this._floats[name]);
  81569. }
  81570. // Floats
  81571. for (name in this._floatsArrays) {
  81572. this._effect.setArray(name, this._floatsArrays[name]);
  81573. }
  81574. // Color3
  81575. for (name in this._colors3) {
  81576. this._effect.setColor3(name, this._colors3[name]);
  81577. }
  81578. // Color4
  81579. for (name in this._colors4) {
  81580. var color = this._colors4[name];
  81581. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81582. }
  81583. // Vector2
  81584. for (name in this._vectors2) {
  81585. this._effect.setVector2(name, this._vectors2[name]);
  81586. }
  81587. // Vector3
  81588. for (name in this._vectors3) {
  81589. this._effect.setVector3(name, this._vectors3[name]);
  81590. }
  81591. // Matrix
  81592. for (name in this._matrices) {
  81593. this._effect.setMatrix(name, this._matrices[name]);
  81594. }
  81595. if (!this._texture) {
  81596. return;
  81597. }
  81598. if (this.isCube) {
  81599. for (var face = 0; face < 6; face++) {
  81600. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81601. // VBOs
  81602. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81603. this._effect.setFloat("face", face);
  81604. // Clear
  81605. if (this.autoClear) {
  81606. engine.clear(scene.clearColor, true, false, false);
  81607. }
  81608. // Draw order
  81609. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81610. // Mipmaps
  81611. if (face === 5) {
  81612. engine.generateMipMapsForCubemap(this._texture);
  81613. }
  81614. }
  81615. }
  81616. else {
  81617. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81618. // VBOs
  81619. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81620. // Clear
  81621. if (this.autoClear) {
  81622. engine.clear(scene.clearColor, true, false, false);
  81623. }
  81624. // Draw order
  81625. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81626. }
  81627. // Unbind
  81628. engine.unBindFramebuffer(this._texture, this.isCube);
  81629. if (this.onGenerated) {
  81630. this.onGenerated();
  81631. }
  81632. this.onGeneratedObservable.notifyObservers(this);
  81633. };
  81634. /**
  81635. * Clone the texture.
  81636. * @returns the cloned texture
  81637. */
  81638. ProceduralTexture.prototype.clone = function () {
  81639. var textureSize = this.getSize();
  81640. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81641. // Base texture
  81642. newTexture.hasAlpha = this.hasAlpha;
  81643. newTexture.level = this.level;
  81644. // RenderTarget Texture
  81645. newTexture.coordinatesMode = this.coordinatesMode;
  81646. return newTexture;
  81647. };
  81648. /**
  81649. * Dispose the texture and release its asoociated resources.
  81650. */
  81651. ProceduralTexture.prototype.dispose = function () {
  81652. var scene = this.getScene();
  81653. if (!scene) {
  81654. return;
  81655. }
  81656. var index = scene.proceduralTextures.indexOf(this);
  81657. if (index >= 0) {
  81658. scene.proceduralTextures.splice(index, 1);
  81659. }
  81660. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81661. if (vertexBuffer) {
  81662. vertexBuffer.dispose();
  81663. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81664. }
  81665. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81666. this._indexBuffer = null;
  81667. }
  81668. _super.prototype.dispose.call(this);
  81669. };
  81670. __decorate([
  81671. BABYLON.serialize()
  81672. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81673. __decorate([
  81674. BABYLON.serialize()
  81675. ], ProceduralTexture.prototype, "autoClear", void 0);
  81676. __decorate([
  81677. BABYLON.serialize()
  81678. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81679. __decorate([
  81680. BABYLON.serialize()
  81681. ], ProceduralTexture.prototype, "_size", void 0);
  81682. __decorate([
  81683. BABYLON.serialize()
  81684. ], ProceduralTexture.prototype, "refreshRate", null);
  81685. return ProceduralTexture;
  81686. }(BABYLON.Texture));
  81687. BABYLON.ProceduralTexture = ProceduralTexture;
  81688. })(BABYLON || (BABYLON = {}));
  81689. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81690. var BABYLON;
  81691. (function (BABYLON) {
  81692. /**
  81693. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81694. * in a given scene.
  81695. */
  81696. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81697. /**
  81698. * Creates a new instance of the component for the given scene
  81699. * @param scene Defines the scene to register the component in
  81700. */
  81701. function ProceduralTextureSceneComponent(scene) {
  81702. /**
  81703. * The component name helpfull to identify the component in the list of scene components.
  81704. */
  81705. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81706. this.scene = scene;
  81707. this.scene.proceduralTextures = new Array();
  81708. scene.layers = new Array();
  81709. }
  81710. /**
  81711. * Registers the component in a given scene
  81712. */
  81713. ProceduralTextureSceneComponent.prototype.register = function () {
  81714. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81715. };
  81716. /**
  81717. * Rebuilds the elements related to this component in case of
  81718. * context lost for instance.
  81719. */
  81720. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81721. // Nothing to do here.
  81722. };
  81723. /**
  81724. * Disposes the component and the associated ressources.
  81725. */
  81726. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81727. // Nothing to do here.
  81728. };
  81729. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81730. if (this.scene.proceduralTexturesEnabled) {
  81731. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81732. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81733. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81734. if (proceduralTexture._shouldRender()) {
  81735. proceduralTexture.render();
  81736. }
  81737. }
  81738. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81739. }
  81740. };
  81741. return ProceduralTextureSceneComponent;
  81742. }());
  81743. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81744. })(BABYLON || (BABYLON = {}));
  81745. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81746. var BABYLON;
  81747. (function (BABYLON) {
  81748. /**
  81749. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81750. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81751. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81752. */
  81753. var CustomProceduralTexture = /** @class */ (function (_super) {
  81754. __extends(CustomProceduralTexture, _super);
  81755. /**
  81756. * Instantiates a new Custom Procedural Texture.
  81757. * Procedural texturing is a way to programmatically create a texture. There are 2 types of procedural textures: code-only, and code that references some classic 2D images, sometimes called 'refMaps' or 'sampler' images.
  81758. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81759. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81760. * @param name Define the name of the texture
  81761. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81762. * @param size Define the size of the texture to create
  81763. * @param scene Define the scene the texture belongs to
  81764. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81765. * @param generateMipMaps Define if the texture should creates mip maps or not
  81766. */
  81767. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81768. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81769. _this._animate = true;
  81770. _this._time = 0;
  81771. _this._texturePath = texturePath;
  81772. //Try to load json
  81773. _this._loadJson(texturePath);
  81774. _this.refreshRate = 1;
  81775. return _this;
  81776. }
  81777. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81778. var _this = this;
  81779. var noConfigFile = function () {
  81780. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81781. try {
  81782. _this.setFragment(_this._texturePath);
  81783. }
  81784. catch (ex) {
  81785. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81786. }
  81787. };
  81788. var configFileUrl = jsonUrl + "/config.json";
  81789. var xhr = new XMLHttpRequest();
  81790. xhr.open("GET", configFileUrl, true);
  81791. xhr.addEventListener("load", function () {
  81792. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81793. try {
  81794. _this._config = JSON.parse(xhr.response);
  81795. _this.updateShaderUniforms();
  81796. _this.updateTextures();
  81797. _this.setFragment(_this._texturePath + "/custom");
  81798. _this._animate = _this._config.animate;
  81799. _this.refreshRate = _this._config.refreshrate;
  81800. }
  81801. catch (ex) {
  81802. noConfigFile();
  81803. }
  81804. }
  81805. else {
  81806. noConfigFile();
  81807. }
  81808. }, false);
  81809. xhr.addEventListener("error", function () {
  81810. noConfigFile();
  81811. }, false);
  81812. try {
  81813. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81814. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81815. }
  81816. xhr.send();
  81817. }
  81818. catch (ex) {
  81819. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81820. }
  81821. };
  81822. /**
  81823. * Is the texture ready to be used ? (rendered at least once)
  81824. * @returns true if ready, otherwise, false.
  81825. */
  81826. CustomProceduralTexture.prototype.isReady = function () {
  81827. if (!_super.prototype.isReady.call(this)) {
  81828. return false;
  81829. }
  81830. for (var name in this._textures) {
  81831. var texture = this._textures[name];
  81832. if (!texture.isReady()) {
  81833. return false;
  81834. }
  81835. }
  81836. return true;
  81837. };
  81838. /**
  81839. * Render the texture to its associated render target.
  81840. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81841. */
  81842. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81843. var scene = this.getScene();
  81844. if (this._animate && scene) {
  81845. this._time += scene.getAnimationRatio() * 0.03;
  81846. this.updateShaderUniforms();
  81847. }
  81848. _super.prototype.render.call(this, useCameraPostProcess);
  81849. };
  81850. /**
  81851. * Update the list of dependant textures samplers in the shader.
  81852. */
  81853. CustomProceduralTexture.prototype.updateTextures = function () {
  81854. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81855. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81856. }
  81857. };
  81858. /**
  81859. * Update the uniform values of the procedural texture in the shader.
  81860. */
  81861. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81862. if (this._config) {
  81863. for (var j = 0; j < this._config.uniforms.length; j++) {
  81864. var uniform = this._config.uniforms[j];
  81865. switch (uniform.type) {
  81866. case "float":
  81867. this.setFloat(uniform.name, uniform.value);
  81868. break;
  81869. case "color3":
  81870. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81871. break;
  81872. case "color4":
  81873. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81874. break;
  81875. case "vector2":
  81876. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81877. break;
  81878. case "vector3":
  81879. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81880. break;
  81881. }
  81882. }
  81883. }
  81884. this.setFloat("time", this._time);
  81885. };
  81886. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81887. /**
  81888. * Define if the texture animates or not.
  81889. */
  81890. get: function () {
  81891. return this._animate;
  81892. },
  81893. set: function (value) {
  81894. this._animate = value;
  81895. },
  81896. enumerable: true,
  81897. configurable: true
  81898. });
  81899. return CustomProceduralTexture;
  81900. }(BABYLON.ProceduralTexture));
  81901. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81902. })(BABYLON || (BABYLON = {}));
  81903. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81904. var BABYLON;
  81905. (function (BABYLON) {
  81906. /**
  81907. * Manage the gamepad inputs to control a free camera.
  81908. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81909. */
  81910. var FreeCameraGamepadInput = /** @class */ (function () {
  81911. function FreeCameraGamepadInput() {
  81912. /**
  81913. * Defines the gamepad rotation sensiblity.
  81914. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81915. */
  81916. this.gamepadAngularSensibility = 200;
  81917. /**
  81918. * Defines the gamepad move sensiblity.
  81919. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81920. */
  81921. this.gamepadMoveSensibility = 40;
  81922. this._cameraTransform = BABYLON.Matrix.Identity();
  81923. this._deltaTransform = BABYLON.Vector3.Zero();
  81924. this._vector3 = BABYLON.Vector3.Zero();
  81925. this._vector2 = BABYLON.Vector2.Zero();
  81926. }
  81927. /**
  81928. * Attach the input controls to a specific dom element to get the input from.
  81929. * @param element Defines the element the controls should be listened from
  81930. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81931. */
  81932. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81933. var _this = this;
  81934. var manager = this.camera.getScene().gamepadManager;
  81935. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81936. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81937. // prioritize XBOX gamepads.
  81938. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81939. _this.gamepad = gamepad;
  81940. }
  81941. }
  81942. });
  81943. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81944. if (_this.gamepad === gamepad) {
  81945. _this.gamepad = null;
  81946. }
  81947. });
  81948. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81949. };
  81950. /**
  81951. * Detach the current controls from the specified dom element.
  81952. * @param element Defines the element to stop listening the inputs from
  81953. */
  81954. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81955. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81956. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81957. this.gamepad = null;
  81958. };
  81959. /**
  81960. * Update the current camera state depending on the inputs that have been used this frame.
  81961. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81962. */
  81963. FreeCameraGamepadInput.prototype.checkInputs = function () {
  81964. if (this.gamepad && this.gamepad.leftStick) {
  81965. var camera = this.camera;
  81966. var LSValues = this.gamepad.leftStick;
  81967. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  81968. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  81969. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  81970. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  81971. var RSValues = this.gamepad.rightStick;
  81972. if (RSValues) {
  81973. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  81974. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  81975. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  81976. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  81977. }
  81978. else {
  81979. RSValues = { x: 0, y: 0 };
  81980. }
  81981. if (!camera.rotationQuaternion) {
  81982. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  81983. }
  81984. else {
  81985. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  81986. }
  81987. var speed = camera._computeLocalCameraSpeed() * 50.0;
  81988. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  81989. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  81990. camera.cameraDirection.addInPlace(this._deltaTransform);
  81991. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  81992. camera.cameraRotation.addInPlace(this._vector2);
  81993. }
  81994. };
  81995. /**
  81996. * Gets the class name of the current intput.
  81997. * @returns the class name
  81998. */
  81999. FreeCameraGamepadInput.prototype.getClassName = function () {
  82000. return "FreeCameraGamepadInput";
  82001. };
  82002. /**
  82003. * Get the friendly name associated with the input class.
  82004. * @returns the input friendly name
  82005. */
  82006. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  82007. return "gamepad";
  82008. };
  82009. __decorate([
  82010. BABYLON.serialize()
  82011. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  82012. __decorate([
  82013. BABYLON.serialize()
  82014. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82015. return FreeCameraGamepadInput;
  82016. }());
  82017. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  82018. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  82019. })(BABYLON || (BABYLON = {}));
  82020. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  82021. var BABYLON;
  82022. (function (BABYLON) {
  82023. /**
  82024. * Manage the gamepad inputs to control an arc rotate camera.
  82025. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  82026. */
  82027. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  82028. function ArcRotateCameraGamepadInput() {
  82029. /**
  82030. * Defines the gamepad rotation sensiblity.
  82031. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  82032. */
  82033. this.gamepadRotationSensibility = 80;
  82034. /**
  82035. * Defines the gamepad move sensiblity.
  82036. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  82037. */
  82038. this.gamepadMoveSensibility = 40;
  82039. }
  82040. /**
  82041. * Attach the input controls to a specific dom element to get the input from.
  82042. * @param element Defines the element the controls should be listened from
  82043. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  82044. */
  82045. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  82046. var _this = this;
  82047. var manager = this.camera.getScene().gamepadManager;
  82048. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  82049. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  82050. // prioritize XBOX gamepads.
  82051. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  82052. _this.gamepad = gamepad;
  82053. }
  82054. }
  82055. });
  82056. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  82057. if (_this.gamepad === gamepad) {
  82058. _this.gamepad = null;
  82059. }
  82060. });
  82061. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82062. };
  82063. /**
  82064. * Detach the current controls from the specified dom element.
  82065. * @param element Defines the element to stop listening the inputs from
  82066. */
  82067. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  82068. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82069. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82070. this.gamepad = null;
  82071. };
  82072. /**
  82073. * Update the current camera state depending on the inputs that have been used this frame.
  82074. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82075. */
  82076. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  82077. if (this.gamepad) {
  82078. var camera = this.camera;
  82079. var RSValues = this.gamepad.rightStick;
  82080. if (RSValues) {
  82081. if (RSValues.x != 0) {
  82082. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  82083. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  82084. camera.inertialAlphaOffset += normalizedRX;
  82085. }
  82086. }
  82087. if (RSValues.y != 0) {
  82088. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  82089. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  82090. camera.inertialBetaOffset += normalizedRY;
  82091. }
  82092. }
  82093. }
  82094. var LSValues = this.gamepad.leftStick;
  82095. if (LSValues && LSValues.y != 0) {
  82096. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82097. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  82098. this.camera.inertialRadiusOffset -= normalizedLY;
  82099. }
  82100. }
  82101. }
  82102. };
  82103. /**
  82104. * Gets the class name of the current intput.
  82105. * @returns the class name
  82106. */
  82107. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  82108. return "ArcRotateCameraGamepadInput";
  82109. };
  82110. /**
  82111. * Get the friendly name associated with the input class.
  82112. * @returns the input friendly name
  82113. */
  82114. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  82115. return "gamepad";
  82116. };
  82117. __decorate([
  82118. BABYLON.serialize()
  82119. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  82120. __decorate([
  82121. BABYLON.serialize()
  82122. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82123. return ArcRotateCameraGamepadInput;
  82124. }());
  82125. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  82126. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  82127. })(BABYLON || (BABYLON = {}));
  82128. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  82129. var BABYLON;
  82130. (function (BABYLON) {
  82131. /**
  82132. * Manager for handling gamepads
  82133. */
  82134. var GamepadManager = /** @class */ (function () {
  82135. /**
  82136. * Initializes the gamepad manager
  82137. * @param _scene BabylonJS scene
  82138. */
  82139. function GamepadManager(_scene) {
  82140. var _this = this;
  82141. this._scene = _scene;
  82142. this._babylonGamepads = [];
  82143. this._oneGamepadConnected = false;
  82144. /** @hidden */
  82145. this._isMonitoring = false;
  82146. /**
  82147. * observable to be triggered when the gamepad controller has been disconnected
  82148. */
  82149. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  82150. if (!BABYLON.Tools.IsWindowObjectExist()) {
  82151. this._gamepadEventSupported = false;
  82152. }
  82153. else {
  82154. this._gamepadEventSupported = 'GamepadEvent' in window;
  82155. this._gamepadSupport = (navigator.getGamepads ||
  82156. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  82157. }
  82158. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  82159. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  82160. for (var i in _this._babylonGamepads) {
  82161. var gamepad = _this._babylonGamepads[i];
  82162. if (gamepad && gamepad._isConnected) {
  82163. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  82164. }
  82165. }
  82166. });
  82167. this._onGamepadConnectedEvent = function (evt) {
  82168. var gamepad = evt.gamepad;
  82169. if (gamepad.index in _this._babylonGamepads) {
  82170. if (_this._babylonGamepads[gamepad.index].isConnected) {
  82171. return;
  82172. }
  82173. }
  82174. var newGamepad;
  82175. if (_this._babylonGamepads[gamepad.index]) {
  82176. newGamepad = _this._babylonGamepads[gamepad.index];
  82177. newGamepad.browserGamepad = gamepad;
  82178. newGamepad._isConnected = true;
  82179. }
  82180. else {
  82181. newGamepad = _this._addNewGamepad(gamepad);
  82182. }
  82183. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82184. _this._startMonitoringGamepads();
  82185. };
  82186. this._onGamepadDisconnectedEvent = function (evt) {
  82187. var gamepad = evt.gamepad;
  82188. // Remove the gamepad from the list of gamepads to monitor.
  82189. for (var i in _this._babylonGamepads) {
  82190. if (_this._babylonGamepads[i].index === gamepad.index) {
  82191. var disconnectedGamepad = _this._babylonGamepads[i];
  82192. disconnectedGamepad._isConnected = false;
  82193. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  82194. break;
  82195. }
  82196. }
  82197. };
  82198. if (this._gamepadSupport) {
  82199. //first add already-connected gamepads
  82200. this._updateGamepadObjects();
  82201. if (this._babylonGamepads.length) {
  82202. this._startMonitoringGamepads();
  82203. }
  82204. // Checking if the gamepad connected event is supported (like in Firefox)
  82205. if (this._gamepadEventSupported) {
  82206. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82207. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82208. }
  82209. else {
  82210. this._startMonitoringGamepads();
  82211. }
  82212. }
  82213. }
  82214. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82215. /**
  82216. * The gamepads in the game pad manager
  82217. */
  82218. get: function () {
  82219. return this._babylonGamepads;
  82220. },
  82221. enumerable: true,
  82222. configurable: true
  82223. });
  82224. /**
  82225. * Get the gamepad controllers based on type
  82226. * @param type The type of gamepad controller
  82227. * @returns Nullable gamepad
  82228. */
  82229. GamepadManager.prototype.getGamepadByType = function (type) {
  82230. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82231. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82232. var gamepad = _a[_i];
  82233. if (gamepad && gamepad.type === type) {
  82234. return gamepad;
  82235. }
  82236. }
  82237. return null;
  82238. };
  82239. /**
  82240. * Disposes the gamepad manager
  82241. */
  82242. GamepadManager.prototype.dispose = function () {
  82243. if (this._gamepadEventSupported) {
  82244. if (this._onGamepadConnectedEvent) {
  82245. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82246. }
  82247. if (this._onGamepadDisconnectedEvent) {
  82248. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82249. }
  82250. this._onGamepadConnectedEvent = null;
  82251. this._onGamepadDisconnectedEvent = null;
  82252. }
  82253. this._babylonGamepads.forEach(function (gamepad) {
  82254. gamepad.dispose();
  82255. });
  82256. this.onGamepadConnectedObservable.clear();
  82257. this.onGamepadDisconnectedObservable.clear();
  82258. this._oneGamepadConnected = false;
  82259. this._stopMonitoringGamepads();
  82260. this._babylonGamepads = [];
  82261. };
  82262. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82263. if (!this._oneGamepadConnected) {
  82264. this._oneGamepadConnected = true;
  82265. }
  82266. var newGamepad;
  82267. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82268. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82269. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82270. }
  82271. // if pose is supported, use the (WebVR) pose enabled controller
  82272. else if (gamepad.pose) {
  82273. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82274. }
  82275. else {
  82276. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82277. }
  82278. this._babylonGamepads[newGamepad.index] = newGamepad;
  82279. return newGamepad;
  82280. };
  82281. GamepadManager.prototype._startMonitoringGamepads = function () {
  82282. if (!this._isMonitoring) {
  82283. this._isMonitoring = true;
  82284. //back-comp
  82285. if (!this._scene) {
  82286. this._checkGamepadsStatus();
  82287. }
  82288. }
  82289. };
  82290. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82291. this._isMonitoring = false;
  82292. };
  82293. /** @hidden */
  82294. GamepadManager.prototype._checkGamepadsStatus = function () {
  82295. var _this = this;
  82296. // Hack to be compatible Chrome
  82297. this._updateGamepadObjects();
  82298. for (var i in this._babylonGamepads) {
  82299. var gamepad = this._babylonGamepads[i];
  82300. if (!gamepad || !gamepad.isConnected) {
  82301. continue;
  82302. }
  82303. gamepad.update();
  82304. }
  82305. if (this._isMonitoring && !this._scene) {
  82306. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82307. }
  82308. };
  82309. // This function is called only on Chrome, which does not properly support
  82310. // connection/disconnection events and forces you to recopy again the gamepad object
  82311. GamepadManager.prototype._updateGamepadObjects = function () {
  82312. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82313. for (var i = 0; i < gamepads.length; i++) {
  82314. var gamepad = gamepads[i];
  82315. if (gamepad) {
  82316. if (!this._babylonGamepads[gamepad.index]) {
  82317. var newGamepad = this._addNewGamepad(gamepad);
  82318. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82319. }
  82320. else {
  82321. // Forced to copy again this object for Chrome for unknown reason
  82322. this._babylonGamepads[i].browserGamepad = gamepad;
  82323. if (!this._babylonGamepads[i].isConnected) {
  82324. this._babylonGamepads[i]._isConnected = true;
  82325. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82326. }
  82327. }
  82328. }
  82329. }
  82330. };
  82331. return GamepadManager;
  82332. }());
  82333. BABYLON.GamepadManager = GamepadManager;
  82334. })(BABYLON || (BABYLON = {}));
  82335. //# sourceMappingURL=babylon.gamepadManager.js.map
  82336. var BABYLON;
  82337. (function (BABYLON) {
  82338. /**
  82339. * Represents a gamepad control stick position
  82340. */
  82341. var StickValues = /** @class */ (function () {
  82342. /**
  82343. * Initializes the gamepad x and y control stick values
  82344. * @param x The x component of the gamepad control stick value
  82345. * @param y The y component of the gamepad control stick value
  82346. */
  82347. function StickValues(
  82348. /**
  82349. * The x component of the control stick
  82350. */
  82351. x,
  82352. /**
  82353. * The y component of the control stick
  82354. */
  82355. y) {
  82356. this.x = x;
  82357. this.y = y;
  82358. }
  82359. return StickValues;
  82360. }());
  82361. BABYLON.StickValues = StickValues;
  82362. /**
  82363. * Represents a gamepad
  82364. */
  82365. var Gamepad = /** @class */ (function () {
  82366. /**
  82367. * Initializes the gamepad
  82368. * @param id The id of the gamepad
  82369. * @param index The index of the gamepad
  82370. * @param browserGamepad The browser gamepad
  82371. * @param leftStickX The x component of the left joystick
  82372. * @param leftStickY The y component of the left joystick
  82373. * @param rightStickX The x component of the right joystick
  82374. * @param rightStickY The y component of the right joystick
  82375. */
  82376. function Gamepad(
  82377. /**
  82378. * The id of the gamepad
  82379. */
  82380. id,
  82381. /**
  82382. * The index of the gamepad
  82383. */
  82384. index,
  82385. /**
  82386. * The browser gamepad
  82387. */
  82388. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82389. if (leftStickX === void 0) { leftStickX = 0; }
  82390. if (leftStickY === void 0) { leftStickY = 1; }
  82391. if (rightStickX === void 0) { rightStickX = 2; }
  82392. if (rightStickY === void 0) { rightStickY = 3; }
  82393. this.id = id;
  82394. this.index = index;
  82395. this.browserGamepad = browserGamepad;
  82396. this._leftStick = { x: 0, y: 0 };
  82397. this._rightStick = { x: 0, y: 0 };
  82398. /** @hidden */
  82399. this._isConnected = true;
  82400. /**
  82401. * Specifies whether the left control stick should be Y-inverted
  82402. */
  82403. this._invertLeftStickY = false;
  82404. this.type = Gamepad.GAMEPAD;
  82405. this._leftStickAxisX = leftStickX;
  82406. this._leftStickAxisY = leftStickY;
  82407. this._rightStickAxisX = rightStickX;
  82408. this._rightStickAxisY = rightStickY;
  82409. if (this.browserGamepad.axes.length >= 2) {
  82410. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82411. }
  82412. if (this.browserGamepad.axes.length >= 4) {
  82413. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82414. }
  82415. }
  82416. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82417. /**
  82418. * Specifies if the gamepad has been connected
  82419. */
  82420. get: function () {
  82421. return this._isConnected;
  82422. },
  82423. enumerable: true,
  82424. configurable: true
  82425. });
  82426. /**
  82427. * Callback triggered when the left joystick has changed
  82428. * @param callback
  82429. */
  82430. Gamepad.prototype.onleftstickchanged = function (callback) {
  82431. this._onleftstickchanged = callback;
  82432. };
  82433. /**
  82434. * Callback triggered when the right joystick has changed
  82435. * @param callback
  82436. */
  82437. Gamepad.prototype.onrightstickchanged = function (callback) {
  82438. this._onrightstickchanged = callback;
  82439. };
  82440. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82441. /**
  82442. * Gets the left joystick
  82443. */
  82444. get: function () {
  82445. return this._leftStick;
  82446. },
  82447. /**
  82448. * Sets the left joystick values
  82449. */
  82450. set: function (newValues) {
  82451. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82452. this._onleftstickchanged(newValues);
  82453. }
  82454. this._leftStick = newValues;
  82455. },
  82456. enumerable: true,
  82457. configurable: true
  82458. });
  82459. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82460. /**
  82461. * Gets the right joystick
  82462. */
  82463. get: function () {
  82464. return this._rightStick;
  82465. },
  82466. /**
  82467. * Sets the right joystick value
  82468. */
  82469. set: function (newValues) {
  82470. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82471. this._onrightstickchanged(newValues);
  82472. }
  82473. this._rightStick = newValues;
  82474. },
  82475. enumerable: true,
  82476. configurable: true
  82477. });
  82478. /**
  82479. * Updates the gamepad joystick positions
  82480. */
  82481. Gamepad.prototype.update = function () {
  82482. if (this._leftStick) {
  82483. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82484. if (this._invertLeftStickY) {
  82485. this.leftStick.y *= -1;
  82486. }
  82487. }
  82488. if (this._rightStick) {
  82489. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82490. }
  82491. };
  82492. /**
  82493. * Disposes the gamepad
  82494. */
  82495. Gamepad.prototype.dispose = function () {
  82496. };
  82497. /**
  82498. * Represents a gamepad controller
  82499. */
  82500. Gamepad.GAMEPAD = 0;
  82501. /**
  82502. * Represents a generic controller
  82503. */
  82504. Gamepad.GENERIC = 1;
  82505. /**
  82506. * Represents an XBox controller
  82507. */
  82508. Gamepad.XBOX = 2;
  82509. /**
  82510. * Represents a pose-enabled controller
  82511. */
  82512. Gamepad.POSE_ENABLED = 3;
  82513. return Gamepad;
  82514. }());
  82515. BABYLON.Gamepad = Gamepad;
  82516. /**
  82517. * Represents a generic gamepad
  82518. */
  82519. var GenericPad = /** @class */ (function (_super) {
  82520. __extends(GenericPad, _super);
  82521. /**
  82522. * Initializes the generic gamepad
  82523. * @param id The id of the generic gamepad
  82524. * @param index The index of the generic gamepad
  82525. * @param browserGamepad The browser gamepad
  82526. */
  82527. function GenericPad(id, index, browserGamepad) {
  82528. var _this = _super.call(this, id, index, browserGamepad) || this;
  82529. /**
  82530. * Observable triggered when a button has been pressed
  82531. */
  82532. _this.onButtonDownObservable = new BABYLON.Observable();
  82533. /**
  82534. * Observable triggered when a button has been released
  82535. */
  82536. _this.onButtonUpObservable = new BABYLON.Observable();
  82537. _this.type = Gamepad.GENERIC;
  82538. _this._buttons = new Array(browserGamepad.buttons.length);
  82539. return _this;
  82540. }
  82541. /**
  82542. * Callback triggered when a button has been pressed
  82543. * @param callback Called when a button has been pressed
  82544. */
  82545. GenericPad.prototype.onbuttondown = function (callback) {
  82546. this._onbuttondown = callback;
  82547. };
  82548. /**
  82549. * Callback triggered when a button has been released
  82550. * @param callback Called when a button has been released
  82551. */
  82552. GenericPad.prototype.onbuttonup = function (callback) {
  82553. this._onbuttonup = callback;
  82554. };
  82555. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82556. if (newValue !== currentValue) {
  82557. if (newValue === 1) {
  82558. if (this._onbuttondown) {
  82559. this._onbuttondown(buttonIndex);
  82560. }
  82561. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82562. }
  82563. if (newValue === 0) {
  82564. if (this._onbuttonup) {
  82565. this._onbuttonup(buttonIndex);
  82566. }
  82567. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82568. }
  82569. }
  82570. return newValue;
  82571. };
  82572. /**
  82573. * Updates the generic gamepad
  82574. */
  82575. GenericPad.prototype.update = function () {
  82576. _super.prototype.update.call(this);
  82577. for (var index = 0; index < this._buttons.length; index++) {
  82578. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82579. }
  82580. };
  82581. /**
  82582. * Disposes the generic gamepad
  82583. */
  82584. GenericPad.prototype.dispose = function () {
  82585. _super.prototype.dispose.call(this);
  82586. this.onButtonDownObservable.clear();
  82587. this.onButtonUpObservable.clear();
  82588. };
  82589. return GenericPad;
  82590. }(Gamepad));
  82591. BABYLON.GenericPad = GenericPad;
  82592. })(BABYLON || (BABYLON = {}));
  82593. //# sourceMappingURL=babylon.gamepad.js.map
  82594. var BABYLON;
  82595. (function (BABYLON) {
  82596. /**
  82597. * Defines supported buttons for XBox360 compatible gamepads
  82598. */
  82599. var Xbox360Button;
  82600. (function (Xbox360Button) {
  82601. /** A */
  82602. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82603. /** B */
  82604. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82605. /** X */
  82606. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82607. /** Y */
  82608. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82609. /** Start */
  82610. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82611. /** Back */
  82612. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82613. /** Left button */
  82614. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82615. /** Right button */
  82616. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82617. /** Left stick */
  82618. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82619. /** Right stick */
  82620. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82621. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82622. /** Defines values for XBox360 DPad */
  82623. var Xbox360Dpad;
  82624. (function (Xbox360Dpad) {
  82625. /** Up */
  82626. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82627. /** Down */
  82628. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82629. /** Left */
  82630. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82631. /** Right */
  82632. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82633. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82634. /**
  82635. * Defines a XBox360 gamepad
  82636. */
  82637. var Xbox360Pad = /** @class */ (function (_super) {
  82638. __extends(Xbox360Pad, _super);
  82639. /**
  82640. * Creates a new XBox360 gamepad object
  82641. * @param id defines the id of this gamepad
  82642. * @param index defines its index
  82643. * @param gamepad defines the internal HTML gamepad object
  82644. * @param xboxOne defines if it is a XBox One gamepad
  82645. */
  82646. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82647. if (xboxOne === void 0) { xboxOne = false; }
  82648. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82649. _this._leftTrigger = 0;
  82650. _this._rightTrigger = 0;
  82651. /** Observable raised when a button is pressed */
  82652. _this.onButtonDownObservable = new BABYLON.Observable();
  82653. /** Observable raised when a button is released */
  82654. _this.onButtonUpObservable = new BABYLON.Observable();
  82655. /** Observable raised when a pad is pressed */
  82656. _this.onPadDownObservable = new BABYLON.Observable();
  82657. /** Observable raised when a pad is released */
  82658. _this.onPadUpObservable = new BABYLON.Observable();
  82659. _this._buttonA = 0;
  82660. _this._buttonB = 0;
  82661. _this._buttonX = 0;
  82662. _this._buttonY = 0;
  82663. _this._buttonBack = 0;
  82664. _this._buttonStart = 0;
  82665. _this._buttonLB = 0;
  82666. _this._buttonRB = 0;
  82667. _this._buttonLeftStick = 0;
  82668. _this._buttonRightStick = 0;
  82669. _this._dPadUp = 0;
  82670. _this._dPadDown = 0;
  82671. _this._dPadLeft = 0;
  82672. _this._dPadRight = 0;
  82673. _this._isXboxOnePad = false;
  82674. _this.type = BABYLON.Gamepad.XBOX;
  82675. _this._isXboxOnePad = xboxOne;
  82676. return _this;
  82677. }
  82678. /**
  82679. * Defines the callback to call when left trigger is pressed
  82680. * @param callback defines the callback to use
  82681. */
  82682. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82683. this._onlefttriggerchanged = callback;
  82684. };
  82685. /**
  82686. * Defines the callback to call when right trigger is pressed
  82687. * @param callback defines the callback to use
  82688. */
  82689. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82690. this._onrighttriggerchanged = callback;
  82691. };
  82692. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82693. /**
  82694. * Gets the left trigger value
  82695. */
  82696. get: function () {
  82697. return this._leftTrigger;
  82698. },
  82699. /**
  82700. * Sets the left trigger value
  82701. */
  82702. set: function (newValue) {
  82703. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82704. this._onlefttriggerchanged(newValue);
  82705. }
  82706. this._leftTrigger = newValue;
  82707. },
  82708. enumerable: true,
  82709. configurable: true
  82710. });
  82711. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82712. /**
  82713. * Gets the right trigger value
  82714. */
  82715. get: function () {
  82716. return this._rightTrigger;
  82717. },
  82718. /**
  82719. * Sets the right trigger value
  82720. */
  82721. set: function (newValue) {
  82722. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82723. this._onrighttriggerchanged(newValue);
  82724. }
  82725. this._rightTrigger = newValue;
  82726. },
  82727. enumerable: true,
  82728. configurable: true
  82729. });
  82730. /**
  82731. * Defines the callback to call when a button is pressed
  82732. * @param callback defines the callback to use
  82733. */
  82734. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82735. this._onbuttondown = callback;
  82736. };
  82737. /**
  82738. * Defines the callback to call when a button is released
  82739. * @param callback defines the callback to use
  82740. */
  82741. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82742. this._onbuttonup = callback;
  82743. };
  82744. /**
  82745. * Defines the callback to call when a pad is pressed
  82746. * @param callback defines the callback to use
  82747. */
  82748. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82749. this._ondpaddown = callback;
  82750. };
  82751. /**
  82752. * Defines the callback to call when a pad is released
  82753. * @param callback defines the callback to use
  82754. */
  82755. Xbox360Pad.prototype.ondpadup = function (callback) {
  82756. this._ondpadup = callback;
  82757. };
  82758. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82759. if (newValue !== currentValue) {
  82760. if (newValue === 1) {
  82761. if (this._onbuttondown) {
  82762. this._onbuttondown(buttonType);
  82763. }
  82764. this.onButtonDownObservable.notifyObservers(buttonType);
  82765. }
  82766. if (newValue === 0) {
  82767. if (this._onbuttonup) {
  82768. this._onbuttonup(buttonType);
  82769. }
  82770. this.onButtonUpObservable.notifyObservers(buttonType);
  82771. }
  82772. }
  82773. return newValue;
  82774. };
  82775. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82776. if (newValue !== currentValue) {
  82777. if (newValue === 1) {
  82778. if (this._ondpaddown) {
  82779. this._ondpaddown(buttonType);
  82780. }
  82781. this.onPadDownObservable.notifyObservers(buttonType);
  82782. }
  82783. if (newValue === 0) {
  82784. if (this._ondpadup) {
  82785. this._ondpadup(buttonType);
  82786. }
  82787. this.onPadUpObservable.notifyObservers(buttonType);
  82788. }
  82789. }
  82790. return newValue;
  82791. };
  82792. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82793. /**
  82794. * Gets the value of the `A` button
  82795. */
  82796. get: function () {
  82797. return this._buttonA;
  82798. },
  82799. /**
  82800. * Sets the value of the `A` button
  82801. */
  82802. set: function (value) {
  82803. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82804. },
  82805. enumerable: true,
  82806. configurable: true
  82807. });
  82808. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82809. /**
  82810. * Gets the value of the `B` button
  82811. */
  82812. get: function () {
  82813. return this._buttonB;
  82814. },
  82815. /**
  82816. * Sets the value of the `B` button
  82817. */
  82818. set: function (value) {
  82819. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82820. },
  82821. enumerable: true,
  82822. configurable: true
  82823. });
  82824. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82825. /**
  82826. * Gets the value of the `X` button
  82827. */
  82828. get: function () {
  82829. return this._buttonX;
  82830. },
  82831. /**
  82832. * Sets the value of the `X` button
  82833. */
  82834. set: function (value) {
  82835. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82836. },
  82837. enumerable: true,
  82838. configurable: true
  82839. });
  82840. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82841. /**
  82842. * Gets the value of the `Y` button
  82843. */
  82844. get: function () {
  82845. return this._buttonY;
  82846. },
  82847. /**
  82848. * Sets the value of the `Y` button
  82849. */
  82850. set: function (value) {
  82851. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82852. },
  82853. enumerable: true,
  82854. configurable: true
  82855. });
  82856. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82857. /**
  82858. * Gets the value of the `Start` button
  82859. */
  82860. get: function () {
  82861. return this._buttonStart;
  82862. },
  82863. /**
  82864. * Sets the value of the `Start` button
  82865. */
  82866. set: function (value) {
  82867. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82868. },
  82869. enumerable: true,
  82870. configurable: true
  82871. });
  82872. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82873. /**
  82874. * Gets the value of the `Back` button
  82875. */
  82876. get: function () {
  82877. return this._buttonBack;
  82878. },
  82879. /**
  82880. * Sets the value of the `Back` button
  82881. */
  82882. set: function (value) {
  82883. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82884. },
  82885. enumerable: true,
  82886. configurable: true
  82887. });
  82888. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82889. /**
  82890. * Gets the value of the `Left` button
  82891. */
  82892. get: function () {
  82893. return this._buttonLB;
  82894. },
  82895. /**
  82896. * Sets the value of the `Left` button
  82897. */
  82898. set: function (value) {
  82899. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82900. },
  82901. enumerable: true,
  82902. configurable: true
  82903. });
  82904. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82905. /**
  82906. * Gets the value of the `Right` button
  82907. */
  82908. get: function () {
  82909. return this._buttonRB;
  82910. },
  82911. /**
  82912. * Sets the value of the `Right` button
  82913. */
  82914. set: function (value) {
  82915. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82916. },
  82917. enumerable: true,
  82918. configurable: true
  82919. });
  82920. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82921. /**
  82922. * Gets the value of the Left joystick
  82923. */
  82924. get: function () {
  82925. return this._buttonLeftStick;
  82926. },
  82927. /**
  82928. * Sets the value of the Left joystick
  82929. */
  82930. set: function (value) {
  82931. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82932. },
  82933. enumerable: true,
  82934. configurable: true
  82935. });
  82936. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82937. /**
  82938. * Gets the value of the Right joystick
  82939. */
  82940. get: function () {
  82941. return this._buttonRightStick;
  82942. },
  82943. /**
  82944. * Sets the value of the Right joystick
  82945. */
  82946. set: function (value) {
  82947. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82948. },
  82949. enumerable: true,
  82950. configurable: true
  82951. });
  82952. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82953. /**
  82954. * Gets the value of D-pad up
  82955. */
  82956. get: function () {
  82957. return this._dPadUp;
  82958. },
  82959. /**
  82960. * Sets the value of D-pad up
  82961. */
  82962. set: function (value) {
  82963. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  82964. },
  82965. enumerable: true,
  82966. configurable: true
  82967. });
  82968. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  82969. /**
  82970. * Gets the value of D-pad down
  82971. */
  82972. get: function () {
  82973. return this._dPadDown;
  82974. },
  82975. /**
  82976. * Sets the value of D-pad down
  82977. */
  82978. set: function (value) {
  82979. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  82980. },
  82981. enumerable: true,
  82982. configurable: true
  82983. });
  82984. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  82985. /**
  82986. * Gets the value of D-pad left
  82987. */
  82988. get: function () {
  82989. return this._dPadLeft;
  82990. },
  82991. /**
  82992. * Sets the value of D-pad left
  82993. */
  82994. set: function (value) {
  82995. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  82996. },
  82997. enumerable: true,
  82998. configurable: true
  82999. });
  83000. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  83001. /**
  83002. * Gets the value of D-pad right
  83003. */
  83004. get: function () {
  83005. return this._dPadRight;
  83006. },
  83007. /**
  83008. * Sets the value of D-pad right
  83009. */
  83010. set: function (value) {
  83011. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  83012. },
  83013. enumerable: true,
  83014. configurable: true
  83015. });
  83016. /**
  83017. * Force the gamepad to synchronize with device values
  83018. */
  83019. Xbox360Pad.prototype.update = function () {
  83020. _super.prototype.update.call(this);
  83021. if (this._isXboxOnePad) {
  83022. this.buttonA = this.browserGamepad.buttons[0].value;
  83023. this.buttonB = this.browserGamepad.buttons[1].value;
  83024. this.buttonX = this.browserGamepad.buttons[2].value;
  83025. this.buttonY = this.browserGamepad.buttons[3].value;
  83026. this.buttonLB = this.browserGamepad.buttons[4].value;
  83027. this.buttonRB = this.browserGamepad.buttons[5].value;
  83028. this.leftTrigger = this.browserGamepad.axes[2];
  83029. this.rightTrigger = this.browserGamepad.axes[5];
  83030. this.buttonBack = this.browserGamepad.buttons[9].value;
  83031. this.buttonStart = this.browserGamepad.buttons[8].value;
  83032. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  83033. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  83034. this.dPadUp = this.browserGamepad.buttons[11].value;
  83035. this.dPadDown = this.browserGamepad.buttons[12].value;
  83036. this.dPadLeft = this.browserGamepad.buttons[13].value;
  83037. this.dPadRight = this.browserGamepad.buttons[14].value;
  83038. }
  83039. else {
  83040. this.buttonA = this.browserGamepad.buttons[0].value;
  83041. this.buttonB = this.browserGamepad.buttons[1].value;
  83042. this.buttonX = this.browserGamepad.buttons[2].value;
  83043. this.buttonY = this.browserGamepad.buttons[3].value;
  83044. this.buttonLB = this.browserGamepad.buttons[4].value;
  83045. this.buttonRB = this.browserGamepad.buttons[5].value;
  83046. this.leftTrigger = this.browserGamepad.buttons[6].value;
  83047. this.rightTrigger = this.browserGamepad.buttons[7].value;
  83048. this.buttonBack = this.browserGamepad.buttons[8].value;
  83049. this.buttonStart = this.browserGamepad.buttons[9].value;
  83050. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  83051. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  83052. this.dPadUp = this.browserGamepad.buttons[12].value;
  83053. this.dPadDown = this.browserGamepad.buttons[13].value;
  83054. this.dPadLeft = this.browserGamepad.buttons[14].value;
  83055. this.dPadRight = this.browserGamepad.buttons[15].value;
  83056. }
  83057. };
  83058. /**
  83059. * Disposes the gamepad
  83060. */
  83061. Xbox360Pad.prototype.dispose = function () {
  83062. _super.prototype.dispose.call(this);
  83063. this.onButtonDownObservable.clear();
  83064. this.onButtonUpObservable.clear();
  83065. this.onPadDownObservable.clear();
  83066. this.onPadUpObservable.clear();
  83067. };
  83068. return Xbox360Pad;
  83069. }(BABYLON.Gamepad));
  83070. BABYLON.Xbox360Pad = Xbox360Pad;
  83071. })(BABYLON || (BABYLON = {}));
  83072. //# sourceMappingURL=babylon.xboxGamepad.js.map
  83073. var BABYLON;
  83074. (function (BABYLON) {
  83075. /**
  83076. * Defines the types of pose enabled controllers that are supported
  83077. */
  83078. var PoseEnabledControllerType;
  83079. (function (PoseEnabledControllerType) {
  83080. /**
  83081. * HTC Vive
  83082. */
  83083. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  83084. /**
  83085. * Oculus Rift
  83086. */
  83087. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  83088. /**
  83089. * Windows mixed reality
  83090. */
  83091. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  83092. /**
  83093. * Samsung gear VR
  83094. */
  83095. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  83096. /**
  83097. * Google Daydream
  83098. */
  83099. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  83100. /**
  83101. * Generic
  83102. */
  83103. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  83104. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  83105. /**
  83106. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83107. */
  83108. var PoseEnabledControllerHelper = /** @class */ (function () {
  83109. function PoseEnabledControllerHelper() {
  83110. }
  83111. /**
  83112. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83113. * @param vrGamepad the gamepad to initialized
  83114. * @returns a vr controller of the type the gamepad identified as
  83115. */
  83116. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  83117. // Oculus Touch
  83118. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  83119. return new BABYLON.OculusTouchController(vrGamepad);
  83120. }
  83121. // Windows Mixed Reality controllers
  83122. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  83123. return new BABYLON.WindowsMotionController(vrGamepad);
  83124. }
  83125. // HTC Vive
  83126. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  83127. return new BABYLON.ViveController(vrGamepad);
  83128. }
  83129. // Samsung/Oculus Gear VR or Oculus Go
  83130. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  83131. return new BABYLON.GearVRController(vrGamepad);
  83132. }
  83133. // Google Daydream
  83134. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  83135. return new BABYLON.DaydreamController(vrGamepad);
  83136. }
  83137. // Generic
  83138. else {
  83139. return new BABYLON.GenericController(vrGamepad);
  83140. }
  83141. };
  83142. return PoseEnabledControllerHelper;
  83143. }());
  83144. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  83145. /**
  83146. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83147. */
  83148. var PoseEnabledController = /** @class */ (function (_super) {
  83149. __extends(PoseEnabledController, _super);
  83150. /**
  83151. * Creates a new PoseEnabledController from a gamepad
  83152. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83153. */
  83154. function PoseEnabledController(browserGamepad) {
  83155. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  83156. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  83157. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  83158. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  83159. /**
  83160. * The device position in babylon space
  83161. */
  83162. _this.devicePosition = BABYLON.Vector3.Zero();
  83163. /**
  83164. * The device rotation in babylon space
  83165. */
  83166. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  83167. /**
  83168. * The scale factor of the device in babylon space
  83169. */
  83170. _this.deviceScaleFactor = 1;
  83171. // Used to convert 6dof controllers to 3dof
  83172. _this._trackPosition = true;
  83173. _this._maxRotationDistFromHeadset = Math.PI / 5;
  83174. _this._draggedRoomRotation = 0;
  83175. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  83176. /**
  83177. * Internal, matrix used to convert room space to babylon space
  83178. * @hidden
  83179. */
  83180. _this._deviceToWorld = BABYLON.Matrix.Identity();
  83181. /**
  83182. * Node to be used when casting a ray from the controller
  83183. * @hidden
  83184. */
  83185. _this._pointingPoseNode = null;
  83186. _this._workingMatrix = BABYLON.Matrix.Identity();
  83187. /**
  83188. * @hidden
  83189. */
  83190. _this._meshAttachedObservable = new BABYLON.Observable();
  83191. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  83192. _this.controllerType = PoseEnabledControllerType.GENERIC;
  83193. _this.position = BABYLON.Vector3.Zero();
  83194. _this.rotationQuaternion = new BABYLON.Quaternion();
  83195. _this._calculatedPosition = BABYLON.Vector3.Zero();
  83196. _this._calculatedRotation = new BABYLON.Quaternion();
  83197. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  83198. return _this;
  83199. }
  83200. /**
  83201. * @hidden
  83202. */
  83203. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  83204. if (this._trackPosition) {
  83205. this._calculatedPosition.copyFrom(fixedPosition);
  83206. this._trackPosition = false;
  83207. }
  83208. };
  83209. /**
  83210. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83211. */
  83212. PoseEnabledController.prototype.update = function () {
  83213. _super.prototype.update.call(this);
  83214. this._updatePoseAndMesh();
  83215. };
  83216. /**
  83217. * Updates only the pose device and mesh without doing any button event checking
  83218. */
  83219. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83220. var pose = this.browserGamepad.pose;
  83221. this.updateFromDevice(pose);
  83222. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83223. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83224. camera._computeDevicePosition();
  83225. this._deviceToWorld.setTranslation(camera.devicePosition);
  83226. if (camera.deviceRotationQuaternion) {
  83227. var camera = camera;
  83228. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83229. // Find the radian distance away that the headset is from the controllers rotation
  83230. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83231. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83232. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83233. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83234. this._draggedRoomRotation += rotationAmount;
  83235. // Rotate controller around headset
  83236. var sin = Math.sin(-rotationAmount);
  83237. var cos = Math.cos(-rotationAmount);
  83238. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83239. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83240. }
  83241. }
  83242. }
  83243. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83244. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83245. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83246. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83247. if (this._mesh) {
  83248. this._mesh.position.copyFrom(this.devicePosition);
  83249. if (this._mesh.rotationQuaternion) {
  83250. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83251. }
  83252. }
  83253. };
  83254. /**
  83255. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83256. * @param poseData raw pose fromthe device
  83257. */
  83258. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83259. if (poseData) {
  83260. this.rawPose = poseData;
  83261. if (poseData.position) {
  83262. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83263. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83264. this._deviceRoomPosition.z *= -1;
  83265. }
  83266. if (this._trackPosition) {
  83267. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83268. }
  83269. this._calculatedPosition.addInPlace(this.position);
  83270. }
  83271. var pose = this.rawPose;
  83272. if (poseData.orientation && pose.orientation) {
  83273. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83274. if (this._mesh) {
  83275. if (this._mesh.getScene().useRightHandedSystem) {
  83276. this._deviceRoomRotationQuaternion.z *= -1;
  83277. this._deviceRoomRotationQuaternion.w *= -1;
  83278. }
  83279. else {
  83280. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83281. }
  83282. }
  83283. // if the camera is set, rotate to the camera's rotation
  83284. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83285. }
  83286. }
  83287. };
  83288. /**
  83289. * Attaches a mesh to the controller
  83290. * @param mesh the mesh to be attached
  83291. */
  83292. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83293. if (this._mesh) {
  83294. this._mesh.parent = null;
  83295. }
  83296. this._mesh = mesh;
  83297. if (this._poseControlledCamera) {
  83298. this._mesh.parent = this._poseControlledCamera;
  83299. }
  83300. if (!this._mesh.rotationQuaternion) {
  83301. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83302. }
  83303. // Sync controller mesh and pointing pose node's state with controller, this is done to avoid a frame where position is 0,0,0 when attaching mesh
  83304. this._updatePoseAndMesh();
  83305. if (this._pointingPoseNode) {
  83306. var parents = [];
  83307. var obj = this._pointingPoseNode;
  83308. while (obj.parent) {
  83309. parents.push(obj.parent);
  83310. obj = obj.parent;
  83311. }
  83312. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83313. }
  83314. this._meshAttachedObservable.notifyObservers(mesh);
  83315. };
  83316. /**
  83317. * Attaches the controllers mesh to a camera
  83318. * @param camera the camera the mesh should be attached to
  83319. */
  83320. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83321. this._poseControlledCamera = camera;
  83322. if (this._mesh) {
  83323. this._mesh.parent = this._poseControlledCamera;
  83324. }
  83325. };
  83326. /**
  83327. * Disposes of the controller
  83328. */
  83329. PoseEnabledController.prototype.dispose = function () {
  83330. if (this._mesh) {
  83331. this._mesh.dispose();
  83332. }
  83333. this._mesh = null;
  83334. _super.prototype.dispose.call(this);
  83335. };
  83336. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83337. /**
  83338. * The mesh that is attached to the controller
  83339. */
  83340. get: function () {
  83341. return this._mesh;
  83342. },
  83343. enumerable: true,
  83344. configurable: true
  83345. });
  83346. /**
  83347. * Gets the ray of the controller in the direction the controller is pointing
  83348. * @param length the length the resulting ray should be
  83349. * @returns a ray in the direction the controller is pointing
  83350. */
  83351. PoseEnabledController.prototype.getForwardRay = function (length) {
  83352. if (length === void 0) { length = 100; }
  83353. if (!this.mesh) {
  83354. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83355. }
  83356. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83357. var origin = m.getTranslation();
  83358. var forward = new BABYLON.Vector3(0, 0, -1);
  83359. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83360. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83361. return new BABYLON.Ray(origin, direction, length);
  83362. };
  83363. /**
  83364. * Name of the child mesh that can be used to cast a ray from the controller
  83365. */
  83366. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83367. return PoseEnabledController;
  83368. }(BABYLON.Gamepad));
  83369. BABYLON.PoseEnabledController = PoseEnabledController;
  83370. })(BABYLON || (BABYLON = {}));
  83371. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83372. var BABYLON;
  83373. (function (BABYLON) {
  83374. /**
  83375. * Defines the WebVRController object that represents controllers tracked in 3D space
  83376. */
  83377. var WebVRController = /** @class */ (function (_super) {
  83378. __extends(WebVRController, _super);
  83379. /**
  83380. * Creates a new WebVRController from a gamepad
  83381. * @param vrGamepad the gamepad that the WebVRController should be created from
  83382. */
  83383. function WebVRController(vrGamepad) {
  83384. var _this = _super.call(this, vrGamepad) || this;
  83385. // Observables
  83386. /**
  83387. * Fired when the trigger state has changed
  83388. */
  83389. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83390. /**
  83391. * Fired when the main button state has changed
  83392. */
  83393. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83394. /**
  83395. * Fired when the secondary button state has changed
  83396. */
  83397. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83398. /**
  83399. * Fired when the pad state has changed
  83400. */
  83401. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83402. /**
  83403. * Fired when controllers stick values have changed
  83404. */
  83405. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83406. /**
  83407. * X and Y axis corrisponding to the controllers joystick
  83408. */
  83409. _this.pad = { x: 0, y: 0 };
  83410. // avoid GC, store state in a tmp object
  83411. _this._changes = {
  83412. pressChanged: false,
  83413. touchChanged: false,
  83414. valueChanged: false,
  83415. changed: false
  83416. };
  83417. _this._buttons = new Array(vrGamepad.buttons.length);
  83418. _this.hand = vrGamepad.hand;
  83419. return _this;
  83420. }
  83421. /**
  83422. * Fired when a controller button's state has changed
  83423. * @param callback the callback containing the button that was modified
  83424. */
  83425. WebVRController.prototype.onButtonStateChange = function (callback) {
  83426. this._onButtonStateChange = callback;
  83427. };
  83428. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83429. /**
  83430. * The default controller model for the controller
  83431. */
  83432. get: function () {
  83433. return this._defaultModel;
  83434. },
  83435. enumerable: true,
  83436. configurable: true
  83437. });
  83438. /**
  83439. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83440. */
  83441. WebVRController.prototype.update = function () {
  83442. _super.prototype.update.call(this);
  83443. for (var index = 0; index < this._buttons.length; index++) {
  83444. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83445. }
  83446. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83447. this.pad.x = this.leftStick.x;
  83448. this.pad.y = this.leftStick.y;
  83449. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83450. }
  83451. };
  83452. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83453. if (!newState) {
  83454. newState = {
  83455. pressed: false,
  83456. touched: false,
  83457. value: 0
  83458. };
  83459. }
  83460. if (!currentState) {
  83461. this._buttons[buttonIndex] = {
  83462. pressed: newState.pressed,
  83463. touched: newState.touched,
  83464. value: newState.value
  83465. };
  83466. return;
  83467. }
  83468. this._checkChanges(newState, currentState);
  83469. if (this._changes.changed) {
  83470. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83471. this._handleButtonChange(buttonIndex, newState, this._changes);
  83472. }
  83473. this._buttons[buttonIndex].pressed = newState.pressed;
  83474. this._buttons[buttonIndex].touched = newState.touched;
  83475. // oculus triggers are never 0, thou not touched.
  83476. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83477. };
  83478. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83479. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83480. this._changes.touchChanged = newState.touched !== currentState.touched;
  83481. this._changes.valueChanged = newState.value !== currentState.value;
  83482. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83483. return this._changes;
  83484. };
  83485. /**
  83486. * Disposes of th webVRCOntroller
  83487. */
  83488. WebVRController.prototype.dispose = function () {
  83489. _super.prototype.dispose.call(this);
  83490. this.onTriggerStateChangedObservable.clear();
  83491. this.onMainButtonStateChangedObservable.clear();
  83492. this.onSecondaryButtonStateChangedObservable.clear();
  83493. this.onPadStateChangedObservable.clear();
  83494. this.onPadValuesChangedObservable.clear();
  83495. };
  83496. return WebVRController;
  83497. }(BABYLON.PoseEnabledController));
  83498. BABYLON.WebVRController = WebVRController;
  83499. })(BABYLON || (BABYLON = {}));
  83500. //# sourceMappingURL=babylon.webVRController.js.map
  83501. var BABYLON;
  83502. (function (BABYLON) {
  83503. /**
  83504. * Oculus Touch Controller
  83505. */
  83506. var OculusTouchController = /** @class */ (function (_super) {
  83507. __extends(OculusTouchController, _super);
  83508. /**
  83509. * Creates a new OculusTouchController from a gamepad
  83510. * @param vrGamepad the gamepad that the controller should be created from
  83511. */
  83512. function OculusTouchController(vrGamepad) {
  83513. var _this = _super.call(this, vrGamepad) || this;
  83514. /**
  83515. * Fired when the secondary trigger on this controller is modified
  83516. */
  83517. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83518. /**
  83519. * Fired when the thumb rest on this controller is modified
  83520. */
  83521. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83522. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83523. return _this;
  83524. }
  83525. /**
  83526. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83527. * @param scene scene in which to add meshes
  83528. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83529. */
  83530. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83531. var _this = this;
  83532. var meshName;
  83533. // Hand
  83534. if (this.hand === 'left') {
  83535. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83536. }
  83537. else { // Right is the default if no hand is specified
  83538. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83539. }
  83540. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83541. /*
  83542. Parent Mesh name: oculus_touch_left
  83543. - body
  83544. - trigger
  83545. - thumbstick
  83546. - grip
  83547. - button_y
  83548. - button_x
  83549. - button_enter
  83550. */
  83551. _this._defaultModel = newMeshes[1];
  83552. _this.attachToMesh(_this._defaultModel);
  83553. if (meshLoaded) {
  83554. meshLoaded(_this._defaultModel);
  83555. }
  83556. });
  83557. };
  83558. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83559. /**
  83560. * Fired when the A button on this controller is modified
  83561. */
  83562. get: function () {
  83563. if (this.hand === 'right') {
  83564. return this.onMainButtonStateChangedObservable;
  83565. }
  83566. else {
  83567. throw new Error('No A button on left hand');
  83568. }
  83569. },
  83570. enumerable: true,
  83571. configurable: true
  83572. });
  83573. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83574. /**
  83575. * Fired when the B button on this controller is modified
  83576. */
  83577. get: function () {
  83578. if (this.hand === 'right') {
  83579. return this.onSecondaryButtonStateChangedObservable;
  83580. }
  83581. else {
  83582. throw new Error('No B button on left hand');
  83583. }
  83584. },
  83585. enumerable: true,
  83586. configurable: true
  83587. });
  83588. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83589. /**
  83590. * Fired when the X button on this controller is modified
  83591. */
  83592. get: function () {
  83593. if (this.hand === 'left') {
  83594. return this.onMainButtonStateChangedObservable;
  83595. }
  83596. else {
  83597. throw new Error('No X button on right hand');
  83598. }
  83599. },
  83600. enumerable: true,
  83601. configurable: true
  83602. });
  83603. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83604. /**
  83605. * Fired when the Y button on this controller is modified
  83606. */
  83607. get: function () {
  83608. if (this.hand === 'left') {
  83609. return this.onSecondaryButtonStateChangedObservable;
  83610. }
  83611. else {
  83612. throw new Error('No Y button on right hand');
  83613. }
  83614. },
  83615. enumerable: true,
  83616. configurable: true
  83617. });
  83618. /**
  83619. * Called once for each button that changed state since the last frame
  83620. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83621. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83622. * 2) secondary trigger (same)
  83623. * 3) A (right) X (left), touch, pressed = value
  83624. * 4) B / Y
  83625. * 5) thumb rest
  83626. * @param buttonIdx Which button index changed
  83627. * @param state New state of the button
  83628. * @param changes Which properties on the state changed since last frame
  83629. */
  83630. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83631. var notifyObject = state; //{ state: state, changes: changes };
  83632. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83633. switch (buttonIdx) {
  83634. case 0:
  83635. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83636. return;
  83637. case 1: // index trigger
  83638. if (this._defaultModel) {
  83639. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83640. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83641. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83642. }
  83643. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83644. return;
  83645. case 2: // secondary trigger
  83646. if (this._defaultModel) {
  83647. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83648. }
  83649. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83650. return;
  83651. case 3:
  83652. if (this._defaultModel) {
  83653. if (notifyObject.pressed) {
  83654. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83655. }
  83656. else {
  83657. (this._defaultModel.getChildren()[1]).position.y = 0;
  83658. }
  83659. }
  83660. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83661. return;
  83662. case 4:
  83663. if (this._defaultModel) {
  83664. if (notifyObject.pressed) {
  83665. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83666. }
  83667. else {
  83668. (this._defaultModel.getChildren()[2]).position.y = 0;
  83669. }
  83670. }
  83671. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83672. return;
  83673. case 5:
  83674. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83675. return;
  83676. }
  83677. };
  83678. /**
  83679. * Base Url for the controller model.
  83680. */
  83681. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83682. /**
  83683. * File name for the left controller model.
  83684. */
  83685. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83686. /**
  83687. * File name for the right controller model.
  83688. */
  83689. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83690. return OculusTouchController;
  83691. }(BABYLON.WebVRController));
  83692. BABYLON.OculusTouchController = OculusTouchController;
  83693. })(BABYLON || (BABYLON = {}));
  83694. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83695. var BABYLON;
  83696. (function (BABYLON) {
  83697. /**
  83698. * Vive Controller
  83699. */
  83700. var ViveController = /** @class */ (function (_super) {
  83701. __extends(ViveController, _super);
  83702. /**
  83703. * Creates a new ViveController from a gamepad
  83704. * @param vrGamepad the gamepad that the controller should be created from
  83705. */
  83706. function ViveController(vrGamepad) {
  83707. var _this = _super.call(this, vrGamepad) || this;
  83708. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83709. _this._invertLeftStickY = true;
  83710. return _this;
  83711. }
  83712. /**
  83713. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83714. * @param scene scene in which to add meshes
  83715. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83716. */
  83717. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83718. var _this = this;
  83719. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83720. /*
  83721. Parent Mesh name: ViveWand
  83722. - body
  83723. - r_gripper
  83724. - l_gripper
  83725. - menu_button
  83726. - system_button
  83727. - trackpad
  83728. - trigger
  83729. - LED
  83730. */
  83731. _this._defaultModel = newMeshes[1];
  83732. _this.attachToMesh(_this._defaultModel);
  83733. if (meshLoaded) {
  83734. meshLoaded(_this._defaultModel);
  83735. }
  83736. });
  83737. };
  83738. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83739. /**
  83740. * Fired when the left button on this controller is modified
  83741. */
  83742. get: function () {
  83743. return this.onMainButtonStateChangedObservable;
  83744. },
  83745. enumerable: true,
  83746. configurable: true
  83747. });
  83748. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83749. /**
  83750. * Fired when the right button on this controller is modified
  83751. */
  83752. get: function () {
  83753. return this.onMainButtonStateChangedObservable;
  83754. },
  83755. enumerable: true,
  83756. configurable: true
  83757. });
  83758. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83759. /**
  83760. * Fired when the menu button on this controller is modified
  83761. */
  83762. get: function () {
  83763. return this.onSecondaryButtonStateChangedObservable;
  83764. },
  83765. enumerable: true,
  83766. configurable: true
  83767. });
  83768. /**
  83769. * Called once for each button that changed state since the last frame
  83770. * Vive mapping:
  83771. * 0: touchpad
  83772. * 1: trigger
  83773. * 2: left AND right buttons
  83774. * 3: menu button
  83775. * @param buttonIdx Which button index changed
  83776. * @param state New state of the button
  83777. * @param changes Which properties on the state changed since last frame
  83778. */
  83779. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83780. var notifyObject = state; //{ state: state, changes: changes };
  83781. switch (buttonIdx) {
  83782. case 0:
  83783. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83784. return;
  83785. case 1: // index trigger
  83786. if (this._defaultModel) {
  83787. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83788. }
  83789. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83790. return;
  83791. case 2: // left AND right button
  83792. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83793. return;
  83794. case 3:
  83795. if (this._defaultModel) {
  83796. if (notifyObject.pressed) {
  83797. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83798. }
  83799. else {
  83800. (this._defaultModel.getChildren()[2]).position.y = 0;
  83801. }
  83802. }
  83803. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83804. return;
  83805. }
  83806. };
  83807. /**
  83808. * Base Url for the controller model.
  83809. */
  83810. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83811. /**
  83812. * File name for the controller model.
  83813. */
  83814. ViveController.MODEL_FILENAME = 'wand.babylon';
  83815. return ViveController;
  83816. }(BABYLON.WebVRController));
  83817. BABYLON.ViveController = ViveController;
  83818. })(BABYLON || (BABYLON = {}));
  83819. //# sourceMappingURL=babylon.viveController.js.map
  83820. var BABYLON;
  83821. (function (BABYLON) {
  83822. /**
  83823. * Generic Controller
  83824. */
  83825. var GenericController = /** @class */ (function (_super) {
  83826. __extends(GenericController, _super);
  83827. /**
  83828. * Creates a new GenericController from a gamepad
  83829. * @param vrGamepad the gamepad that the controller should be created from
  83830. */
  83831. function GenericController(vrGamepad) {
  83832. return _super.call(this, vrGamepad) || this;
  83833. }
  83834. /**
  83835. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83836. * @param scene scene in which to add meshes
  83837. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83838. */
  83839. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83840. var _this = this;
  83841. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83842. _this._defaultModel = newMeshes[1];
  83843. _this.attachToMesh(_this._defaultModel);
  83844. if (meshLoaded) {
  83845. meshLoaded(_this._defaultModel);
  83846. }
  83847. });
  83848. };
  83849. /**
  83850. * Called once for each button that changed state since the last frame
  83851. * @param buttonIdx Which button index changed
  83852. * @param state New state of the button
  83853. * @param changes Which properties on the state changed since last frame
  83854. */
  83855. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83856. console.log("Button id: " + buttonIdx + "state: ");
  83857. console.dir(state);
  83858. };
  83859. /**
  83860. * Base Url for the controller model.
  83861. */
  83862. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83863. /**
  83864. * File name for the controller model.
  83865. */
  83866. GenericController.MODEL_FILENAME = 'generic.babylon';
  83867. return GenericController;
  83868. }(BABYLON.WebVRController));
  83869. BABYLON.GenericController = GenericController;
  83870. })(BABYLON || (BABYLON = {}));
  83871. //# sourceMappingURL=babylon.genericController.js.map
  83872. var BABYLON;
  83873. (function (BABYLON) {
  83874. /**
  83875. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83876. */
  83877. var LoadedMeshInfo = /** @class */ (function () {
  83878. function LoadedMeshInfo() {
  83879. /**
  83880. * Map of the button meshes contained in the controller
  83881. */
  83882. this.buttonMeshes = {};
  83883. /**
  83884. * Map of the axis meshes contained in the controller
  83885. */
  83886. this.axisMeshes = {};
  83887. }
  83888. return LoadedMeshInfo;
  83889. }());
  83890. /**
  83891. * Defines the WindowsMotionController object that the state of the windows motion controller
  83892. */
  83893. var WindowsMotionController = /** @class */ (function (_super) {
  83894. __extends(WindowsMotionController, _super);
  83895. /**
  83896. * Creates a new WindowsMotionController from a gamepad
  83897. * @param vrGamepad the gamepad that the controller should be created from
  83898. */
  83899. function WindowsMotionController(vrGamepad) {
  83900. var _this = _super.call(this, vrGamepad) || this;
  83901. _this._mapping = {
  83902. // Semantic button names
  83903. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83904. // A mapping of the button name to glTF model node name
  83905. // that should be transformed by button value.
  83906. buttonMeshNames: {
  83907. 'trigger': 'SELECT',
  83908. 'menu': 'MENU',
  83909. 'grip': 'GRASP',
  83910. 'thumbstick': 'THUMBSTICK_PRESS',
  83911. 'trackpad': 'TOUCHPAD_PRESS'
  83912. },
  83913. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83914. buttonObservableNames: {
  83915. 'trigger': 'onTriggerStateChangedObservable',
  83916. 'menu': 'onSecondaryButtonStateChangedObservable',
  83917. 'grip': 'onMainButtonStateChangedObservable',
  83918. 'thumbstick': 'onPadStateChangedObservable',
  83919. 'trackpad': 'onTrackpadChangedObservable'
  83920. },
  83921. // A mapping of the axis name to glTF model node name
  83922. // that should be transformed by axis value.
  83923. // This array mirrors the browserGamepad.axes array, such that
  83924. // the mesh corresponding to axis 0 is in this array index 0.
  83925. axisMeshNames: [
  83926. 'THUMBSTICK_X',
  83927. 'THUMBSTICK_Y',
  83928. 'TOUCHPAD_TOUCH_X',
  83929. 'TOUCHPAD_TOUCH_Y'
  83930. ],
  83931. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83932. };
  83933. /**
  83934. * Fired when the trackpad on this controller is clicked
  83935. */
  83936. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83937. /**
  83938. * Fired when the trackpad on this controller is modified
  83939. */
  83940. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83941. /**
  83942. * The current x and y values of this controller's trackpad
  83943. */
  83944. _this.trackpad = { x: 0, y: 0 };
  83945. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83946. _this._loadedMeshInfo = null;
  83947. return _this;
  83948. }
  83949. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83950. /**
  83951. * Fired when the trigger on this controller is modified
  83952. */
  83953. get: function () {
  83954. return this.onTriggerStateChangedObservable;
  83955. },
  83956. enumerable: true,
  83957. configurable: true
  83958. });
  83959. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83960. /**
  83961. * Fired when the menu button on this controller is modified
  83962. */
  83963. get: function () {
  83964. return this.onSecondaryButtonStateChangedObservable;
  83965. },
  83966. enumerable: true,
  83967. configurable: true
  83968. });
  83969. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  83970. /**
  83971. * Fired when the grip button on this controller is modified
  83972. */
  83973. get: function () {
  83974. return this.onMainButtonStateChangedObservable;
  83975. },
  83976. enumerable: true,
  83977. configurable: true
  83978. });
  83979. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  83980. /**
  83981. * Fired when the thumbstick button on this controller is modified
  83982. */
  83983. get: function () {
  83984. return this.onPadStateChangedObservable;
  83985. },
  83986. enumerable: true,
  83987. configurable: true
  83988. });
  83989. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  83990. /**
  83991. * Fired when the touchpad button on this controller is modified
  83992. */
  83993. get: function () {
  83994. return this.onTrackpadChangedObservable;
  83995. },
  83996. enumerable: true,
  83997. configurable: true
  83998. });
  83999. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  84000. /**
  84001. * Fired when the touchpad values on this controller are modified
  84002. */
  84003. get: function () {
  84004. return this.onTrackpadValuesChangedObservable;
  84005. },
  84006. enumerable: true,
  84007. configurable: true
  84008. });
  84009. WindowsMotionController.prototype._updateTrackpad = function () {
  84010. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  84011. this.trackpad.x = this.browserGamepad["axes"][2];
  84012. this.trackpad.y = this.browserGamepad["axes"][3];
  84013. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  84014. }
  84015. };
  84016. /**
  84017. * Called once per frame by the engine.
  84018. */
  84019. WindowsMotionController.prototype.update = function () {
  84020. _super.prototype.update.call(this);
  84021. if (this.browserGamepad.axes) {
  84022. this._updateTrackpad();
  84023. // Only need to animate axes if there is a loaded mesh
  84024. if (this._loadedMeshInfo) {
  84025. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  84026. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  84027. }
  84028. }
  84029. }
  84030. };
  84031. /**
  84032. * Called once for each button that changed state since the last frame
  84033. * @param buttonIdx Which button index changed
  84034. * @param state New state of the button
  84035. * @param changes Which properties on the state changed since last frame
  84036. */
  84037. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84038. var buttonName = this._mapping.buttons[buttonIdx];
  84039. if (!buttonName) {
  84040. return;
  84041. }
  84042. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  84043. this._updateTrackpad();
  84044. // Only emit events for buttons that we know how to map from index to name
  84045. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  84046. if (observable) {
  84047. observable.notifyObservers(state);
  84048. }
  84049. this._lerpButtonTransform(buttonName, state.value);
  84050. };
  84051. /**
  84052. * Moves the buttons on the controller mesh based on their current state
  84053. * @param buttonName the name of the button to move
  84054. * @param buttonValue the value of the button which determines the buttons new position
  84055. */
  84056. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  84057. // If there is no loaded mesh, there is nothing to transform.
  84058. if (!this._loadedMeshInfo) {
  84059. return;
  84060. }
  84061. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  84062. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84063. return;
  84064. }
  84065. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  84066. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  84067. };
  84068. /**
  84069. * Moves the axis on the controller mesh based on its current state
  84070. * @param axis the index of the axis
  84071. * @param axisValue the value of the axis which determines the meshes new position
  84072. * @hidden
  84073. */
  84074. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  84075. if (!this._loadedMeshInfo) {
  84076. return;
  84077. }
  84078. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  84079. if (!meshInfo) {
  84080. return;
  84081. }
  84082. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84083. return;
  84084. }
  84085. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  84086. var lerpValue = axisValue * 0.5 + 0.5;
  84087. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  84088. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  84089. };
  84090. /**
  84091. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84092. * @param scene scene in which to add meshes
  84093. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84094. */
  84095. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  84096. var _this = this;
  84097. if (forceDefault === void 0) { forceDefault = false; }
  84098. var path;
  84099. var filename;
  84100. // Checking if GLB loader is present
  84101. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  84102. // Determine the device specific folder based on the ID suffix
  84103. var device = 'default';
  84104. if (this.id && !forceDefault) {
  84105. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  84106. device = ((match && match[0]) || device);
  84107. }
  84108. // Hand
  84109. if (this.hand === 'left') {
  84110. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  84111. }
  84112. else { // Right is the default if no hand is specified
  84113. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  84114. }
  84115. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  84116. }
  84117. else {
  84118. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  84119. path = BABYLON.GenericController.MODEL_BASE_URL;
  84120. filename = BABYLON.GenericController.MODEL_FILENAME;
  84121. }
  84122. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  84123. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  84124. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  84125. if (!_this._loadedMeshInfo) {
  84126. return;
  84127. }
  84128. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  84129. _this.attachToMesh(_this._defaultModel);
  84130. if (meshLoaded) {
  84131. meshLoaded(_this._defaultModel);
  84132. }
  84133. }, null, function (scene, message) {
  84134. BABYLON.Tools.Log(message);
  84135. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  84136. if (!forceDefault) {
  84137. _this.initControllerMesh(scene, meshLoaded, true);
  84138. }
  84139. });
  84140. };
  84141. /**
  84142. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  84143. * can be transformed by button presses and axes values, based on this._mapping.
  84144. *
  84145. * @param scene scene in which the meshes exist
  84146. * @param meshes list of meshes that make up the controller model to process
  84147. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  84148. */
  84149. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  84150. var loadedMeshInfo = null;
  84151. // Create a new mesh to contain the glTF hierarchy
  84152. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  84153. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  84154. var childMesh = null;
  84155. for (var i = 0; i < meshes.length; i++) {
  84156. var mesh = meshes[i];
  84157. if (!mesh.parent) {
  84158. // Exclude controller meshes from picking results
  84159. mesh.isPickable = false;
  84160. // Handle root node, attach to the new parentMesh
  84161. childMesh = mesh;
  84162. break;
  84163. }
  84164. }
  84165. if (childMesh) {
  84166. childMesh.setParent(parentMesh);
  84167. // Create our mesh info. Note that this method will always return non-null.
  84168. loadedMeshInfo = this.createMeshInfo(parentMesh);
  84169. }
  84170. else {
  84171. BABYLON.Tools.Warn('Could not find root node in model file.');
  84172. }
  84173. return loadedMeshInfo;
  84174. };
  84175. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  84176. var loadedMeshInfo = new LoadedMeshInfo();
  84177. var i;
  84178. loadedMeshInfo.rootNode = rootNode;
  84179. // Reset the caches
  84180. loadedMeshInfo.buttonMeshes = {};
  84181. loadedMeshInfo.axisMeshes = {};
  84182. // Button Meshes
  84183. for (i = 0; i < this._mapping.buttons.length; i++) {
  84184. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  84185. if (!buttonMeshName) {
  84186. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  84187. continue;
  84188. }
  84189. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  84190. if (!buttonMesh) {
  84191. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  84192. continue;
  84193. }
  84194. var buttonMeshInfo = {
  84195. index: i,
  84196. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  84197. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  84198. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  84199. };
  84200. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  84201. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  84202. }
  84203. else {
  84204. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84205. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84206. '(VALUE: ' + !!buttonMeshInfo.value +
  84207. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84208. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84209. ')');
  84210. }
  84211. }
  84212. // Axis Meshes
  84213. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84214. var axisMeshName = this._mapping.axisMeshNames[i];
  84215. if (!axisMeshName) {
  84216. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84217. continue;
  84218. }
  84219. var axisMesh = getChildByName(rootNode, axisMeshName);
  84220. if (!axisMesh) {
  84221. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84222. continue;
  84223. }
  84224. var axisMeshInfo = {
  84225. index: i,
  84226. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84227. min: getImmediateChildByName(axisMesh, 'MIN'),
  84228. max: getImmediateChildByName(axisMesh, 'MAX')
  84229. };
  84230. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84231. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84232. }
  84233. else {
  84234. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84235. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84236. '(VALUE: ' + !!axisMeshInfo.value +
  84237. ', MIN: ' + !!axisMeshInfo.min +
  84238. ', MAX:' + !!axisMeshInfo.max +
  84239. ')');
  84240. }
  84241. }
  84242. // Pointing Ray
  84243. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84244. if (!loadedMeshInfo.pointingPoseNode) {
  84245. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84246. }
  84247. else {
  84248. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84249. }
  84250. return loadedMeshInfo;
  84251. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84252. function getChildByName(node, name) {
  84253. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84254. }
  84255. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84256. function getImmediateChildByName(node, name) {
  84257. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84258. }
  84259. };
  84260. /**
  84261. * Gets the ray of the controller in the direction the controller is pointing
  84262. * @param length the length the resulting ray should be
  84263. * @returns a ray in the direction the controller is pointing
  84264. */
  84265. WindowsMotionController.prototype.getForwardRay = function (length) {
  84266. if (length === void 0) { length = 100; }
  84267. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84268. return _super.prototype.getForwardRay.call(this, length);
  84269. }
  84270. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84271. var origin = m.getTranslation();
  84272. var forward = new BABYLON.Vector3(0, 0, -1);
  84273. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84274. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84275. return new BABYLON.Ray(origin, direction, length);
  84276. };
  84277. /**
  84278. * Disposes of the controller
  84279. */
  84280. WindowsMotionController.prototype.dispose = function () {
  84281. _super.prototype.dispose.call(this);
  84282. this.onTrackpadChangedObservable.clear();
  84283. };
  84284. /**
  84285. * The base url used to load the left and right controller models
  84286. */
  84287. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84288. /**
  84289. * The name of the left controller model file
  84290. */
  84291. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84292. /**
  84293. * The name of the right controller model file
  84294. */
  84295. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84296. /**
  84297. * The controller name prefix for this controller type
  84298. */
  84299. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84300. /**
  84301. * The controller id pattern for this controller type
  84302. */
  84303. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84304. return WindowsMotionController;
  84305. }(BABYLON.WebVRController));
  84306. BABYLON.WindowsMotionController = WindowsMotionController;
  84307. })(BABYLON || (BABYLON = {}));
  84308. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84309. var BABYLON;
  84310. (function (BABYLON) {
  84311. /**
  84312. * Gear VR Controller
  84313. */
  84314. var GearVRController = /** @class */ (function (_super) {
  84315. __extends(GearVRController, _super);
  84316. /**
  84317. * Creates a new GearVRController from a gamepad
  84318. * @param vrGamepad the gamepad that the controller should be created from
  84319. */
  84320. function GearVRController(vrGamepad) {
  84321. var _this = _super.call(this, vrGamepad) || this;
  84322. _this._buttonIndexToObservableNameMap = [
  84323. 'onTrackpadChangedObservable',
  84324. 'onTriggerStateChangedObservable' // Trigger
  84325. ];
  84326. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84327. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84328. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84329. _this._disableTrackPosition(_this._calculatedPosition);
  84330. return _this;
  84331. }
  84332. /**
  84333. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84334. * @param scene scene in which to add meshes
  84335. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84336. */
  84337. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84338. var _this = this;
  84339. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84340. // Offset the controller so it will rotate around the users wrist
  84341. var mesh = new BABYLON.Mesh("", scene);
  84342. newMeshes[1].parent = mesh;
  84343. newMeshes[1].position.z = -0.15;
  84344. _this._defaultModel = mesh;
  84345. _this.attachToMesh(_this._defaultModel);
  84346. if (meshLoaded) {
  84347. meshLoaded(_this._defaultModel);
  84348. }
  84349. });
  84350. };
  84351. /**
  84352. * Called once for each button that changed state since the last frame
  84353. * @param buttonIdx Which button index changed
  84354. * @param state New state of the button
  84355. * @param changes Which properties on the state changed since last frame
  84356. */
  84357. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84358. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84359. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84360. // Only emit events for buttons that we know how to map from index to observable
  84361. var observable = this[observableName];
  84362. if (observable) {
  84363. observable.notifyObservers(state);
  84364. }
  84365. }
  84366. };
  84367. /**
  84368. * Base Url for the controller model.
  84369. */
  84370. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84371. /**
  84372. * File name for the controller model.
  84373. */
  84374. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84375. /**
  84376. * Gamepad Id prefix used to identify this controller.
  84377. */
  84378. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84379. return GearVRController;
  84380. }(BABYLON.WebVRController));
  84381. BABYLON.GearVRController = GearVRController;
  84382. })(BABYLON || (BABYLON = {}));
  84383. //# sourceMappingURL=babylon.gearVRController.js.map
  84384. var BABYLON;
  84385. (function (BABYLON) {
  84386. /**
  84387. * Google Daydream controller
  84388. */
  84389. var DaydreamController = /** @class */ (function (_super) {
  84390. __extends(DaydreamController, _super);
  84391. /**
  84392. * Creates a new DaydreamController from a gamepad
  84393. * @param vrGamepad the gamepad that the controller should be created from
  84394. */
  84395. function DaydreamController(vrGamepad) {
  84396. var _this = _super.call(this, vrGamepad) || this;
  84397. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84398. return _this;
  84399. }
  84400. /**
  84401. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84402. * @param scene scene in which to add meshes
  84403. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84404. */
  84405. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84406. var _this = this;
  84407. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84408. _this._defaultModel = newMeshes[1];
  84409. _this.attachToMesh(_this._defaultModel);
  84410. if (meshLoaded) {
  84411. meshLoaded(_this._defaultModel);
  84412. }
  84413. });
  84414. };
  84415. /**
  84416. * Called once for each button that changed state since the last frame
  84417. * @param buttonIdx Which button index changed
  84418. * @param state New state of the button
  84419. * @param changes Which properties on the state changed since last frame
  84420. */
  84421. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84422. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84423. if (buttonIdx === 0) {
  84424. var observable = this.onTriggerStateChangedObservable;
  84425. if (observable) {
  84426. observable.notifyObservers(state);
  84427. }
  84428. }
  84429. else {
  84430. // If the app or home buttons are ever made available
  84431. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84432. }
  84433. };
  84434. /**
  84435. * Base Url for the controller model.
  84436. */
  84437. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84438. /**
  84439. * File name for the controller model.
  84440. */
  84441. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84442. /**
  84443. * Gamepad Id prefix used to identify Daydream Controller.
  84444. */
  84445. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84446. return DaydreamController;
  84447. }(BABYLON.WebVRController));
  84448. BABYLON.DaydreamController = DaydreamController;
  84449. })(BABYLON || (BABYLON = {}));
  84450. //# sourceMappingURL=babylon.daydreamController.js.map
  84451. var BABYLON;
  84452. (function (BABYLON) {
  84453. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84454. get: function () {
  84455. if (!this._gamepadManager) {
  84456. this._gamepadManager = new BABYLON.GamepadManager(this);
  84457. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84458. if (!component) {
  84459. component = new GamepadSystemSceneComponent(this);
  84460. this._addComponent(component);
  84461. }
  84462. }
  84463. return this._gamepadManager;
  84464. },
  84465. enumerable: true,
  84466. configurable: true
  84467. });
  84468. /**
  84469. * Adds a gamepad to the free camera inputs manager
  84470. */
  84471. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84472. this.add(new BABYLON.FreeCameraGamepadInput());
  84473. return this;
  84474. };
  84475. /**
  84476. * Adds a gamepad to the arc rotate camera inputs manager
  84477. */
  84478. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84479. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84480. return this;
  84481. };
  84482. /**
  84483. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84484. */
  84485. var GamepadSystemSceneComponent = /** @class */ (function () {
  84486. /**
  84487. * Creates a new instance of the component for the given scene
  84488. * @param scene Defines the scene to register the component in
  84489. */
  84490. function GamepadSystemSceneComponent(scene) {
  84491. /**
  84492. * The component name helpfull to identify the component in the list of scene components.
  84493. */
  84494. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84495. this.scene = scene;
  84496. }
  84497. /**
  84498. * Registers the component in a given scene
  84499. */
  84500. GamepadSystemSceneComponent.prototype.register = function () {
  84501. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84502. };
  84503. /**
  84504. * Rebuilds the elements related to this component in case of
  84505. * context lost for instance.
  84506. */
  84507. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84508. // Nothing to do for gamepads
  84509. };
  84510. /**
  84511. * Disposes the component and the associated ressources
  84512. */
  84513. GamepadSystemSceneComponent.prototype.dispose = function () {
  84514. var gamepadManager = this.scene._gamepadManager;
  84515. if (gamepadManager) {
  84516. gamepadManager.dispose();
  84517. this.scene._gamepadManager = null;
  84518. }
  84519. };
  84520. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84521. var gamepadManager = this.scene._gamepadManager;
  84522. if (gamepadManager && gamepadManager._isMonitoring) {
  84523. gamepadManager._checkGamepadsStatus();
  84524. }
  84525. };
  84526. return GamepadSystemSceneComponent;
  84527. }());
  84528. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84529. })(BABYLON || (BABYLON = {}));
  84530. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84531. var BABYLON;
  84532. (function (BABYLON) {
  84533. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84534. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84535. });
  84536. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84537. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84538. });
  84539. /**
  84540. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84541. * an arc rotate version arcFollowCamera are available.
  84542. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84543. */
  84544. var FollowCamera = /** @class */ (function (_super) {
  84545. __extends(FollowCamera, _super);
  84546. /**
  84547. * Instantiates the follow camera.
  84548. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84549. * @param name Define the name of the camera in the scene
  84550. * @param position Define the position of the camera
  84551. * @param scene Define the scene the camera belong to
  84552. * @param lockedTarget Define the target of the camera
  84553. */
  84554. function FollowCamera(name, position, scene, lockedTarget) {
  84555. if (lockedTarget === void 0) { lockedTarget = null; }
  84556. var _this = _super.call(this, name, position, scene) || this;
  84557. /**
  84558. * Distance the follow camera should follow an object at
  84559. */
  84560. _this.radius = 12;
  84561. /**
  84562. * Define a rotation offset between the camera and the object it follows
  84563. */
  84564. _this.rotationOffset = 0;
  84565. /**
  84566. * Define a height offset between the camera and the object it follows.
  84567. * It can help following an object from the top (like a car chaing a plane)
  84568. */
  84569. _this.heightOffset = 4;
  84570. /**
  84571. * Define how fast the camera can accelerate to follow it s target.
  84572. */
  84573. _this.cameraAcceleration = 0.05;
  84574. /**
  84575. * Define the speed limit of the camera following an object.
  84576. */
  84577. _this.maxCameraSpeed = 20;
  84578. _this.lockedTarget = lockedTarget;
  84579. return _this;
  84580. }
  84581. FollowCamera.prototype._follow = function (cameraTarget) {
  84582. if (!cameraTarget) {
  84583. return;
  84584. }
  84585. var yRotation;
  84586. if (cameraTarget.rotationQuaternion) {
  84587. var rotMatrix = new BABYLON.Matrix();
  84588. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84589. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84590. }
  84591. else {
  84592. yRotation = cameraTarget.rotation.y;
  84593. }
  84594. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84595. var targetPosition = cameraTarget.getAbsolutePosition();
  84596. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84597. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84598. var dx = targetX - this.position.x;
  84599. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84600. var dz = (targetZ) - this.position.z;
  84601. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84602. var vy = dy * this.cameraAcceleration;
  84603. var vz = dz * this.cameraAcceleration * 2;
  84604. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84605. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84606. }
  84607. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84608. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84609. }
  84610. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84611. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84612. }
  84613. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84614. this.setTarget(targetPosition);
  84615. };
  84616. /** @hidden */
  84617. FollowCamera.prototype._checkInputs = function () {
  84618. _super.prototype._checkInputs.call(this);
  84619. if (this.lockedTarget) {
  84620. this._follow(this.lockedTarget);
  84621. }
  84622. };
  84623. /**
  84624. * Gets the camera class name.
  84625. * @returns the class name
  84626. */
  84627. FollowCamera.prototype.getClassName = function () {
  84628. return "FollowCamera";
  84629. };
  84630. __decorate([
  84631. BABYLON.serialize()
  84632. ], FollowCamera.prototype, "radius", void 0);
  84633. __decorate([
  84634. BABYLON.serialize()
  84635. ], FollowCamera.prototype, "rotationOffset", void 0);
  84636. __decorate([
  84637. BABYLON.serialize()
  84638. ], FollowCamera.prototype, "heightOffset", void 0);
  84639. __decorate([
  84640. BABYLON.serialize()
  84641. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84642. __decorate([
  84643. BABYLON.serialize()
  84644. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84645. __decorate([
  84646. BABYLON.serializeAsMeshReference("lockedTargetId")
  84647. ], FollowCamera.prototype, "lockedTarget", void 0);
  84648. return FollowCamera;
  84649. }(BABYLON.TargetCamera));
  84650. BABYLON.FollowCamera = FollowCamera;
  84651. /**
  84652. * Arc Rotate version of the follow camera.
  84653. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84654. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84655. */
  84656. var ArcFollowCamera = /** @class */ (function (_super) {
  84657. __extends(ArcFollowCamera, _super);
  84658. /**
  84659. * Instantiates a new ArcFollowCamera
  84660. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84661. * @param name Define the name of the camera
  84662. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84663. * @param beta Define the rotation angle of the camera around the elevation axis
  84664. * @param radius Define the radius of the camera from its target point
  84665. * @param target Define the target of the camera
  84666. * @param scene Define the scene the camera belongs to
  84667. */
  84668. function ArcFollowCamera(name,
  84669. /** The longitudinal angle of the camera */
  84670. alpha,
  84671. /** The latitudinal angle of the camera */
  84672. beta,
  84673. /** The radius of the camera from its target */
  84674. radius,
  84675. /** Define the camera target (the messh it should follow) */
  84676. target, scene) {
  84677. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84678. _this.alpha = alpha;
  84679. _this.beta = beta;
  84680. _this.radius = radius;
  84681. _this.target = target;
  84682. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84683. _this._follow();
  84684. return _this;
  84685. }
  84686. ArcFollowCamera.prototype._follow = function () {
  84687. if (!this.target) {
  84688. return;
  84689. }
  84690. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84691. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84692. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84693. var targetPosition = this.target.getAbsolutePosition();
  84694. this.position = targetPosition.add(this._cartesianCoordinates);
  84695. this.setTarget(targetPosition);
  84696. };
  84697. /** @hidden */
  84698. ArcFollowCamera.prototype._checkInputs = function () {
  84699. _super.prototype._checkInputs.call(this);
  84700. this._follow();
  84701. };
  84702. /**
  84703. * Returns the class name of the object.
  84704. * It is mostly used internally for serialization purposes.
  84705. */
  84706. ArcFollowCamera.prototype.getClassName = function () {
  84707. return "ArcFollowCamera";
  84708. };
  84709. return ArcFollowCamera;
  84710. }(BABYLON.TargetCamera));
  84711. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84712. })(BABYLON || (BABYLON = {}));
  84713. //# sourceMappingURL=babylon.followCamera.js.map
  84714. var BABYLON;
  84715. (function (BABYLON) {
  84716. /**
  84717. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  84718. * which still works and will still be found in many Playgrounds.
  84719. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84720. */
  84721. var UniversalCamera = /** @class */ (function (_super) {
  84722. __extends(UniversalCamera, _super);
  84723. /**
  84724. * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera,
  84725. * which still works and will still be found in many Playgrounds.
  84726. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84727. * @param name Define the name of the camera in the scene
  84728. * @param position Define the start position of the camera in the scene
  84729. * @param scene Define the scene the camera belongs to
  84730. */
  84731. function UniversalCamera(name, position, scene) {
  84732. var _this = _super.call(this, name, position, scene) || this;
  84733. _this.inputs.addGamepad();
  84734. return _this;
  84735. }
  84736. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84737. /**
  84738. * Defines the gamepad rotation sensiblity.
  84739. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84740. */
  84741. get: function () {
  84742. var gamepad = this.inputs.attached["gamepad"];
  84743. if (gamepad) {
  84744. return gamepad.gamepadAngularSensibility;
  84745. }
  84746. return 0;
  84747. },
  84748. set: function (value) {
  84749. var gamepad = this.inputs.attached["gamepad"];
  84750. if (gamepad) {
  84751. gamepad.gamepadAngularSensibility = value;
  84752. }
  84753. },
  84754. enumerable: true,
  84755. configurable: true
  84756. });
  84757. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84758. /**
  84759. * Defines the gamepad move sensiblity.
  84760. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84761. */
  84762. get: function () {
  84763. var gamepad = this.inputs.attached["gamepad"];
  84764. if (gamepad) {
  84765. return gamepad.gamepadMoveSensibility;
  84766. }
  84767. return 0;
  84768. },
  84769. set: function (value) {
  84770. var gamepad = this.inputs.attached["gamepad"];
  84771. if (gamepad) {
  84772. gamepad.gamepadMoveSensibility = value;
  84773. }
  84774. },
  84775. enumerable: true,
  84776. configurable: true
  84777. });
  84778. /**
  84779. * Gets the current object class name.
  84780. * @return the class name
  84781. */
  84782. UniversalCamera.prototype.getClassName = function () {
  84783. return "UniversalCamera";
  84784. };
  84785. return UniversalCamera;
  84786. }(BABYLON.TouchCamera));
  84787. BABYLON.UniversalCamera = UniversalCamera;
  84788. })(BABYLON || (BABYLON = {}));
  84789. //# sourceMappingURL=babylon.universalCamera.js.map
  84790. var BABYLON;
  84791. (function (BABYLON) {
  84792. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84793. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84794. });
  84795. /**
  84796. * This represents a FPS type of camera. This is only here for back compat purpose.
  84797. * Please use the UniversalCamera instead as both are identical.
  84798. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84799. */
  84800. var GamepadCamera = /** @class */ (function (_super) {
  84801. __extends(GamepadCamera, _super);
  84802. /**
  84803. * Instantiates a new Gamepad Camera
  84804. * This represents a FPS type of camera. This is only here for back compat purpose.
  84805. * Please use the UniversalCamera instead as both are identical.
  84806. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84807. * @param name Define the name of the camera in the scene
  84808. * @param position Define the start position of the camera in the scene
  84809. * @param scene Define the scene the camera belongs to
  84810. */
  84811. function GamepadCamera(name, position, scene) {
  84812. return _super.call(this, name, position, scene) || this;
  84813. }
  84814. /**
  84815. * Gets the current object class name.
  84816. * @return the class name
  84817. */
  84818. GamepadCamera.prototype.getClassName = function () {
  84819. return "GamepadCamera";
  84820. };
  84821. return GamepadCamera;
  84822. }(BABYLON.UniversalCamera));
  84823. BABYLON.GamepadCamera = GamepadCamera;
  84824. })(BABYLON || (BABYLON = {}));
  84825. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84826. var BABYLON;
  84827. (function (BABYLON) {
  84828. /**
  84829. * PostProcessRenderPipelineManager class
  84830. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84831. */
  84832. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84833. /**
  84834. * Initializes a PostProcessRenderPipelineManager
  84835. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84836. */
  84837. function PostProcessRenderPipelineManager() {
  84838. this._renderPipelines = {};
  84839. }
  84840. /**
  84841. * Adds a pipeline to the manager
  84842. * @param renderPipeline The pipeline to add
  84843. */
  84844. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84845. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84846. };
  84847. /**
  84848. * Attaches a camera to the pipeline
  84849. * @param renderPipelineName The name of the pipeline to attach to
  84850. * @param cameras the camera to attach
  84851. * @param unique if the camera can be attached multiple times to the pipeline
  84852. */
  84853. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84854. if (unique === void 0) { unique = false; }
  84855. var renderPipeline = this._renderPipelines[renderPipelineName];
  84856. if (!renderPipeline) {
  84857. return;
  84858. }
  84859. renderPipeline._attachCameras(cameras, unique);
  84860. };
  84861. /**
  84862. * Detaches a camera from the pipeline
  84863. * @param renderPipelineName The name of the pipeline to detach from
  84864. * @param cameras the camera to detach
  84865. */
  84866. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84867. var renderPipeline = this._renderPipelines[renderPipelineName];
  84868. if (!renderPipeline) {
  84869. return;
  84870. }
  84871. renderPipeline._detachCameras(cameras);
  84872. };
  84873. /**
  84874. * Enables an effect by name on a pipeline
  84875. * @param renderPipelineName the name of the pipeline to enable the effect in
  84876. * @param renderEffectName the name of the effect to enable
  84877. * @param cameras the cameras that the effect should be enabled on
  84878. */
  84879. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84880. var renderPipeline = this._renderPipelines[renderPipelineName];
  84881. if (!renderPipeline) {
  84882. return;
  84883. }
  84884. renderPipeline._enableEffect(renderEffectName, cameras);
  84885. };
  84886. /**
  84887. * Disables an effect by name on a pipeline
  84888. * @param renderPipelineName the name of the pipeline to disable the effect in
  84889. * @param renderEffectName the name of the effect to disable
  84890. * @param cameras the cameras that the effect should be disabled on
  84891. */
  84892. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84893. var renderPipeline = this._renderPipelines[renderPipelineName];
  84894. if (!renderPipeline) {
  84895. return;
  84896. }
  84897. renderPipeline._disableEffect(renderEffectName, cameras);
  84898. };
  84899. /**
  84900. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84901. */
  84902. PostProcessRenderPipelineManager.prototype.update = function () {
  84903. for (var renderPipelineName in this._renderPipelines) {
  84904. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84905. var pipeline = this._renderPipelines[renderPipelineName];
  84906. if (!pipeline.isSupported) {
  84907. pipeline.dispose();
  84908. delete this._renderPipelines[renderPipelineName];
  84909. }
  84910. else {
  84911. pipeline._update();
  84912. }
  84913. }
  84914. }
  84915. };
  84916. /** @hidden */
  84917. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84918. for (var renderPipelineName in this._renderPipelines) {
  84919. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84920. var pipeline = this._renderPipelines[renderPipelineName];
  84921. pipeline._rebuild();
  84922. }
  84923. }
  84924. };
  84925. /**
  84926. * Disposes of the manager and pipelines
  84927. */
  84928. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84929. for (var renderPipelineName in this._renderPipelines) {
  84930. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84931. var pipeline = this._renderPipelines[renderPipelineName];
  84932. pipeline.dispose();
  84933. }
  84934. }
  84935. };
  84936. return PostProcessRenderPipelineManager;
  84937. }());
  84938. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84939. })(BABYLON || (BABYLON = {}));
  84940. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84941. var BABYLON;
  84942. (function (BABYLON) {
  84943. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84944. get: function () {
  84945. if (!this._postProcessRenderPipelineManager) {
  84946. // Register the G Buffer component to the scene.
  84947. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84948. if (!component) {
  84949. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84950. this._addComponent(component);
  84951. }
  84952. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84953. }
  84954. return this._postProcessRenderPipelineManager;
  84955. },
  84956. enumerable: true,
  84957. configurable: true
  84958. });
  84959. /**
  84960. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84961. */
  84962. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84963. /**
  84964. * Creates a new instance of the component for the given scene
  84965. * @param scene Defines the scene to register the component in
  84966. */
  84967. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  84968. /**
  84969. * The component name helpfull to identify the component in the list of scene components.
  84970. */
  84971. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  84972. this.scene = scene;
  84973. }
  84974. /**
  84975. * Registers the component in a given scene
  84976. */
  84977. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  84978. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  84979. };
  84980. /**
  84981. * Rebuilds the elements related to this component in case of
  84982. * context lost for instance.
  84983. */
  84984. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  84985. if (this.scene._postProcessRenderPipelineManager) {
  84986. this.scene._postProcessRenderPipelineManager._rebuild();
  84987. }
  84988. };
  84989. /**
  84990. * Disposes the component and the associated ressources
  84991. */
  84992. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  84993. if (this.scene._postProcessRenderPipelineManager) {
  84994. this.scene._postProcessRenderPipelineManager.dispose();
  84995. }
  84996. };
  84997. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  84998. if (this.scene._postProcessRenderPipelineManager) {
  84999. this.scene._postProcessRenderPipelineManager.update();
  85000. }
  85001. };
  85002. return PostProcessRenderPipelineManagerSceneComponent;
  85003. }());
  85004. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  85005. })(BABYLON || (BABYLON = {}));
  85006. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  85007. var BABYLON;
  85008. (function (BABYLON) {
  85009. /**
  85010. * This represents a set of one or more post processes in Babylon.
  85011. * A post process can be used to apply a shader to a texture after it is rendered.
  85012. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85013. */
  85014. var PostProcessRenderEffect = /** @class */ (function () {
  85015. /**
  85016. * Instantiates a post process render effect.
  85017. * A post process can be used to apply a shader to a texture after it is rendered.
  85018. * @param engine The engine the effect is tied to
  85019. * @param name The name of the effect
  85020. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  85021. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  85022. */
  85023. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  85024. this._name = name;
  85025. this._singleInstance = singleInstance || true;
  85026. this._getPostProcesses = getPostProcesses;
  85027. this._cameras = {};
  85028. this._indicesForCamera = {};
  85029. this._postProcesses = {};
  85030. }
  85031. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  85032. /**
  85033. * Checks if all the post processes in the effect are supported.
  85034. */
  85035. get: function () {
  85036. for (var index in this._postProcesses) {
  85037. if (this._postProcesses.hasOwnProperty(index)) {
  85038. var pps = this._postProcesses[index];
  85039. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  85040. if (!pps[ppIndex].isSupported) {
  85041. return false;
  85042. }
  85043. }
  85044. }
  85045. }
  85046. return true;
  85047. },
  85048. enumerable: true,
  85049. configurable: true
  85050. });
  85051. /**
  85052. * Updates the current state of the effect
  85053. * @hidden
  85054. */
  85055. PostProcessRenderEffect.prototype._update = function () {
  85056. };
  85057. /**
  85058. * Attaches the effect on cameras
  85059. * @param cameras The camera to attach to.
  85060. * @hidden
  85061. */
  85062. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  85063. var _this = this;
  85064. var cameraKey;
  85065. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85066. if (!cams) {
  85067. return;
  85068. }
  85069. for (var i = 0; i < cams.length; i++) {
  85070. var camera = cams[i];
  85071. var cameraName = camera.name;
  85072. if (this._singleInstance) {
  85073. cameraKey = 0;
  85074. }
  85075. else {
  85076. cameraKey = cameraName;
  85077. }
  85078. if (!this._postProcesses[cameraKey]) {
  85079. var postProcess = this._getPostProcesses();
  85080. if (postProcess) {
  85081. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  85082. }
  85083. }
  85084. if (!this._indicesForCamera[cameraName]) {
  85085. this._indicesForCamera[cameraName] = [];
  85086. }
  85087. this._postProcesses[cameraKey].forEach(function (postProcess) {
  85088. var index = camera.attachPostProcess(postProcess);
  85089. _this._indicesForCamera[cameraName].push(index);
  85090. });
  85091. if (!this._cameras[cameraName]) {
  85092. this._cameras[cameraName] = camera;
  85093. }
  85094. }
  85095. };
  85096. /**
  85097. * Detatches the effect on cameras
  85098. * @param cameras The camera to detatch from.
  85099. * @hidden
  85100. */
  85101. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  85102. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85103. if (!cams) {
  85104. return;
  85105. }
  85106. for (var i = 0; i < cams.length; i++) {
  85107. var camera = cams[i];
  85108. var cameraName = camera.name;
  85109. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  85110. if (postProcesses) {
  85111. postProcesses.forEach(function (postProcess) {
  85112. camera.detachPostProcess(postProcess);
  85113. });
  85114. }
  85115. if (this._cameras[cameraName]) {
  85116. this._cameras[cameraName] = null;
  85117. }
  85118. }
  85119. };
  85120. /**
  85121. * Enables the effect on given cameras
  85122. * @param cameras The camera to enable.
  85123. * @hidden
  85124. */
  85125. PostProcessRenderEffect.prototype._enable = function (cameras) {
  85126. var _this = this;
  85127. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85128. if (!cams) {
  85129. return;
  85130. }
  85131. for (var i = 0; i < cams.length; i++) {
  85132. var camera = cams[i];
  85133. var cameraName = camera.name;
  85134. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  85135. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  85136. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85137. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  85138. });
  85139. }
  85140. }
  85141. }
  85142. };
  85143. /**
  85144. * Disables the effect on the given cameras
  85145. * @param cameras The camera to disable.
  85146. * @hidden
  85147. */
  85148. PostProcessRenderEffect.prototype._disable = function (cameras) {
  85149. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85150. if (!cams) {
  85151. return;
  85152. }
  85153. for (var i = 0; i < cams.length; i++) {
  85154. var camera = cams[i];
  85155. var cameraName = camera.name;
  85156. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85157. camera.detachPostProcess(postProcess);
  85158. });
  85159. }
  85160. };
  85161. /**
  85162. * Gets a list of the post processes contained in the effect.
  85163. * @param camera The camera to get the post processes on.
  85164. * @returns The list of the post processes in the effect.
  85165. */
  85166. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  85167. if (this._singleInstance) {
  85168. return this._postProcesses[0];
  85169. }
  85170. else {
  85171. if (!camera) {
  85172. return null;
  85173. }
  85174. return this._postProcesses[camera.name];
  85175. }
  85176. };
  85177. return PostProcessRenderEffect;
  85178. }());
  85179. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  85180. })(BABYLON || (BABYLON = {}));
  85181. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  85182. var BABYLON;
  85183. (function (BABYLON) {
  85184. /**
  85185. * PostProcessRenderPipeline
  85186. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85187. */
  85188. var PostProcessRenderPipeline = /** @class */ (function () {
  85189. /**
  85190. * Initializes a PostProcessRenderPipeline
  85191. * @param engine engine to add the pipeline to
  85192. * @param name name of the pipeline
  85193. */
  85194. function PostProcessRenderPipeline(engine, name) {
  85195. this.engine = engine;
  85196. this._name = name;
  85197. this._renderEffects = {};
  85198. this._renderEffectsForIsolatedPass = new Array();
  85199. this._cameras = [];
  85200. }
  85201. /**
  85202. * "PostProcessRenderPipeline"
  85203. * @returns "PostProcessRenderPipeline"
  85204. */
  85205. PostProcessRenderPipeline.prototype.getClassName = function () {
  85206. return "PostProcessRenderPipeline";
  85207. };
  85208. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85209. /**
  85210. * If all the render effects in the pipeline are support
  85211. */
  85212. get: function () {
  85213. for (var renderEffectName in this._renderEffects) {
  85214. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85215. if (!this._renderEffects[renderEffectName].isSupported) {
  85216. return false;
  85217. }
  85218. }
  85219. }
  85220. return true;
  85221. },
  85222. enumerable: true,
  85223. configurable: true
  85224. });
  85225. /**
  85226. * Adds an effect to the pipeline
  85227. * @param renderEffect the effect to add
  85228. */
  85229. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85230. this._renderEffects[renderEffect._name] = renderEffect;
  85231. };
  85232. // private
  85233. /** @hidden */
  85234. PostProcessRenderPipeline.prototype._rebuild = function () {
  85235. };
  85236. /** @hidden */
  85237. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85238. var renderEffects = this._renderEffects[renderEffectName];
  85239. if (!renderEffects) {
  85240. return;
  85241. }
  85242. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85243. };
  85244. /** @hidden */
  85245. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85246. var renderEffects = this._renderEffects[renderEffectName];
  85247. if (!renderEffects) {
  85248. return;
  85249. }
  85250. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85251. };
  85252. /** @hidden */
  85253. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85254. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85255. if (!cams) {
  85256. return;
  85257. }
  85258. var indicesToDelete = [];
  85259. var i;
  85260. for (i = 0; i < cams.length; i++) {
  85261. var camera = cams[i];
  85262. var cameraName = camera.name;
  85263. if (this._cameras.indexOf(camera) === -1) {
  85264. this._cameras[cameraName] = camera;
  85265. }
  85266. else if (unique) {
  85267. indicesToDelete.push(i);
  85268. }
  85269. }
  85270. for (i = 0; i < indicesToDelete.length; i++) {
  85271. cameras.splice(indicesToDelete[i], 1);
  85272. }
  85273. for (var renderEffectName in this._renderEffects) {
  85274. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85275. this._renderEffects[renderEffectName]._attachCameras(cams);
  85276. }
  85277. }
  85278. };
  85279. /** @hidden */
  85280. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85281. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85282. if (!cams) {
  85283. return;
  85284. }
  85285. for (var renderEffectName in this._renderEffects) {
  85286. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85287. this._renderEffects[renderEffectName]._detachCameras(cams);
  85288. }
  85289. }
  85290. for (var i = 0; i < cams.length; i++) {
  85291. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85292. }
  85293. };
  85294. /** @hidden */
  85295. PostProcessRenderPipeline.prototype._update = function () {
  85296. for (var renderEffectName in this._renderEffects) {
  85297. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85298. this._renderEffects[renderEffectName]._update();
  85299. }
  85300. }
  85301. for (var i = 0; i < this._cameras.length; i++) {
  85302. var cameraName = this._cameras[i].name;
  85303. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85304. this._renderEffectsForIsolatedPass[cameraName]._update();
  85305. }
  85306. }
  85307. };
  85308. /** @hidden */
  85309. PostProcessRenderPipeline.prototype._reset = function () {
  85310. this._renderEffects = {};
  85311. this._renderEffectsForIsolatedPass = new Array();
  85312. };
  85313. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85314. // 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)
  85315. var effectKeys = Object.keys(this._renderEffects);
  85316. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85317. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85318. if (postProcesses) {
  85319. postProcesses[0].samples = sampleCount;
  85320. return true;
  85321. }
  85322. }
  85323. return false;
  85324. };
  85325. /**
  85326. * Disposes of the pipeline
  85327. */
  85328. PostProcessRenderPipeline.prototype.dispose = function () {
  85329. // Must be implemented by children
  85330. };
  85331. __decorate([
  85332. BABYLON.serialize()
  85333. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85334. return PostProcessRenderPipeline;
  85335. }());
  85336. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85337. })(BABYLON || (BABYLON = {}));
  85338. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85339. var BABYLON;
  85340. (function (BABYLON) {
  85341. /**
  85342. * This represents a depth renderer in Babylon.
  85343. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85344. */
  85345. var DepthRenderer = /** @class */ (function () {
  85346. /**
  85347. * Instantiates a depth renderer
  85348. * @param scene The scene the renderer belongs to
  85349. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85350. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85351. */
  85352. function DepthRenderer(scene, type, camera) {
  85353. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85354. if (camera === void 0) { camera = null; }
  85355. var _this = this;
  85356. /**
  85357. * Specifiess that the depth renderer will only be used within
  85358. * the camera it is created for.
  85359. * This can help forcing its rendering during the camera processing.
  85360. */
  85361. this.useOnlyInActiveCamera = false;
  85362. this._scene = scene;
  85363. // Register the G Buffer component to the scene.
  85364. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85365. if (!component) {
  85366. component = new BABYLON.DepthRendererSceneComponent(scene);
  85367. scene._addComponent(component);
  85368. }
  85369. this._camera = camera;
  85370. var engine = scene.getEngine();
  85371. // Render target
  85372. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85373. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85374. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85375. this._depthMap.refreshRate = 1;
  85376. this._depthMap.renderParticles = false;
  85377. this._depthMap.renderList = null;
  85378. // Camera to get depth map from to support multiple concurrent cameras
  85379. this._depthMap.activeCamera = this._camera;
  85380. this._depthMap.ignoreCameraViewport = true;
  85381. this._depthMap.useCameraPostProcesses = false;
  85382. // set default depth value to 1.0 (far away)
  85383. this._depthMap.onClearObservable.add(function (engine) {
  85384. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85385. });
  85386. // Custom render function
  85387. var renderSubMesh = function (subMesh) {
  85388. var mesh = subMesh.getRenderingMesh();
  85389. var scene = _this._scene;
  85390. var engine = scene.getEngine();
  85391. var material = subMesh.getMaterial();
  85392. if (!material) {
  85393. return;
  85394. }
  85395. // Culling and reverse (right handed system)
  85396. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85397. // Managing instances
  85398. var batch = mesh._getInstancesRenderList(subMesh._id);
  85399. if (batch.mustReturn) {
  85400. return;
  85401. }
  85402. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85403. var camera = _this._camera || scene.activeCamera;
  85404. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85405. engine.enableEffect(_this._effect);
  85406. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85407. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85408. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85409. // Alpha test
  85410. if (material && material.needAlphaTesting()) {
  85411. var alphaTexture = material.getAlphaTestTexture();
  85412. if (alphaTexture) {
  85413. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85414. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85415. }
  85416. }
  85417. // Bones
  85418. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85419. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85420. }
  85421. // Draw
  85422. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85423. }
  85424. };
  85425. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85426. var index;
  85427. if (depthOnlySubMeshes.length) {
  85428. engine.setColorWrite(false);
  85429. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85430. renderSubMesh(depthOnlySubMeshes.data[index]);
  85431. }
  85432. engine.setColorWrite(true);
  85433. }
  85434. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85435. renderSubMesh(opaqueSubMeshes.data[index]);
  85436. }
  85437. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85438. renderSubMesh(alphaTestSubMeshes.data[index]);
  85439. }
  85440. };
  85441. }
  85442. /**
  85443. * Creates the depth rendering effect and checks if the effect is ready.
  85444. * @param subMesh The submesh to be used to render the depth map of
  85445. * @param useInstances If multiple world instances should be used
  85446. * @returns if the depth renderer is ready to render the depth map
  85447. */
  85448. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85449. var material = subMesh.getMaterial();
  85450. if (material.disableDepthWrite) {
  85451. return false;
  85452. }
  85453. var defines = [];
  85454. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85455. var mesh = subMesh.getMesh();
  85456. // Alpha test
  85457. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85458. defines.push("#define ALPHATEST");
  85459. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85460. attribs.push(BABYLON.VertexBuffer.UVKind);
  85461. defines.push("#define UV1");
  85462. }
  85463. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85464. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85465. defines.push("#define UV2");
  85466. }
  85467. }
  85468. // Bones
  85469. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85470. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85471. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85472. if (mesh.numBoneInfluencers > 4) {
  85473. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85474. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85475. }
  85476. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85477. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85478. }
  85479. else {
  85480. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85481. }
  85482. // Instances
  85483. if (useInstances) {
  85484. defines.push("#define INSTANCES");
  85485. attribs.push("world0");
  85486. attribs.push("world1");
  85487. attribs.push("world2");
  85488. attribs.push("world3");
  85489. }
  85490. // Get correct effect
  85491. var join = defines.join("\n");
  85492. if (this._cachedDefines !== join) {
  85493. this._cachedDefines = join;
  85494. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85495. }
  85496. return this._effect.isReady();
  85497. };
  85498. /**
  85499. * Gets the texture which the depth map will be written to.
  85500. * @returns The depth map texture
  85501. */
  85502. DepthRenderer.prototype.getDepthMap = function () {
  85503. return this._depthMap;
  85504. };
  85505. /**
  85506. * Disposes of the depth renderer.
  85507. */
  85508. DepthRenderer.prototype.dispose = function () {
  85509. this._depthMap.dispose();
  85510. };
  85511. return DepthRenderer;
  85512. }());
  85513. BABYLON.DepthRenderer = DepthRenderer;
  85514. })(BABYLON || (BABYLON = {}));
  85515. //# sourceMappingURL=babylon.depthRenderer.js.map
  85516. var BABYLON;
  85517. (function (BABYLON) {
  85518. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85519. camera = camera || this.activeCamera;
  85520. if (!camera) {
  85521. throw "No camera available to enable depth renderer";
  85522. }
  85523. if (!this._depthRenderer) {
  85524. this._depthRenderer = {};
  85525. }
  85526. if (!this._depthRenderer[camera.id]) {
  85527. var textureType = 0;
  85528. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85529. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85530. }
  85531. else if (this.getEngine().getCaps().textureFloatRender) {
  85532. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85533. }
  85534. else {
  85535. throw "Depth renderer does not support int texture type";
  85536. }
  85537. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85538. }
  85539. return this._depthRenderer[camera.id];
  85540. };
  85541. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85542. camera = camera || this.activeCamera;
  85543. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85544. return;
  85545. }
  85546. this._depthRenderer[camera.id].dispose();
  85547. delete this._depthRenderer[camera.id];
  85548. };
  85549. /**
  85550. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85551. * in several rendering techniques.
  85552. */
  85553. var DepthRendererSceneComponent = /** @class */ (function () {
  85554. /**
  85555. * Creates a new instance of the component for the given scene
  85556. * @param scene Defines the scene to register the component in
  85557. */
  85558. function DepthRendererSceneComponent(scene) {
  85559. /**
  85560. * The component name helpfull to identify the component in the list of scene components.
  85561. */
  85562. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85563. this.scene = scene;
  85564. }
  85565. /**
  85566. * Registers the component in a given scene
  85567. */
  85568. DepthRendererSceneComponent.prototype.register = function () {
  85569. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85570. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85571. };
  85572. /**
  85573. * Rebuilds the elements related to this component in case of
  85574. * context lost for instance.
  85575. */
  85576. DepthRendererSceneComponent.prototype.rebuild = function () {
  85577. // Nothing to do for this component
  85578. };
  85579. /**
  85580. * Disposes the component and the associated ressources
  85581. */
  85582. DepthRendererSceneComponent.prototype.dispose = function () {
  85583. for (var key in this.scene._depthRenderer) {
  85584. this.scene._depthRenderer[key].dispose();
  85585. }
  85586. };
  85587. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85588. if (this.scene._depthRenderer) {
  85589. for (var key in this.scene._depthRenderer) {
  85590. var depthRenderer = this.scene._depthRenderer[key];
  85591. if (!depthRenderer.useOnlyInActiveCamera) {
  85592. renderTargets.push(depthRenderer.getDepthMap());
  85593. }
  85594. }
  85595. }
  85596. };
  85597. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85598. if (this.scene._depthRenderer) {
  85599. for (var key in this.scene._depthRenderer) {
  85600. var depthRenderer = this.scene._depthRenderer[key];
  85601. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85602. renderTargets.push(depthRenderer.getDepthMap());
  85603. }
  85604. }
  85605. }
  85606. };
  85607. return DepthRendererSceneComponent;
  85608. }());
  85609. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85610. })(BABYLON || (BABYLON = {}));
  85611. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85612. var BABYLON;
  85613. (function (BABYLON) {
  85614. /**
  85615. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85616. */
  85617. var GeometryBufferRenderer = /** @class */ (function () {
  85618. /**
  85619. * Creates a new G Buffer for the scene
  85620. * @param scene The scene the buffer belongs to
  85621. * @param ratio How big is the buffer related to the main canvas.
  85622. */
  85623. function GeometryBufferRenderer(scene, ratio) {
  85624. if (ratio === void 0) { ratio = 1; }
  85625. /**
  85626. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85627. * in order to compute objects velocities when enableVelocity is set to "true"
  85628. * @hidden
  85629. */
  85630. this._previousTransformationMatrices = {};
  85631. this._enablePosition = false;
  85632. this._enableVelocity = false;
  85633. this._positionIndex = -1;
  85634. this._velocityIndex = -1;
  85635. this._scene = scene;
  85636. this._ratio = ratio;
  85637. // Register the G Buffer component to the scene.
  85638. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85639. if (!component) {
  85640. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85641. scene._addComponent(component);
  85642. }
  85643. // Render target
  85644. this._createRenderTargets();
  85645. }
  85646. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85647. /**
  85648. * Set the render list (meshes to be rendered) used in the G buffer.
  85649. */
  85650. set: function (meshes) {
  85651. this._multiRenderTarget.renderList = meshes;
  85652. },
  85653. enumerable: true,
  85654. configurable: true
  85655. });
  85656. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85657. /**
  85658. * Gets wether or not G buffer are supported by the running hardware.
  85659. * This requires draw buffer supports
  85660. */
  85661. get: function () {
  85662. return this._multiRenderTarget.isSupported;
  85663. },
  85664. enumerable: true,
  85665. configurable: true
  85666. });
  85667. /**
  85668. * Returns the index of the given texture type in the G-Buffer textures array
  85669. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85670. * @returns the index of the given texture type in the G-Buffer textures array
  85671. */
  85672. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85673. switch (textureType) {
  85674. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85675. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85676. default: return -1;
  85677. }
  85678. };
  85679. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85680. /**
  85681. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85682. */
  85683. get: function () {
  85684. return this._enablePosition;
  85685. },
  85686. /**
  85687. * Sets whether or not objects positions are enabled for the G buffer.
  85688. */
  85689. set: function (enable) {
  85690. this._enablePosition = enable;
  85691. this.dispose();
  85692. this._createRenderTargets();
  85693. },
  85694. enumerable: true,
  85695. configurable: true
  85696. });
  85697. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85698. /**
  85699. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85700. */
  85701. get: function () {
  85702. return this._enableVelocity;
  85703. },
  85704. /**
  85705. * Sets wether or not objects velocities are enabled for the G buffer.
  85706. */
  85707. set: function (enable) {
  85708. this._enableVelocity = enable;
  85709. this.dispose();
  85710. this._createRenderTargets();
  85711. },
  85712. enumerable: true,
  85713. configurable: true
  85714. });
  85715. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85716. /**
  85717. * Gets the scene associated with the buffer.
  85718. */
  85719. get: function () {
  85720. return this._scene;
  85721. },
  85722. enumerable: true,
  85723. configurable: true
  85724. });
  85725. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85726. /**
  85727. * Gets the ratio used by the buffer during its creation.
  85728. * How big is the buffer related to the main canvas.
  85729. */
  85730. get: function () {
  85731. return this._ratio;
  85732. },
  85733. enumerable: true,
  85734. configurable: true
  85735. });
  85736. /**
  85737. * Checks wether everything is ready to render a submesh to the G buffer.
  85738. * @param subMesh the submesh to check readiness for
  85739. * @param useInstances is the mesh drawn using instance or not
  85740. * @returns true if ready otherwise false
  85741. */
  85742. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85743. var material = subMesh.getMaterial();
  85744. if (material && material.disableDepthWrite) {
  85745. return false;
  85746. }
  85747. var defines = [];
  85748. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85749. var mesh = subMesh.getMesh();
  85750. // Alpha test
  85751. if (material && material.needAlphaTesting()) {
  85752. defines.push("#define ALPHATEST");
  85753. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85754. attribs.push(BABYLON.VertexBuffer.UVKind);
  85755. defines.push("#define UV1");
  85756. }
  85757. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85758. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85759. defines.push("#define UV2");
  85760. }
  85761. }
  85762. // Buffers
  85763. if (this._enablePosition) {
  85764. defines.push("#define POSITION");
  85765. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85766. }
  85767. if (this._enableVelocity) {
  85768. defines.push("#define VELOCITY");
  85769. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85770. }
  85771. // Bones
  85772. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85773. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85774. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85775. if (mesh.numBoneInfluencers > 4) {
  85776. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85777. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85778. }
  85779. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85780. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85781. }
  85782. else {
  85783. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85784. }
  85785. // Instances
  85786. if (useInstances) {
  85787. defines.push("#define INSTANCES");
  85788. attribs.push("world0");
  85789. attribs.push("world1");
  85790. attribs.push("world2");
  85791. attribs.push("world3");
  85792. }
  85793. // Setup textures count
  85794. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85795. // Get correct effect
  85796. var join = defines.join("\n");
  85797. if (this._cachedDefines !== join) {
  85798. this._cachedDefines = join;
  85799. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85800. }
  85801. return this._effect.isReady();
  85802. };
  85803. /**
  85804. * Gets the current underlying G Buffer.
  85805. * @returns the buffer
  85806. */
  85807. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85808. return this._multiRenderTarget;
  85809. };
  85810. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85811. /**
  85812. * Gets the number of samples used to render the buffer (anti aliasing).
  85813. */
  85814. get: function () {
  85815. return this._multiRenderTarget.samples;
  85816. },
  85817. /**
  85818. * Sets the number of samples used to render the buffer (anti aliasing).
  85819. */
  85820. set: function (value) {
  85821. this._multiRenderTarget.samples = value;
  85822. },
  85823. enumerable: true,
  85824. configurable: true
  85825. });
  85826. /**
  85827. * Disposes the renderer and frees up associated resources.
  85828. */
  85829. GeometryBufferRenderer.prototype.dispose = function () {
  85830. this.getGBuffer().dispose();
  85831. };
  85832. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85833. var _this = this;
  85834. var engine = this._scene.getEngine();
  85835. var count = 2;
  85836. if (this._enablePosition) {
  85837. this._positionIndex = count;
  85838. count++;
  85839. }
  85840. if (this._enableVelocity) {
  85841. this._velocityIndex = count;
  85842. count++;
  85843. }
  85844. 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 });
  85845. if (!this.isSupported) {
  85846. return;
  85847. }
  85848. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85849. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85850. this._multiRenderTarget.refreshRate = 1;
  85851. this._multiRenderTarget.renderParticles = false;
  85852. this._multiRenderTarget.renderList = null;
  85853. // set default depth value to 1.0 (far away)
  85854. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85855. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85856. });
  85857. // Custom render function
  85858. var renderSubMesh = function (subMesh) {
  85859. var mesh = subMesh.getRenderingMesh();
  85860. var scene = _this._scene;
  85861. var engine = scene.getEngine();
  85862. var material = subMesh.getMaterial();
  85863. if (!material) {
  85864. return;
  85865. }
  85866. // Velocity
  85867. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85868. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85869. }
  85870. // Culling
  85871. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85872. // Managing instances
  85873. var batch = mesh._getInstancesRenderList(subMesh._id);
  85874. if (batch.mustReturn) {
  85875. return;
  85876. }
  85877. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85878. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85879. engine.enableEffect(_this._effect);
  85880. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85881. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85882. _this._effect.setMatrix("view", scene.getViewMatrix());
  85883. // Alpha test
  85884. if (material && material.needAlphaTesting()) {
  85885. var alphaTexture = material.getAlphaTestTexture();
  85886. if (alphaTexture) {
  85887. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85888. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85889. }
  85890. }
  85891. // Bones
  85892. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85893. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85894. }
  85895. // Velocity
  85896. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85897. // Draw
  85898. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85899. }
  85900. // Velocity
  85901. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85902. };
  85903. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85904. var index;
  85905. if (depthOnlySubMeshes.length) {
  85906. engine.setColorWrite(false);
  85907. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85908. renderSubMesh(depthOnlySubMeshes.data[index]);
  85909. }
  85910. engine.setColorWrite(true);
  85911. }
  85912. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85913. renderSubMesh(opaqueSubMeshes.data[index]);
  85914. }
  85915. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85916. renderSubMesh(alphaTestSubMeshes.data[index]);
  85917. }
  85918. };
  85919. };
  85920. /**
  85921. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85922. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85923. */
  85924. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85925. /**
  85926. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85927. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85928. */
  85929. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85930. return GeometryBufferRenderer;
  85931. }());
  85932. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85933. })(BABYLON || (BABYLON = {}));
  85934. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85935. var BABYLON;
  85936. (function (BABYLON) {
  85937. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85938. get: function () {
  85939. this._geometryBufferRenderer;
  85940. },
  85941. set: function (value) {
  85942. if (value && value.isSupported) {
  85943. this._geometryBufferRenderer = value;
  85944. }
  85945. },
  85946. enumerable: true,
  85947. configurable: true
  85948. });
  85949. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85950. if (ratio === void 0) { ratio = 1; }
  85951. if (this._geometryBufferRenderer) {
  85952. return this._geometryBufferRenderer;
  85953. }
  85954. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85955. if (!this._geometryBufferRenderer.isSupported) {
  85956. this._geometryBufferRenderer = null;
  85957. }
  85958. return this._geometryBufferRenderer;
  85959. };
  85960. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85961. if (!this._geometryBufferRenderer) {
  85962. return;
  85963. }
  85964. this._geometryBufferRenderer.dispose();
  85965. this._geometryBufferRenderer = null;
  85966. };
  85967. /**
  85968. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  85969. * in several rendering techniques.
  85970. */
  85971. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  85972. /**
  85973. * Creates a new instance of the component for the given scene
  85974. * @param scene Defines the scene to register the component in
  85975. */
  85976. function GeometryBufferRendererSceneComponent(scene) {
  85977. /**
  85978. * The component name helpful to identify the component in the list of scene components.
  85979. */
  85980. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  85981. this.scene = scene;
  85982. }
  85983. /**
  85984. * Registers the component in a given scene
  85985. */
  85986. GeometryBufferRendererSceneComponent.prototype.register = function () {
  85987. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  85988. };
  85989. /**
  85990. * Rebuilds the elements related to this component in case of
  85991. * context lost for instance.
  85992. */
  85993. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  85994. // Nothing to do for this component
  85995. };
  85996. /**
  85997. * Disposes the component and the associated ressources
  85998. */
  85999. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  86000. // Nothing to do for this component
  86001. };
  86002. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  86003. if (this.scene._geometryBufferRenderer) {
  86004. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  86005. }
  86006. };
  86007. return GeometryBufferRendererSceneComponent;
  86008. }());
  86009. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  86010. })(BABYLON || (BABYLON = {}));
  86011. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  86012. var BABYLON;
  86013. (function (BABYLON) {
  86014. /**
  86015. * Render pipeline to produce ssao effect
  86016. */
  86017. var SSAORenderingPipeline = /** @class */ (function (_super) {
  86018. __extends(SSAORenderingPipeline, _super);
  86019. /**
  86020. * @constructor
  86021. * @param name - The rendering pipeline name
  86022. * @param scene - The scene linked to this pipeline
  86023. * @param ratio - The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, combineRatio: 1.0 }
  86024. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  86025. */
  86026. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  86027. var _this = _super.call(this, scene.getEngine(), name) || this;
  86028. // Members
  86029. /**
  86030. * @ignore
  86031. * The PassPostProcess id in the pipeline that contains the original scene color
  86032. */
  86033. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86034. /**
  86035. * @ignore
  86036. * The SSAO PostProcess id in the pipeline
  86037. */
  86038. _this.SSAORenderEffect = "SSAORenderEffect";
  86039. /**
  86040. * @ignore
  86041. * The horizontal blur PostProcess id in the pipeline
  86042. */
  86043. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86044. /**
  86045. * @ignore
  86046. * The vertical blur PostProcess id in the pipeline
  86047. */
  86048. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86049. /**
  86050. * @ignore
  86051. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86052. */
  86053. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86054. /**
  86055. * The output strength of the SSAO post-process. Default value is 1.0.
  86056. */
  86057. _this.totalStrength = 1.0;
  86058. /**
  86059. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  86060. */
  86061. _this.radius = 0.0001;
  86062. /**
  86063. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  86064. * Must not be equal to fallOff and superior to fallOff.
  86065. * Default value is 0.975
  86066. */
  86067. _this.area = 0.0075;
  86068. /**
  86069. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  86070. * Must not be equal to area and inferior to area.
  86071. * Default value is 0.0
  86072. */
  86073. _this.fallOff = 0.000001;
  86074. /**
  86075. * The base color of the SSAO post-process
  86076. * The final result is "base + ssao" between [0, 1]
  86077. */
  86078. _this.base = 0.5;
  86079. _this._firstUpdate = true;
  86080. _this._scene = scene;
  86081. // Set up assets
  86082. _this._createRandomTexture();
  86083. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86084. var ssaoRatio = ratio.ssaoRatio || ratio;
  86085. var combineRatio = ratio.combineRatio || ratio;
  86086. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86087. _this._createSSAOPostProcess(ssaoRatio);
  86088. _this._createBlurPostProcess(ssaoRatio);
  86089. _this._createSSAOCombinePostProcess(combineRatio);
  86090. // Set up pipeline
  86091. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86092. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86093. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86094. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86095. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86096. // Finish
  86097. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86098. if (cameras) {
  86099. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86100. }
  86101. return _this;
  86102. }
  86103. // Public Methods
  86104. /**
  86105. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86106. */
  86107. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86108. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86109. for (var i = 0; i < this._scene.cameras.length; i++) {
  86110. var camera = this._scene.cameras[i];
  86111. this._originalColorPostProcess.dispose(camera);
  86112. this._ssaoPostProcess.dispose(camera);
  86113. this._blurHPostProcess.dispose(camera);
  86114. this._blurVPostProcess.dispose(camera);
  86115. this._ssaoCombinePostProcess.dispose(camera);
  86116. }
  86117. this._randomTexture.dispose();
  86118. if (disableDepthRender) {
  86119. this._scene.disableDepthRenderer();
  86120. }
  86121. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86122. _super.prototype.dispose.call(this);
  86123. };
  86124. // Private Methods
  86125. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  86126. var _this = this;
  86127. var size = 16;
  86128. 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);
  86129. 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);
  86130. this._blurHPostProcess.onActivateObservable.add(function () {
  86131. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  86132. _this._blurHPostProcess.kernel = size * dw;
  86133. });
  86134. this._blurVPostProcess.onActivateObservable.add(function () {
  86135. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  86136. _this._blurVPostProcess.kernel = size * dw;
  86137. });
  86138. };
  86139. /** @hidden */
  86140. SSAORenderingPipeline.prototype._rebuild = function () {
  86141. this._firstUpdate = true;
  86142. _super.prototype._rebuild.call(this);
  86143. };
  86144. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86145. var _this = this;
  86146. var numSamples = 16;
  86147. var sampleSphere = [
  86148. 0.5381, 0.1856, -0.4319,
  86149. 0.1379, 0.2486, 0.4430,
  86150. 0.3371, 0.5679, -0.0057,
  86151. -0.6999, -0.0451, -0.0019,
  86152. 0.0689, -0.1598, -0.8547,
  86153. 0.0560, 0.0069, -0.1843,
  86154. -0.0146, 0.1402, 0.0762,
  86155. 0.0100, -0.1924, -0.0344,
  86156. -0.3577, -0.5301, -0.4358,
  86157. -0.3169, 0.1063, 0.0158,
  86158. 0.0103, -0.5869, 0.0046,
  86159. -0.0897, -0.4940, 0.3287,
  86160. 0.7119, -0.0154, -0.0918,
  86161. -0.0533, 0.0596, -0.5411,
  86162. 0.0352, -0.0631, 0.5460,
  86163. -0.4776, 0.2847, -0.0271
  86164. ];
  86165. var samplesFactor = 1.0 / numSamples;
  86166. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  86167. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86168. "area", "fallOff", "base", "range", "viewport"
  86169. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86170. this._ssaoPostProcess.onApply = function (effect) {
  86171. if (_this._firstUpdate) {
  86172. effect.setArray3("sampleSphere", sampleSphere);
  86173. effect.setFloat("samplesFactor", samplesFactor);
  86174. effect.setFloat("randTextureTiles", 4.0);
  86175. }
  86176. effect.setFloat("totalStrength", _this.totalStrength);
  86177. effect.setFloat("radius", _this.radius);
  86178. effect.setFloat("area", _this.area);
  86179. effect.setFloat("fallOff", _this.fallOff);
  86180. effect.setFloat("base", _this.base);
  86181. effect.setTexture("textureSampler", _this._depthTexture);
  86182. effect.setTexture("randomSampler", _this._randomTexture);
  86183. };
  86184. };
  86185. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86186. var _this = this;
  86187. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86188. this._ssaoCombinePostProcess.onApply = function (effect) {
  86189. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  86190. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86191. };
  86192. };
  86193. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  86194. var size = 512;
  86195. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86196. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86197. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86198. var context = this._randomTexture.getContext();
  86199. var rand = function (min, max) {
  86200. return Math.random() * (max - min) + min;
  86201. };
  86202. var randVector = BABYLON.Vector3.Zero();
  86203. for (var x = 0; x < size; x++) {
  86204. for (var y = 0; y < size; y++) {
  86205. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86206. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86207. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86208. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86209. context.fillRect(x, y, 1, 1);
  86210. }
  86211. }
  86212. this._randomTexture.update(false);
  86213. };
  86214. __decorate([
  86215. BABYLON.serialize()
  86216. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86217. __decorate([
  86218. BABYLON.serialize()
  86219. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86220. __decorate([
  86221. BABYLON.serialize()
  86222. ], SSAORenderingPipeline.prototype, "area", void 0);
  86223. __decorate([
  86224. BABYLON.serialize()
  86225. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86226. __decorate([
  86227. BABYLON.serialize()
  86228. ], SSAORenderingPipeline.prototype, "base", void 0);
  86229. return SSAORenderingPipeline;
  86230. }(BABYLON.PostProcessRenderPipeline));
  86231. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86232. })(BABYLON || (BABYLON = {}));
  86233. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86234. var BABYLON;
  86235. (function (BABYLON) {
  86236. /**
  86237. * Render pipeline to produce ssao effect
  86238. */
  86239. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86240. __extends(SSAO2RenderingPipeline, _super);
  86241. /**
  86242. * @constructor
  86243. * @param name The rendering pipeline name
  86244. * @param scene The scene linked to this pipeline
  86245. * @param ratio The size of the postprocesses. Can be a number shared between passes or an object for more precision: { ssaoRatio: 0.5, blurRatio: 1.0 }
  86246. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86247. */
  86248. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86249. var _this = _super.call(this, scene.getEngine(), name) || this;
  86250. // Members
  86251. /**
  86252. * @ignore
  86253. * The PassPostProcess id in the pipeline that contains the original scene color
  86254. */
  86255. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86256. /**
  86257. * @ignore
  86258. * The SSAO PostProcess id in the pipeline
  86259. */
  86260. _this.SSAORenderEffect = "SSAORenderEffect";
  86261. /**
  86262. * @ignore
  86263. * The horizontal blur PostProcess id in the pipeline
  86264. */
  86265. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86266. /**
  86267. * @ignore
  86268. * The vertical blur PostProcess id in the pipeline
  86269. */
  86270. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86271. /**
  86272. * @ignore
  86273. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86274. */
  86275. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86276. /**
  86277. * The output strength of the SSAO post-process. Default value is 1.0.
  86278. */
  86279. _this.totalStrength = 1.0;
  86280. /**
  86281. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86282. */
  86283. _this.maxZ = 100.0;
  86284. /**
  86285. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86286. */
  86287. _this.minZAspect = 0.2;
  86288. _this._samples = 8;
  86289. _this._textureSamples = 1;
  86290. _this._expensiveBlur = true;
  86291. /**
  86292. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86293. */
  86294. _this.radius = 2.0;
  86295. /**
  86296. * The base color of the SSAO post-process
  86297. * The final result is "base + ssao" between [0, 1]
  86298. */
  86299. _this.base = 0;
  86300. _this._firstUpdate = true;
  86301. _this._bits = new Uint32Array(1);
  86302. _this._scene = scene;
  86303. _this._ratio = ratio;
  86304. if (!_this.isSupported) {
  86305. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86306. return _this;
  86307. }
  86308. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86309. var blurRatio = _this._ratio.blurRatio || ratio;
  86310. // Set up assets
  86311. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86312. _this._createRandomTexture();
  86313. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86314. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86315. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86316. _this._originalColorPostProcess.samples = _this.textureSamples;
  86317. _this._createSSAOPostProcess(1.0);
  86318. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86319. _this._createSSAOCombinePostProcess(blurRatio);
  86320. // Set up pipeline
  86321. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86322. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86323. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86324. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86325. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86326. // Finish
  86327. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86328. if (cameras) {
  86329. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86330. }
  86331. return _this;
  86332. }
  86333. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86334. get: function () {
  86335. return this._samples;
  86336. },
  86337. /**
  86338. * Number of samples used for the SSAO calculations. Default value is 8
  86339. */
  86340. set: function (n) {
  86341. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86342. this._samples = n;
  86343. this._sampleSphere = this._generateHemisphere();
  86344. this._firstUpdate = true;
  86345. },
  86346. enumerable: true,
  86347. configurable: true
  86348. });
  86349. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86350. get: function () {
  86351. return this._textureSamples;
  86352. },
  86353. /**
  86354. * Number of samples to use for antialiasing
  86355. */
  86356. set: function (n) {
  86357. this._textureSamples = n;
  86358. this._originalColorPostProcess.samples = n;
  86359. this._blurHPostProcess.samples = n;
  86360. this._blurVPostProcess.samples = n;
  86361. this._ssaoPostProcess.samples = n;
  86362. this._ssaoCombinePostProcess.samples = n;
  86363. },
  86364. enumerable: true,
  86365. configurable: true
  86366. });
  86367. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86368. get: function () {
  86369. return this._expensiveBlur;
  86370. },
  86371. /**
  86372. * If bilateral blur should be used
  86373. */
  86374. set: function (b) {
  86375. 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"]);
  86376. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86377. this._expensiveBlur = b;
  86378. this._firstUpdate = true;
  86379. },
  86380. enumerable: true,
  86381. configurable: true
  86382. });
  86383. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86384. /**
  86385. * Support test.
  86386. */
  86387. get: function () {
  86388. var engine = BABYLON.Engine.LastCreatedEngine;
  86389. if (!engine) {
  86390. return false;
  86391. }
  86392. return engine.getCaps().drawBuffersExtension;
  86393. },
  86394. enumerable: true,
  86395. configurable: true
  86396. });
  86397. // Public Methods
  86398. /**
  86399. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86400. */
  86401. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86402. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86403. for (var i = 0; i < this._scene.cameras.length; i++) {
  86404. var camera = this._scene.cameras[i];
  86405. this._originalColorPostProcess.dispose(camera);
  86406. this._ssaoPostProcess.dispose(camera);
  86407. this._blurHPostProcess.dispose(camera);
  86408. this._blurVPostProcess.dispose(camera);
  86409. this._ssaoCombinePostProcess.dispose(camera);
  86410. }
  86411. this._randomTexture.dispose();
  86412. if (disableGeometryBufferRenderer) {
  86413. this._scene.disableGeometryBufferRenderer();
  86414. }
  86415. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86416. _super.prototype.dispose.call(this);
  86417. };
  86418. // Private Methods
  86419. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86420. var _this = this;
  86421. this._samplerOffsets = [];
  86422. var expensive = this.expensiveBlur;
  86423. for (var i = -8; i < 8; i++) {
  86424. this._samplerOffsets.push(i * 2 + 0.5);
  86425. }
  86426. 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");
  86427. this._blurHPostProcess.onApply = function (effect) {
  86428. if (!_this._scene.activeCamera) {
  86429. return;
  86430. }
  86431. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86432. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86433. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86434. effect.setFloat("radius", _this.radius);
  86435. effect.setTexture("depthSampler", _this._depthTexture);
  86436. if (_this._firstUpdate) {
  86437. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86438. }
  86439. };
  86440. 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");
  86441. this._blurVPostProcess.onApply = function (effect) {
  86442. if (!_this._scene.activeCamera) {
  86443. return;
  86444. }
  86445. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86446. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86447. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86448. effect.setFloat("radius", _this.radius);
  86449. effect.setTexture("depthSampler", _this._depthTexture);
  86450. if (_this._firstUpdate) {
  86451. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86452. _this._firstUpdate = false;
  86453. }
  86454. };
  86455. this._blurHPostProcess.samples = this.textureSamples;
  86456. this._blurVPostProcess.samples = this.textureSamples;
  86457. };
  86458. /** @hidden */
  86459. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86460. this._firstUpdate = true;
  86461. _super.prototype._rebuild.call(this);
  86462. };
  86463. //Van der Corput radical inverse
  86464. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86465. this._bits[0] = i;
  86466. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86467. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86468. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86469. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86470. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86471. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86472. };
  86473. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86474. return [i / n, this._radicalInverse_VdC(i)];
  86475. };
  86476. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86477. var phi = v * 2.0 * Math.PI;
  86478. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86479. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86480. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86481. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86482. };
  86483. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86484. var numSamples = this.samples;
  86485. var result = [];
  86486. var vector;
  86487. var i = 0;
  86488. while (i < numSamples) {
  86489. if (numSamples < 16) {
  86490. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86491. }
  86492. else {
  86493. var rand = this._hammersley(i, numSamples);
  86494. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86495. }
  86496. result.push(vector.x, vector.y, vector.z);
  86497. i++;
  86498. }
  86499. return result;
  86500. };
  86501. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86502. var _this = this;
  86503. var numSamples = this.samples;
  86504. this._sampleSphere = this._generateHemisphere();
  86505. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86506. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86507. "base", "range", "projection", "near", "far", "texelSize",
  86508. "xViewport", "yViewport", "maxZ", "minZAspect"
  86509. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86510. this._ssaoPostProcess.onApply = function (effect) {
  86511. if (_this._firstUpdate) {
  86512. effect.setArray3("sampleSphere", _this._sampleSphere);
  86513. effect.setFloat("randTextureTiles", 32.0);
  86514. }
  86515. if (!_this._scene.activeCamera) {
  86516. return;
  86517. }
  86518. effect.setFloat("samplesFactor", 1 / _this.samples);
  86519. effect.setFloat("totalStrength", _this.totalStrength);
  86520. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86521. effect.setFloat("radius", _this.radius);
  86522. effect.setFloat("maxZ", _this.maxZ);
  86523. effect.setFloat("minZAspect", _this.minZAspect);
  86524. effect.setFloat("base", _this.base);
  86525. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86526. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86527. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86528. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86529. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86530. effect.setTexture("textureSampler", _this._depthTexture);
  86531. effect.setTexture("normalSampler", _this._normalTexture);
  86532. effect.setTexture("randomSampler", _this._randomTexture);
  86533. };
  86534. this._ssaoPostProcess.samples = this.textureSamples;
  86535. };
  86536. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86537. var _this = this;
  86538. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86539. this._ssaoCombinePostProcess.onApply = function (effect) {
  86540. var viewport = _this._scene.activeCamera.viewport;
  86541. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86542. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86543. };
  86544. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86545. };
  86546. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86547. var size = 128;
  86548. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86549. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86550. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86551. var context = this._randomTexture.getContext();
  86552. var rand = function (min, max) {
  86553. return Math.random() * (max - min) + min;
  86554. };
  86555. var randVector = BABYLON.Vector3.Zero();
  86556. for (var x = 0; x < size; x++) {
  86557. for (var y = 0; y < size; y++) {
  86558. randVector.x = rand(0.0, 1.0);
  86559. randVector.y = rand(0.0, 1.0);
  86560. randVector.z = 0.0;
  86561. randVector.normalize();
  86562. randVector.scaleInPlace(255);
  86563. randVector.x = Math.floor(randVector.x);
  86564. randVector.y = Math.floor(randVector.y);
  86565. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86566. context.fillRect(x, y, 1, 1);
  86567. }
  86568. }
  86569. this._randomTexture.update(false);
  86570. };
  86571. /**
  86572. * Serialize the rendering pipeline (Used when exporting)
  86573. * @returns the serialized object
  86574. */
  86575. SSAO2RenderingPipeline.prototype.serialize = function () {
  86576. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86577. serializationObject.customType = "SSAO2RenderingPipeline";
  86578. return serializationObject;
  86579. };
  86580. /**
  86581. * Parse the serialized pipeline
  86582. * @param source Source pipeline.
  86583. * @param scene The scene to load the pipeline to.
  86584. * @param rootUrl The URL of the serialized pipeline.
  86585. * @returns An instantiated pipeline from the serialized object.
  86586. */
  86587. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86588. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86589. };
  86590. __decorate([
  86591. BABYLON.serialize()
  86592. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86593. __decorate([
  86594. BABYLON.serialize()
  86595. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86596. __decorate([
  86597. BABYLON.serialize()
  86598. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86599. __decorate([
  86600. BABYLON.serialize("samples")
  86601. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86602. __decorate([
  86603. BABYLON.serialize("textureSamples")
  86604. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86605. __decorate([
  86606. BABYLON.serialize()
  86607. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86608. __decorate([
  86609. BABYLON.serialize("expensiveBlur")
  86610. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86611. __decorate([
  86612. BABYLON.serialize()
  86613. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86614. __decorate([
  86615. BABYLON.serialize()
  86616. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86617. return SSAO2RenderingPipeline;
  86618. }(BABYLON.PostProcessRenderPipeline));
  86619. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86620. })(BABYLON || (BABYLON = {}));
  86621. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86622. var BABYLON;
  86623. (function (BABYLON) {
  86624. /**
  86625. * BABYLON.JS Chromatic Aberration GLSL Shader
  86626. * Author: Olivier Guyot
  86627. * Separates very slightly R, G and B colors on the edges of the screen
  86628. * Inspired by Francois Tarlier & Martins Upitis
  86629. */
  86630. var LensRenderingPipeline = /** @class */ (function (_super) {
  86631. __extends(LensRenderingPipeline, _super);
  86632. /**
  86633. * @constructor
  86634. *
  86635. * Effect parameters are as follow:
  86636. * {
  86637. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86638. * edge_blur: number; // from 0 to x (1 for realism)
  86639. * distortion: number; // from 0 to x (1 for realism)
  86640. * grain_amount: number; // from 0 to 1
  86641. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86642. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86643. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86644. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86645. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86646. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86647. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86648. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86649. * }
  86650. * Note: if an effect parameter is unset, effect is disabled
  86651. *
  86652. * @param name The rendering pipeline name
  86653. * @param parameters - An object containing all parameters (see above)
  86654. * @param scene The scene linked to this pipeline
  86655. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  86656. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86657. */
  86658. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86659. if (ratio === void 0) { ratio = 1.0; }
  86660. var _this = _super.call(this, scene.getEngine(), name) || this;
  86661. // Lens effects can be of the following:
  86662. // - chromatic aberration (slight shift of RGB colors)
  86663. // - blur on the edge of the lens
  86664. // - lens distortion
  86665. // - depth-of-field blur & highlights enhancing
  86666. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86667. // - grain effect (noise or custom texture)
  86668. // Two additional texture samplers are needed:
  86669. // - depth map (for depth-of-field)
  86670. // - grain texture
  86671. /**
  86672. * @ignore
  86673. * The chromatic aberration PostProcess id in the pipeline
  86674. */
  86675. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86676. /**
  86677. * @ignore
  86678. * The highlights enhancing PostProcess id in the pipeline
  86679. */
  86680. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86681. /**
  86682. * @ignore
  86683. * The depth-of-field PostProcess id in the pipeline
  86684. */
  86685. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86686. _this._scene = scene;
  86687. // Fetch texture samplers
  86688. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86689. if (parameters.grain_texture) {
  86690. _this._grainTexture = parameters.grain_texture;
  86691. }
  86692. else {
  86693. _this._createGrainTexture();
  86694. }
  86695. // save parameters
  86696. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86697. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86698. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86699. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86700. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86701. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86702. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86703. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86704. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86705. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86706. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86707. // Create effects
  86708. _this._createChromaticAberrationPostProcess(ratio);
  86709. _this._createHighlightsPostProcess(ratio);
  86710. _this._createDepthOfFieldPostProcess(ratio / 4);
  86711. // Set up pipeline
  86712. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86713. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86714. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86715. if (_this._highlightsGain === -1) {
  86716. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86717. }
  86718. // Finish
  86719. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86720. if (cameras) {
  86721. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86722. }
  86723. return _this;
  86724. }
  86725. // public methods (self explanatory)
  86726. /**
  86727. * Sets the amount of blur at the edges
  86728. * @param amount blur amount
  86729. */
  86730. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86731. /**
  86732. * Sets edge blur to 0
  86733. */
  86734. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86735. /**
  86736. * Sets the amout of grain
  86737. * @param amount Amount of grain
  86738. */
  86739. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86740. /**
  86741. * Set grain amount to 0
  86742. */
  86743. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86744. /**
  86745. * Sets the chromatic aberration amount
  86746. * @param amount amount of chromatic aberration
  86747. */
  86748. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86749. /**
  86750. * Sets chromatic aberration amount to 0
  86751. */
  86752. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86753. /**
  86754. * Sets the EdgeDistortion amount
  86755. * @param amount amount of EdgeDistortion
  86756. */
  86757. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86758. /**
  86759. * Sets edge distortion to 0
  86760. */
  86761. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86762. /**
  86763. * Sets the FocusDistance amount
  86764. * @param amount amount of FocusDistance
  86765. */
  86766. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86767. /**
  86768. * Disables depth of field
  86769. */
  86770. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86771. /**
  86772. * Sets the Aperture amount
  86773. * @param amount amount of Aperture
  86774. */
  86775. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86776. /**
  86777. * Sets the DarkenOutOfFocus amount
  86778. * @param amount amount of DarkenOutOfFocus
  86779. */
  86780. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86781. /**
  86782. * Creates a pentagon bokeh effect
  86783. */
  86784. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86785. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86786. };
  86787. /**
  86788. * Disables the pentagon bokeh effect
  86789. */
  86790. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86791. this._highlightsPostProcess.updateEffect();
  86792. };
  86793. /**
  86794. * Enables noise blur
  86795. */
  86796. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86797. /**
  86798. * Disables noise blur
  86799. */
  86800. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86801. /**
  86802. * Sets the HighlightsGain amount
  86803. * @param amount amount of HighlightsGain
  86804. */
  86805. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86806. this._highlightsGain = amount;
  86807. };
  86808. /**
  86809. * Sets the HighlightsThreshold amount
  86810. * @param amount amount of HighlightsThreshold
  86811. */
  86812. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86813. if (this._highlightsGain === -1) {
  86814. this._highlightsGain = 1.0;
  86815. }
  86816. this._highlightsThreshold = amount;
  86817. };
  86818. /**
  86819. * Disables highlights
  86820. */
  86821. LensRenderingPipeline.prototype.disableHighlights = function () {
  86822. this._highlightsGain = -1;
  86823. };
  86824. /**
  86825. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86826. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86827. */
  86828. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86829. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86830. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86831. this._chromaticAberrationPostProcess = null;
  86832. this._highlightsPostProcess = null;
  86833. this._depthOfFieldPostProcess = null;
  86834. this._grainTexture.dispose();
  86835. if (disableDepthRender) {
  86836. this._scene.disableDepthRenderer();
  86837. }
  86838. };
  86839. // colors shifting and distortion
  86840. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86841. var _this = this;
  86842. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86843. [], // samplers
  86844. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86845. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86846. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86847. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86848. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86849. effect.setFloat('radialIntensity', 1);
  86850. effect.setFloat2('direction', 17, 17);
  86851. effect.setFloat2('centerPosition', 0.5, 0.5);
  86852. };
  86853. };
  86854. // highlights enhancing
  86855. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86856. var _this = this;
  86857. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86858. [], // samplers
  86859. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86860. this._highlightsPostProcess.onApply = function (effect) {
  86861. effect.setFloat('gain', _this._highlightsGain);
  86862. effect.setFloat('threshold', _this._highlightsThreshold);
  86863. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86864. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86865. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86866. };
  86867. };
  86868. // colors shifting and distortion
  86869. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86870. var _this = this;
  86871. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86872. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86873. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86874. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86875. this._depthOfFieldPostProcess.onApply = function (effect) {
  86876. effect.setTexture("depthSampler", _this._depthTexture);
  86877. effect.setTexture("grainSampler", _this._grainTexture);
  86878. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86879. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86880. effect.setFloat('grain_amount', _this._grainAmount);
  86881. effect.setBool('blur_noise', _this._blurNoise);
  86882. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86883. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86884. effect.setFloat('distortion', _this._distortion);
  86885. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86886. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86887. effect.setFloat('aperture', _this._dofAperture);
  86888. effect.setFloat('darken', _this._dofDarken);
  86889. effect.setFloat('edge_blur', _this._edgeBlur);
  86890. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86891. if (_this._scene.activeCamera) {
  86892. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86893. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86894. }
  86895. };
  86896. };
  86897. // creates a black and white random noise texture, 512x512
  86898. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86899. var size = 512;
  86900. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86901. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86902. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86903. var context = this._grainTexture.getContext();
  86904. var rand = function (min, max) {
  86905. return Math.random() * (max - min) + min;
  86906. };
  86907. var value;
  86908. for (var x = 0; x < size; x++) {
  86909. for (var y = 0; y < size; y++) {
  86910. value = Math.floor(rand(0.42, 0.58) * 255);
  86911. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86912. context.fillRect(x, y, 1, 1);
  86913. }
  86914. }
  86915. this._grainTexture.update(false);
  86916. };
  86917. return LensRenderingPipeline;
  86918. }(BABYLON.PostProcessRenderPipeline));
  86919. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86920. })(BABYLON || (BABYLON = {}));
  86921. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86922. var BABYLON;
  86923. (function (BABYLON) {
  86924. /**
  86925. * Standard rendering pipeline
  86926. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86927. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86928. */
  86929. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86930. __extends(StandardRenderingPipeline, _super);
  86931. /**
  86932. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86933. * @constructor
  86934. * @param name The rendering pipeline name
  86935. * @param scene The scene linked to this pipeline
  86936. * @param ratio The size of the postprocesses (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  86937. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86938. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86939. */
  86940. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86941. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86942. var _this = _super.call(this, scene.getEngine(), name) || this;
  86943. /**
  86944. * Post-process used to down scale an image x4
  86945. */
  86946. _this.downSampleX4PostProcess = null;
  86947. /**
  86948. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86949. */
  86950. _this.brightPassPostProcess = null;
  86951. /**
  86952. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86953. */
  86954. _this.blurHPostProcesses = [];
  86955. /**
  86956. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86957. */
  86958. _this.blurVPostProcesses = [];
  86959. /**
  86960. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86961. */
  86962. _this.textureAdderPostProcess = null;
  86963. /**
  86964. * Post-process used to create volumetric lighting effect
  86965. */
  86966. _this.volumetricLightPostProcess = null;
  86967. /**
  86968. * Post-process used to smooth the previous volumetric light post-process on the X axis
  86969. */
  86970. _this.volumetricLightSmoothXPostProcess = null;
  86971. /**
  86972. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  86973. */
  86974. _this.volumetricLightSmoothYPostProcess = null;
  86975. /**
  86976. * Post-process used to merge the volumetric light effect and the real scene color
  86977. */
  86978. _this.volumetricLightMergePostProces = null;
  86979. /**
  86980. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  86981. */
  86982. _this.volumetricLightFinalPostProcess = null;
  86983. /**
  86984. * Base post-process used to calculate the average luminance of the final image for HDR
  86985. */
  86986. _this.luminancePostProcess = null;
  86987. /**
  86988. * Post-processes used to create down sample post-processes in order to get
  86989. * the average luminance of the final image for HDR
  86990. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  86991. */
  86992. _this.luminanceDownSamplePostProcesses = [];
  86993. /**
  86994. * Post-process used to create a HDR effect (light adaptation)
  86995. */
  86996. _this.hdrPostProcess = null;
  86997. /**
  86998. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  86999. */
  87000. _this.textureAdderFinalPostProcess = null;
  87001. /**
  87002. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  87003. */
  87004. _this.lensFlareFinalPostProcess = null;
  87005. /**
  87006. * Post-process used to merge the final HDR post-process and the real scene color
  87007. */
  87008. _this.hdrFinalPostProcess = null;
  87009. /**
  87010. * Post-process used to create a lens flare effect
  87011. */
  87012. _this.lensFlarePostProcess = null;
  87013. /**
  87014. * Post-process that merges the result of the lens flare post-process and the real scene color
  87015. */
  87016. _this.lensFlareComposePostProcess = null;
  87017. /**
  87018. * Post-process used to create a motion blur effect
  87019. */
  87020. _this.motionBlurPostProcess = null;
  87021. /**
  87022. * Post-process used to create a depth of field effect
  87023. */
  87024. _this.depthOfFieldPostProcess = null;
  87025. /**
  87026. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  87027. */
  87028. _this.fxaaPostProcess = null;
  87029. // Values
  87030. /**
  87031. * Represents the brightness threshold in order to configure the illuminated surfaces
  87032. */
  87033. _this.brightThreshold = 1.0;
  87034. /**
  87035. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  87036. */
  87037. _this.blurWidth = 512.0;
  87038. /**
  87039. * Sets if the blur for highlighted surfaces must be only horizontal
  87040. */
  87041. _this.horizontalBlur = false;
  87042. /**
  87043. * Sets the overall exposure used by the pipeline
  87044. */
  87045. _this.exposure = 1.0;
  87046. /**
  87047. * Texture used typically to simulate "dirty" on camera lens
  87048. */
  87049. _this.lensTexture = null;
  87050. /**
  87051. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  87052. */
  87053. _this.volumetricLightCoefficient = 0.2;
  87054. /**
  87055. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  87056. */
  87057. _this.volumetricLightPower = 4.0;
  87058. /**
  87059. * Used the set the blur intensity to smooth the volumetric lights
  87060. */
  87061. _this.volumetricLightBlurScale = 64.0;
  87062. /**
  87063. * Light (spot or directional) used to generate the volumetric lights rays
  87064. * The source light must have a shadow generate so the pipeline can get its
  87065. * depth map
  87066. */
  87067. _this.sourceLight = null;
  87068. /**
  87069. * For eye adaptation, represents the minimum luminance the eye can see
  87070. */
  87071. _this.hdrMinimumLuminance = 1.0;
  87072. /**
  87073. * For eye adaptation, represents the decrease luminance speed
  87074. */
  87075. _this.hdrDecreaseRate = 0.5;
  87076. /**
  87077. * For eye adaptation, represents the increase luminance speed
  87078. */
  87079. _this.hdrIncreaseRate = 0.5;
  87080. /**
  87081. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  87082. */
  87083. _this.lensColorTexture = null;
  87084. /**
  87085. * The overall strengh for the lens flare effect
  87086. */
  87087. _this.lensFlareStrength = 20.0;
  87088. /**
  87089. * Dispersion coefficient for lens flare ghosts
  87090. */
  87091. _this.lensFlareGhostDispersal = 1.4;
  87092. /**
  87093. * Main lens flare halo width
  87094. */
  87095. _this.lensFlareHaloWidth = 0.7;
  87096. /**
  87097. * Based on the lens distortion effect, defines how much the lens flare result
  87098. * is distorted
  87099. */
  87100. _this.lensFlareDistortionStrength = 16.0;
  87101. /**
  87102. * Lens star texture must be used to simulate rays on the flares and is available
  87103. * in the documentation
  87104. */
  87105. _this.lensStarTexture = null;
  87106. /**
  87107. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  87108. * flare effect by taking account of the dirt texture
  87109. */
  87110. _this.lensFlareDirtTexture = null;
  87111. /**
  87112. * Represents the focal length for the depth of field effect
  87113. */
  87114. _this.depthOfFieldDistance = 10.0;
  87115. /**
  87116. * Represents the blur intensity for the blurred part of the depth of field effect
  87117. */
  87118. _this.depthOfFieldBlurWidth = 64.0;
  87119. /**
  87120. * For motion blur, defines how much the image is blurred by the movement
  87121. */
  87122. _this.motionStrength = 1.0;
  87123. /**
  87124. * List of animations for the pipeline (IAnimatable implementation)
  87125. */
  87126. _this.animations = [];
  87127. _this._currentDepthOfFieldSource = null;
  87128. _this._hdrCurrentLuminance = 1.0;
  87129. // Getters and setters
  87130. _this._bloomEnabled = false;
  87131. _this._depthOfFieldEnabled = false;
  87132. _this._vlsEnabled = false;
  87133. _this._lensFlareEnabled = false;
  87134. _this._hdrEnabled = false;
  87135. _this._motionBlurEnabled = false;
  87136. _this._fxaaEnabled = false;
  87137. _this._motionBlurSamples = 64.0;
  87138. _this._volumetricLightStepsCount = 50.0;
  87139. _this._samples = 1;
  87140. _this._cameras = cameras || [];
  87141. // Initialize
  87142. _this._scene = scene;
  87143. _this._basePostProcess = originalPostProcess;
  87144. _this._ratio = ratio;
  87145. // Misc
  87146. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87147. // Finish
  87148. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87149. _this._buildPipeline();
  87150. return _this;
  87151. }
  87152. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  87153. /**
  87154. * @ignore
  87155. * Specifies if the bloom pipeline is enabled
  87156. */
  87157. get: function () {
  87158. return this._bloomEnabled;
  87159. },
  87160. set: function (enabled) {
  87161. if (this._bloomEnabled === enabled) {
  87162. return;
  87163. }
  87164. this._bloomEnabled = enabled;
  87165. this._buildPipeline();
  87166. },
  87167. enumerable: true,
  87168. configurable: true
  87169. });
  87170. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  87171. /**
  87172. * @ignore
  87173. * Specifies if the depth of field pipeline is enabed
  87174. */
  87175. get: function () {
  87176. return this._depthOfFieldEnabled;
  87177. },
  87178. set: function (enabled) {
  87179. if (this._depthOfFieldEnabled === enabled) {
  87180. return;
  87181. }
  87182. this._depthOfFieldEnabled = enabled;
  87183. this._buildPipeline();
  87184. },
  87185. enumerable: true,
  87186. configurable: true
  87187. });
  87188. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  87189. /**
  87190. * @ignore
  87191. * Specifies if the lens flare pipeline is enabed
  87192. */
  87193. get: function () {
  87194. return this._lensFlareEnabled;
  87195. },
  87196. set: function (enabled) {
  87197. if (this._lensFlareEnabled === enabled) {
  87198. return;
  87199. }
  87200. this._lensFlareEnabled = enabled;
  87201. this._buildPipeline();
  87202. },
  87203. enumerable: true,
  87204. configurable: true
  87205. });
  87206. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87207. /**
  87208. * @ignore
  87209. * Specifies if the HDR pipeline is enabled
  87210. */
  87211. get: function () {
  87212. return this._hdrEnabled;
  87213. },
  87214. set: function (enabled) {
  87215. if (this._hdrEnabled === enabled) {
  87216. return;
  87217. }
  87218. this._hdrEnabled = enabled;
  87219. this._buildPipeline();
  87220. },
  87221. enumerable: true,
  87222. configurable: true
  87223. });
  87224. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87225. /**
  87226. * @ignore
  87227. * Specifies if the volumetric lights scattering effect is enabled
  87228. */
  87229. get: function () {
  87230. return this._vlsEnabled;
  87231. },
  87232. set: function (enabled) {
  87233. if (this._vlsEnabled === enabled) {
  87234. return;
  87235. }
  87236. if (enabled) {
  87237. var geometry = this._scene.enableGeometryBufferRenderer();
  87238. if (!geometry) {
  87239. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87240. return;
  87241. }
  87242. }
  87243. this._vlsEnabled = enabled;
  87244. this._buildPipeline();
  87245. },
  87246. enumerable: true,
  87247. configurable: true
  87248. });
  87249. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87250. /**
  87251. * @ignore
  87252. * Specifies if the motion blur effect is enabled
  87253. */
  87254. get: function () {
  87255. return this._motionBlurEnabled;
  87256. },
  87257. set: function (enabled) {
  87258. if (this._motionBlurEnabled === enabled) {
  87259. return;
  87260. }
  87261. this._motionBlurEnabled = enabled;
  87262. this._buildPipeline();
  87263. },
  87264. enumerable: true,
  87265. configurable: true
  87266. });
  87267. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87268. /**
  87269. * Specifies if anti-aliasing is enabled
  87270. */
  87271. get: function () {
  87272. return this._fxaaEnabled;
  87273. },
  87274. set: function (enabled) {
  87275. if (this._fxaaEnabled === enabled) {
  87276. return;
  87277. }
  87278. this._fxaaEnabled = enabled;
  87279. this._buildPipeline();
  87280. },
  87281. enumerable: true,
  87282. configurable: true
  87283. });
  87284. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87285. /**
  87286. * Specifies the number of steps used to calculate the volumetric lights
  87287. * Typically in interval [50, 200]
  87288. */
  87289. get: function () {
  87290. return this._volumetricLightStepsCount;
  87291. },
  87292. set: function (count) {
  87293. if (this.volumetricLightPostProcess) {
  87294. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87295. }
  87296. this._volumetricLightStepsCount = count;
  87297. },
  87298. enumerable: true,
  87299. configurable: true
  87300. });
  87301. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87302. /**
  87303. * Specifies the number of samples used for the motion blur effect
  87304. * Typically in interval [16, 64]
  87305. */
  87306. get: function () {
  87307. return this._motionBlurSamples;
  87308. },
  87309. set: function (samples) {
  87310. if (this.motionBlurPostProcess) {
  87311. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87312. }
  87313. this._motionBlurSamples = samples;
  87314. },
  87315. enumerable: true,
  87316. configurable: true
  87317. });
  87318. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87319. /**
  87320. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87321. */
  87322. get: function () {
  87323. return this._samples;
  87324. },
  87325. set: function (sampleCount) {
  87326. if (this._samples === sampleCount) {
  87327. return;
  87328. }
  87329. this._samples = sampleCount;
  87330. this._buildPipeline();
  87331. },
  87332. enumerable: true,
  87333. configurable: true
  87334. });
  87335. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87336. var _this = this;
  87337. var ratio = this._ratio;
  87338. var scene = this._scene;
  87339. this._disposePostProcesses();
  87340. this._reset();
  87341. // Create pass post-process
  87342. if (!this._basePostProcess) {
  87343. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87344. this.originalPostProcess.onApply = function (effect) {
  87345. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87346. };
  87347. }
  87348. else {
  87349. this.originalPostProcess = this._basePostProcess;
  87350. }
  87351. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87352. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87353. }
  87354. this._currentDepthOfFieldSource = this.originalPostProcess;
  87355. if (this._bloomEnabled) {
  87356. // Create down sample X4 post-process
  87357. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87358. // Create bright pass post-process
  87359. this._createBrightPassPostProcess(scene, ratio / 2);
  87360. // Create gaussian blur post-processes (down sampling blurs)
  87361. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87362. // Create texture adder post-process
  87363. this._createTextureAdderPostProcess(scene, ratio);
  87364. // Create depth-of-field source post-process
  87365. 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);
  87366. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87367. }
  87368. if (this._vlsEnabled) {
  87369. // Create volumetric light
  87370. this._createVolumetricLightPostProcess(scene, ratio);
  87371. // Create volumetric light final post-process
  87372. 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);
  87373. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87374. }
  87375. if (this._lensFlareEnabled) {
  87376. // Create lens flare post-process
  87377. this._createLensFlarePostProcess(scene, ratio);
  87378. // Create depth-of-field source post-process post lens-flare and disable it now
  87379. 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);
  87380. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87381. }
  87382. if (this._hdrEnabled) {
  87383. // Create luminance
  87384. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87385. // Create HDR
  87386. this._createHdrPostProcess(scene, ratio);
  87387. // Create depth-of-field source post-process post hdr and disable it now
  87388. 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);
  87389. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87390. }
  87391. if (this._depthOfFieldEnabled) {
  87392. // Create gaussian blur used by depth-of-field
  87393. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87394. // Create depth-of-field post-process
  87395. this._createDepthOfFieldPostProcess(scene, ratio);
  87396. }
  87397. if (this._motionBlurEnabled) {
  87398. // Create motion blur post-process
  87399. this._createMotionBlurPostProcess(scene, ratio);
  87400. }
  87401. if (this._fxaaEnabled) {
  87402. // Create fxaa post-process
  87403. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87404. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87405. }
  87406. if (this._cameras !== null) {
  87407. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87408. }
  87409. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87410. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87411. }
  87412. };
  87413. // Down Sample X4 Post-Processs
  87414. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87415. var _this = this;
  87416. var downSampleX4Offsets = new Array(32);
  87417. 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);
  87418. this.downSampleX4PostProcess.onApply = function (effect) {
  87419. var id = 0;
  87420. var width = _this.downSampleX4PostProcess.width;
  87421. var height = _this.downSampleX4PostProcess.height;
  87422. for (var i = -2; i < 2; i++) {
  87423. for (var j = -2; j < 2; j++) {
  87424. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87425. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87426. id += 2;
  87427. }
  87428. }
  87429. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87430. };
  87431. // Add to pipeline
  87432. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87433. };
  87434. // Brightpass Post-Process
  87435. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87436. var _this = this;
  87437. var brightOffsets = new Array(8);
  87438. 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);
  87439. this.brightPassPostProcess.onApply = function (effect) {
  87440. var sU = (1.0 / _this.brightPassPostProcess.width);
  87441. var sV = (1.0 / _this.brightPassPostProcess.height);
  87442. brightOffsets[0] = -0.5 * sU;
  87443. brightOffsets[1] = 0.5 * sV;
  87444. brightOffsets[2] = 0.5 * sU;
  87445. brightOffsets[3] = 0.5 * sV;
  87446. brightOffsets[4] = -0.5 * sU;
  87447. brightOffsets[5] = -0.5 * sV;
  87448. brightOffsets[6] = 0.5 * sU;
  87449. brightOffsets[7] = -0.5 * sV;
  87450. effect.setArray2("dsOffsets", brightOffsets);
  87451. effect.setFloat("brightThreshold", _this.brightThreshold);
  87452. };
  87453. // Add to pipeline
  87454. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87455. };
  87456. // Create blur H&V post-processes
  87457. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87458. var _this = this;
  87459. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87460. var engine = scene.getEngine();
  87461. 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);
  87462. 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);
  87463. blurX.onActivateObservable.add(function () {
  87464. var dw = blurX.width / engine.getRenderWidth();
  87465. blurX.kernel = _this[blurWidthKey] * dw;
  87466. });
  87467. blurY.onActivateObservable.add(function () {
  87468. var dw = blurY.height / engine.getRenderHeight();
  87469. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87470. });
  87471. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87472. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87473. this.blurHPostProcesses.push(blurX);
  87474. this.blurVPostProcesses.push(blurY);
  87475. };
  87476. // Create texture adder post-process
  87477. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87478. var _this = this;
  87479. 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);
  87480. this.textureAdderPostProcess.onApply = function (effect) {
  87481. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87482. effect.setTexture("lensSampler", _this.lensTexture);
  87483. effect.setFloat("exposure", _this.exposure);
  87484. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87485. };
  87486. // Add to pipeline
  87487. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87488. };
  87489. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87490. var _this = this;
  87491. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87492. geometryRenderer.enablePosition = true;
  87493. var geometry = geometryRenderer.getGBuffer();
  87494. // Base post-process
  87495. 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));
  87496. var depthValues = BABYLON.Vector2.Zero();
  87497. this.volumetricLightPostProcess.onApply = function (effect) {
  87498. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87499. var generator = _this.sourceLight.getShadowGenerator();
  87500. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87501. effect.setTexture("positionSampler", geometry.textures[2]);
  87502. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87503. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87504. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87505. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87506. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87507. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87508. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87509. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87510. effect.setVector2("depthValues", depthValues);
  87511. }
  87512. };
  87513. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87514. // Smooth
  87515. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87516. // Merge
  87517. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87518. this.volumetricLightMergePostProces.onApply = function (effect) {
  87519. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87520. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87521. };
  87522. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87523. };
  87524. // Create luminance
  87525. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87526. var _this = this;
  87527. // Create luminance
  87528. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87529. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87530. var offsets = [];
  87531. this.luminancePostProcess.onApply = function (effect) {
  87532. var sU = (1.0 / _this.luminancePostProcess.width);
  87533. var sV = (1.0 / _this.luminancePostProcess.height);
  87534. offsets[0] = -0.5 * sU;
  87535. offsets[1] = 0.5 * sV;
  87536. offsets[2] = 0.5 * sU;
  87537. offsets[3] = 0.5 * sV;
  87538. offsets[4] = -0.5 * sU;
  87539. offsets[5] = -0.5 * sV;
  87540. offsets[6] = 0.5 * sU;
  87541. offsets[7] = -0.5 * sV;
  87542. effect.setArray2("lumOffsets", offsets);
  87543. };
  87544. // Add to pipeline
  87545. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87546. // Create down sample luminance
  87547. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87548. var size = Math.pow(3, i);
  87549. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87550. if (i === 0) {
  87551. defines += "#define FINAL_DOWN_SAMPLER";
  87552. }
  87553. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87554. this.luminanceDownSamplePostProcesses.push(postProcess);
  87555. }
  87556. // Create callbacks and add effects
  87557. var lastLuminance = this.luminancePostProcess;
  87558. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87559. var downSampleOffsets = new Array(18);
  87560. pp.onApply = function (effect) {
  87561. if (!lastLuminance) {
  87562. return;
  87563. }
  87564. var id = 0;
  87565. for (var x = -1; x < 2; x++) {
  87566. for (var y = -1; y < 2; y++) {
  87567. downSampleOffsets[id] = x / lastLuminance.width;
  87568. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87569. id += 2;
  87570. }
  87571. }
  87572. effect.setArray2("dsOffsets", downSampleOffsets);
  87573. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87574. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87575. lastLuminance = _this.luminancePostProcess;
  87576. }
  87577. else {
  87578. lastLuminance = pp;
  87579. }
  87580. };
  87581. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87582. pp.onAfterRender = function (effect) {
  87583. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87584. 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);
  87585. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87586. };
  87587. }
  87588. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87589. });
  87590. };
  87591. // Create HDR post-process
  87592. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87593. var _this = this;
  87594. 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);
  87595. var outputLiminance = 1;
  87596. var time = 0;
  87597. var lastTime = 0;
  87598. this.hdrPostProcess.onApply = function (effect) {
  87599. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87600. time += scene.getEngine().getDeltaTime();
  87601. if (outputLiminance < 0) {
  87602. outputLiminance = _this._hdrCurrentLuminance;
  87603. }
  87604. else {
  87605. var dt = (lastTime - time) / 1000.0;
  87606. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87607. outputLiminance += _this.hdrDecreaseRate * dt;
  87608. }
  87609. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87610. outputLiminance -= _this.hdrIncreaseRate * dt;
  87611. }
  87612. else {
  87613. outputLiminance = _this._hdrCurrentLuminance;
  87614. }
  87615. }
  87616. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87617. effect.setFloat("averageLuminance", outputLiminance);
  87618. lastTime = time;
  87619. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87620. };
  87621. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87622. };
  87623. // Create lens flare post-process
  87624. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87625. var _this = this;
  87626. 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);
  87627. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87628. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87629. 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);
  87630. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87631. var resolution = new BABYLON.Vector2(0, 0);
  87632. // Lens flare
  87633. this.lensFlarePostProcess.onApply = function (effect) {
  87634. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87635. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87636. effect.setFloat("strength", _this.lensFlareStrength);
  87637. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87638. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87639. // Shift
  87640. resolution.x = _this.lensFlarePostProcess.width;
  87641. resolution.y = _this.lensFlarePostProcess.height;
  87642. effect.setVector2("resolution", resolution);
  87643. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87644. };
  87645. // Compose
  87646. 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);
  87647. 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);
  87648. this.lensFlareComposePostProcess.onApply = function (effect) {
  87649. if (!_this._scene.activeCamera) {
  87650. return;
  87651. }
  87652. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87653. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87654. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87655. // Lens start rotation matrix
  87656. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87657. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87658. 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));
  87659. camRot *= 4.0;
  87660. 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);
  87661. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87662. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87663. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87664. };
  87665. };
  87666. // Create depth-of-field post-process
  87667. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87668. var _this = this;
  87669. 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);
  87670. this.depthOfFieldPostProcess.onApply = function (effect) {
  87671. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87672. effect.setTexture("depthSampler", _this._getDepthTexture());
  87673. effect.setFloat("distance", _this.depthOfFieldDistance);
  87674. };
  87675. // Add to pipeline
  87676. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87677. };
  87678. // Create motion blur post-process
  87679. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87680. var _this = this;
  87681. 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);
  87682. var motionScale = 0;
  87683. var prevViewProjection = BABYLON.Matrix.Identity();
  87684. var invViewProjection = BABYLON.Matrix.Identity();
  87685. var viewProjection = BABYLON.Matrix.Identity();
  87686. var screenSize = BABYLON.Vector2.Zero();
  87687. this.motionBlurPostProcess.onApply = function (effect) {
  87688. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87689. viewProjection.invertToRef(invViewProjection);
  87690. effect.setMatrix("inverseViewProjection", invViewProjection);
  87691. effect.setMatrix("prevViewProjection", prevViewProjection);
  87692. prevViewProjection = viewProjection;
  87693. screenSize.x = _this.motionBlurPostProcess.width;
  87694. screenSize.y = _this.motionBlurPostProcess.height;
  87695. effect.setVector2("screenSize", screenSize);
  87696. motionScale = scene.getEngine().getFps() / 60.0;
  87697. effect.setFloat("motionScale", motionScale);
  87698. effect.setFloat("motionStrength", _this.motionStrength);
  87699. effect.setTexture("depthSampler", _this._getDepthTexture());
  87700. };
  87701. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87702. };
  87703. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87704. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87705. var renderer = this._scene.enableGeometryBufferRenderer();
  87706. return renderer.getGBuffer().textures[0];
  87707. }
  87708. return this._scene.enableDepthRenderer().getDepthMap();
  87709. };
  87710. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87711. for (var i = 0; i < this._cameras.length; i++) {
  87712. var camera = this._cameras[i];
  87713. if (this.originalPostProcess) {
  87714. this.originalPostProcess.dispose(camera);
  87715. }
  87716. if (this.downSampleX4PostProcess) {
  87717. this.downSampleX4PostProcess.dispose(camera);
  87718. }
  87719. if (this.brightPassPostProcess) {
  87720. this.brightPassPostProcess.dispose(camera);
  87721. }
  87722. if (this.textureAdderPostProcess) {
  87723. this.textureAdderPostProcess.dispose(camera);
  87724. }
  87725. if (this.textureAdderFinalPostProcess) {
  87726. this.textureAdderFinalPostProcess.dispose(camera);
  87727. }
  87728. if (this.volumetricLightPostProcess) {
  87729. this.volumetricLightPostProcess.dispose(camera);
  87730. }
  87731. if (this.volumetricLightSmoothXPostProcess) {
  87732. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87733. }
  87734. if (this.volumetricLightSmoothYPostProcess) {
  87735. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87736. }
  87737. if (this.volumetricLightMergePostProces) {
  87738. this.volumetricLightMergePostProces.dispose(camera);
  87739. }
  87740. if (this.volumetricLightFinalPostProcess) {
  87741. this.volumetricLightFinalPostProcess.dispose(camera);
  87742. }
  87743. if (this.lensFlarePostProcess) {
  87744. this.lensFlarePostProcess.dispose(camera);
  87745. }
  87746. if (this.lensFlareComposePostProcess) {
  87747. this.lensFlareComposePostProcess.dispose(camera);
  87748. }
  87749. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87750. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87751. }
  87752. if (this.luminancePostProcess) {
  87753. this.luminancePostProcess.dispose(camera);
  87754. }
  87755. if (this.hdrPostProcess) {
  87756. this.hdrPostProcess.dispose(camera);
  87757. }
  87758. if (this.hdrFinalPostProcess) {
  87759. this.hdrFinalPostProcess.dispose(camera);
  87760. }
  87761. if (this.depthOfFieldPostProcess) {
  87762. this.depthOfFieldPostProcess.dispose(camera);
  87763. }
  87764. if (this.motionBlurPostProcess) {
  87765. this.motionBlurPostProcess.dispose(camera);
  87766. }
  87767. if (this.fxaaPostProcess) {
  87768. this.fxaaPostProcess.dispose(camera);
  87769. }
  87770. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87771. this.blurHPostProcesses[j].dispose(camera);
  87772. }
  87773. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87774. this.blurVPostProcesses[j].dispose(camera);
  87775. }
  87776. }
  87777. this.originalPostProcess = null;
  87778. this.downSampleX4PostProcess = null;
  87779. this.brightPassPostProcess = null;
  87780. this.textureAdderPostProcess = null;
  87781. this.textureAdderFinalPostProcess = null;
  87782. this.volumetricLightPostProcess = null;
  87783. this.volumetricLightSmoothXPostProcess = null;
  87784. this.volumetricLightSmoothYPostProcess = null;
  87785. this.volumetricLightMergePostProces = null;
  87786. this.volumetricLightFinalPostProcess = null;
  87787. this.lensFlarePostProcess = null;
  87788. this.lensFlareComposePostProcess = null;
  87789. this.luminancePostProcess = null;
  87790. this.hdrPostProcess = null;
  87791. this.hdrFinalPostProcess = null;
  87792. this.depthOfFieldPostProcess = null;
  87793. this.motionBlurPostProcess = null;
  87794. this.fxaaPostProcess = null;
  87795. this.luminanceDownSamplePostProcesses = [];
  87796. this.blurHPostProcesses = [];
  87797. this.blurVPostProcesses = [];
  87798. };
  87799. /**
  87800. * Dispose of the pipeline and stop all post processes
  87801. */
  87802. StandardRenderingPipeline.prototype.dispose = function () {
  87803. this._disposePostProcesses();
  87804. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87805. _super.prototype.dispose.call(this);
  87806. };
  87807. /**
  87808. * Serialize the rendering pipeline (Used when exporting)
  87809. * @returns the serialized object
  87810. */
  87811. StandardRenderingPipeline.prototype.serialize = function () {
  87812. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87813. if (this.sourceLight) {
  87814. serializationObject.sourceLightId = this.sourceLight.id;
  87815. }
  87816. serializationObject.customType = "StandardRenderingPipeline";
  87817. return serializationObject;
  87818. };
  87819. /**
  87820. * Parse the serialized pipeline
  87821. * @param source Source pipeline.
  87822. * @param scene The scene to load the pipeline to.
  87823. * @param rootUrl The URL of the serialized pipeline.
  87824. * @returns An instantiated pipeline from the serialized object.
  87825. */
  87826. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87827. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87828. if (source.sourceLightId) {
  87829. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87830. }
  87831. return p;
  87832. };
  87833. /**
  87834. * Luminance steps
  87835. */
  87836. StandardRenderingPipeline.LuminanceSteps = 6;
  87837. __decorate([
  87838. BABYLON.serialize()
  87839. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87840. __decorate([
  87841. BABYLON.serialize()
  87842. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87843. __decorate([
  87844. BABYLON.serialize()
  87845. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87846. __decorate([
  87847. BABYLON.serialize()
  87848. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87849. __decorate([
  87850. BABYLON.serializeAsTexture("lensTexture")
  87851. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87852. __decorate([
  87853. BABYLON.serialize()
  87854. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87855. __decorate([
  87856. BABYLON.serialize()
  87857. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87858. __decorate([
  87859. BABYLON.serialize()
  87860. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87861. __decorate([
  87862. BABYLON.serialize()
  87863. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87864. __decorate([
  87865. BABYLON.serialize()
  87866. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87867. __decorate([
  87868. BABYLON.serialize()
  87869. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87870. __decorate([
  87871. BABYLON.serializeAsTexture("lensColorTexture")
  87872. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87873. __decorate([
  87874. BABYLON.serialize()
  87875. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87876. __decorate([
  87877. BABYLON.serialize()
  87878. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87879. __decorate([
  87880. BABYLON.serialize()
  87881. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87882. __decorate([
  87883. BABYLON.serialize()
  87884. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87885. __decorate([
  87886. BABYLON.serializeAsTexture("lensStarTexture")
  87887. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87888. __decorate([
  87889. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87890. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87891. __decorate([
  87892. BABYLON.serialize()
  87893. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87894. __decorate([
  87895. BABYLON.serialize()
  87896. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87897. __decorate([
  87898. BABYLON.serialize()
  87899. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87900. __decorate([
  87901. BABYLON.serialize()
  87902. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87903. __decorate([
  87904. BABYLON.serialize()
  87905. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87906. __decorate([
  87907. BABYLON.serialize()
  87908. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87909. __decorate([
  87910. BABYLON.serialize()
  87911. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87912. __decorate([
  87913. BABYLON.serialize()
  87914. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87915. __decorate([
  87916. BABYLON.serialize()
  87917. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87918. __decorate([
  87919. BABYLON.serialize()
  87920. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87921. __decorate([
  87922. BABYLON.serialize()
  87923. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87924. __decorate([
  87925. BABYLON.serialize()
  87926. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87927. __decorate([
  87928. BABYLON.serialize()
  87929. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87930. __decorate([
  87931. BABYLON.serialize()
  87932. ], StandardRenderingPipeline.prototype, "samples", null);
  87933. return StandardRenderingPipeline;
  87934. }(BABYLON.PostProcessRenderPipeline));
  87935. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87936. })(BABYLON || (BABYLON = {}));
  87937. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87938. var BABYLON;
  87939. (function (BABYLON) {
  87940. /**
  87941. * Fxaa post process
  87942. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87943. */
  87944. var FxaaPostProcess = /** @class */ (function (_super) {
  87945. __extends(FxaaPostProcess, _super);
  87946. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87947. if (camera === void 0) { camera = null; }
  87948. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87949. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87950. var defines = _this._getDefines();
  87951. _this.updateEffect(defines);
  87952. _this.onApplyObservable.add(function (effect) {
  87953. var texelSize = _this.texelSize;
  87954. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87955. });
  87956. return _this;
  87957. }
  87958. FxaaPostProcess.prototype._getDefines = function () {
  87959. var engine = this.getEngine();
  87960. if (!engine) {
  87961. return null;
  87962. }
  87963. var glInfo = engine.getGlInfo();
  87964. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  87965. return "#define MALI 1\n";
  87966. }
  87967. return null;
  87968. };
  87969. return FxaaPostProcess;
  87970. }(BABYLON.PostProcess));
  87971. BABYLON.FxaaPostProcess = FxaaPostProcess;
  87972. })(BABYLON || (BABYLON = {}));
  87973. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  87974. var BABYLON;
  87975. (function (BABYLON) {
  87976. /**
  87977. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  87978. */
  87979. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  87980. __extends(ChromaticAberrationPostProcess, _super);
  87981. /**
  87982. * Creates a new instance ChromaticAberrationPostProcess
  87983. * @param name The name of the effect.
  87984. * @param screenWidth The width of the screen to apply the effect on.
  87985. * @param screenHeight The height of the screen to apply the effect on.
  87986. * @param options The required width/height ratio to downsize to before computing the render pass.
  87987. * @param camera The camera to apply the render pass to.
  87988. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  87989. * @param engine The engine which the post process will be applied. (default: current engine)
  87990. * @param reusable If the post process can be reused on the same frame. (default: false)
  87991. * @param textureType Type of textures used when performing the post process. (default: 0)
  87992. * @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)
  87993. */
  87994. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  87995. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87996. if (blockCompilation === void 0) { blockCompilation = false; }
  87997. 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;
  87998. /**
  87999. * The amount of seperation of rgb channels (default: 30)
  88000. */
  88001. _this.aberrationAmount = 30;
  88002. /**
  88003. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  88004. */
  88005. _this.radialIntensity = 0;
  88006. /**
  88007. * 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))
  88008. */
  88009. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  88010. /**
  88011. * 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))
  88012. */
  88013. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  88014. _this.onApplyObservable.add(function (effect) {
  88015. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  88016. effect.setFloat('screen_width', screenWidth);
  88017. effect.setFloat('screen_height', screenHeight);
  88018. effect.setFloat('radialIntensity', _this.radialIntensity);
  88019. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  88020. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  88021. });
  88022. return _this;
  88023. }
  88024. return ChromaticAberrationPostProcess;
  88025. }(BABYLON.PostProcess));
  88026. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  88027. })(BABYLON || (BABYLON = {}));
  88028. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  88029. var BABYLON;
  88030. (function (BABYLON) {
  88031. /**
  88032. * The GrainPostProcess adds noise to the image at mid luminance levels
  88033. */
  88034. var GrainPostProcess = /** @class */ (function (_super) {
  88035. __extends(GrainPostProcess, _super);
  88036. /**
  88037. * Creates a new instance of @see GrainPostProcess
  88038. * @param name The name of the effect.
  88039. * @param options The required width/height ratio to downsize to before computing the render pass.
  88040. * @param camera The camera to apply the render pass to.
  88041. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88042. * @param engine The engine which the post process will be applied. (default: current engine)
  88043. * @param reusable If the post process can be reused on the same frame. (default: false)
  88044. * @param textureType Type of textures used when performing the post process. (default: 0)
  88045. * @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)
  88046. */
  88047. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88048. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88049. if (blockCompilation === void 0) { blockCompilation = false; }
  88050. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88051. /**
  88052. * The intensity of the grain added (default: 30)
  88053. */
  88054. _this.intensity = 30;
  88055. /**
  88056. * If the grain should be randomized on every frame
  88057. */
  88058. _this.animated = false;
  88059. _this.onApplyObservable.add(function (effect) {
  88060. effect.setFloat('intensity', _this.intensity);
  88061. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  88062. });
  88063. return _this;
  88064. }
  88065. return GrainPostProcess;
  88066. }(BABYLON.PostProcess));
  88067. BABYLON.GrainPostProcess = GrainPostProcess;
  88068. })(BABYLON || (BABYLON = {}));
  88069. //# sourceMappingURL=babylon.grainPostProcess.js.map
  88070. var BABYLON;
  88071. (function (BABYLON) {
  88072. /**
  88073. * The SharpenPostProcess applies a sharpen kernel to every pixel
  88074. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  88075. */
  88076. var SharpenPostProcess = /** @class */ (function (_super) {
  88077. __extends(SharpenPostProcess, _super);
  88078. /**
  88079. * Creates a new instance ConvolutionPostProcess
  88080. * @param name The name of the effect.
  88081. * @param options The required width/height ratio to downsize to before computing the render pass.
  88082. * @param camera The camera to apply the render pass to.
  88083. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88084. * @param engine The engine which the post process will be applied. (default: current engine)
  88085. * @param reusable If the post process can be reused on the same frame. (default: false)
  88086. * @param textureType Type of textures used when performing the post process. (default: 0)
  88087. * @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)
  88088. */
  88089. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88090. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88091. if (blockCompilation === void 0) { blockCompilation = false; }
  88092. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88093. /**
  88094. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  88095. */
  88096. _this.colorAmount = 1.0;
  88097. /**
  88098. * How much sharpness should be applied (default: 0.3)
  88099. */
  88100. _this.edgeAmount = 0.3;
  88101. _this.onApply = function (effect) {
  88102. effect.setFloat2("screenSize", _this.width, _this.height);
  88103. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  88104. };
  88105. return _this;
  88106. }
  88107. return SharpenPostProcess;
  88108. }(BABYLON.PostProcess));
  88109. BABYLON.SharpenPostProcess = SharpenPostProcess;
  88110. })(BABYLON || (BABYLON = {}));
  88111. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  88112. var BABYLON;
  88113. (function (BABYLON) {
  88114. /**
  88115. * The Blur Post Process which blurs an image based on a kernel and direction.
  88116. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88117. */
  88118. var BlurPostProcess = /** @class */ (function (_super) {
  88119. __extends(BlurPostProcess, _super);
  88120. /**
  88121. * Creates a new instance BlurPostProcess
  88122. * @param name The name of the effect.
  88123. * @param direction The direction in which to blur the image.
  88124. * @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.
  88125. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88126. * @param camera The camera to apply the render pass to.
  88127. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88128. * @param engine The engine which the post process will be applied. (default: current engine)
  88129. * @param reusable If the post process can be reused on the same frame. (default: false)
  88130. * @param textureType Type of textures used when performing the post process. (default: 0)
  88131. * @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)
  88132. */
  88133. function BlurPostProcess(name,
  88134. /** The direction in which to blur the image. */
  88135. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  88136. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88137. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88138. if (defines === void 0) { defines = ""; }
  88139. if (blockCompilation === void 0) { blockCompilation = false; }
  88140. 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;
  88141. _this.direction = direction;
  88142. _this.blockCompilation = blockCompilation;
  88143. _this._packedFloat = false;
  88144. _this._staticDefines = "";
  88145. _this._staticDefines = defines;
  88146. _this.onApplyObservable.add(function (effect) {
  88147. if (_this._outputTexture) {
  88148. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  88149. }
  88150. else {
  88151. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  88152. }
  88153. });
  88154. _this.kernel = kernel;
  88155. return _this;
  88156. }
  88157. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  88158. /**
  88159. * Gets the length in pixels of the blur sample region
  88160. */
  88161. get: function () {
  88162. return this._idealKernel;
  88163. },
  88164. /**
  88165. * Sets the length in pixels of the blur sample region
  88166. */
  88167. set: function (v) {
  88168. if (this._idealKernel === v) {
  88169. return;
  88170. }
  88171. v = Math.max(v, 1);
  88172. this._idealKernel = v;
  88173. this._kernel = this._nearestBestKernel(v);
  88174. if (!this.blockCompilation) {
  88175. this._updateParameters();
  88176. }
  88177. },
  88178. enumerable: true,
  88179. configurable: true
  88180. });
  88181. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  88182. /**
  88183. * Gets wether or not the blur is unpacking/repacking floats
  88184. */
  88185. get: function () {
  88186. return this._packedFloat;
  88187. },
  88188. /**
  88189. * Sets wether or not the blur needs to unpack/repack floats
  88190. */
  88191. set: function (v) {
  88192. if (this._packedFloat === v) {
  88193. return;
  88194. }
  88195. this._packedFloat = v;
  88196. if (!this.blockCompilation) {
  88197. this._updateParameters();
  88198. }
  88199. },
  88200. enumerable: true,
  88201. configurable: true
  88202. });
  88203. /**
  88204. * Updates the effect with the current post process compile time values and recompiles the shader.
  88205. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88206. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88207. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88208. * @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
  88209. * @param onCompiled Called when the shader has been compiled.
  88210. * @param onError Called if there is an error when compiling a shader.
  88211. */
  88212. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88213. if (defines === void 0) { defines = null; }
  88214. if (uniforms === void 0) { uniforms = null; }
  88215. if (samplers === void 0) { samplers = null; }
  88216. this._updateParameters(onCompiled, onError);
  88217. };
  88218. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88219. // Generate sampling offsets and weights
  88220. var N = this._kernel;
  88221. var centerIndex = (N - 1) / 2;
  88222. // Generate Gaussian sampling weights over kernel
  88223. var offsets = [];
  88224. var weights = [];
  88225. var totalWeight = 0;
  88226. for (var i = 0; i < N; i++) {
  88227. var u = i / (N - 1);
  88228. var w = this._gaussianWeight(u * 2.0 - 1);
  88229. offsets[i] = (i - centerIndex);
  88230. weights[i] = w;
  88231. totalWeight += w;
  88232. }
  88233. // Normalize weights
  88234. for (var i = 0; i < weights.length; i++) {
  88235. weights[i] /= totalWeight;
  88236. }
  88237. // Optimize: combine samples to take advantage of hardware linear sampling
  88238. // Walk from left to center, combining pairs (symmetrically)
  88239. var linearSamplingWeights = [];
  88240. var linearSamplingOffsets = [];
  88241. var linearSamplingMap = [];
  88242. for (var i = 0; i <= centerIndex; i += 2) {
  88243. var j = Math.min(i + 1, Math.floor(centerIndex));
  88244. var singleCenterSample = i === j;
  88245. if (singleCenterSample) {
  88246. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88247. }
  88248. else {
  88249. var sharedCell = j === centerIndex;
  88250. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88251. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88252. if (offsetLinear === 0) {
  88253. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88254. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88255. }
  88256. else {
  88257. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88258. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88259. }
  88260. }
  88261. }
  88262. for (var i = 0; i < linearSamplingMap.length; i++) {
  88263. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88264. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88265. }
  88266. // Replace with optimized
  88267. offsets = linearSamplingOffsets;
  88268. weights = linearSamplingWeights;
  88269. // Generate shaders
  88270. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88271. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88272. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88273. var defines = "";
  88274. defines += this._staticDefines;
  88275. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88276. if (this._staticDefines.indexOf("DOF") != -1) {
  88277. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88278. varyingCount--;
  88279. }
  88280. for (var i = 0; i < varyingCount; i++) {
  88281. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88282. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88283. }
  88284. var depCount = 0;
  88285. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88286. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88287. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88288. depCount++;
  88289. }
  88290. if (this.packedFloat) {
  88291. defines += "#define PACKEDFLOAT 1";
  88292. }
  88293. this.blockCompilation = false;
  88294. _super.prototype.updateEffect.call(this, defines, null, null, {
  88295. varyingCount: varyingCount,
  88296. depCount: depCount
  88297. }, onCompiled, onError);
  88298. };
  88299. /**
  88300. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88301. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88302. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88303. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88304. * The gaps between physical kernels are compensated for in the weighting of the samples
  88305. * @param idealKernel Ideal blur kernel.
  88306. * @return Nearest best kernel.
  88307. */
  88308. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88309. var v = Math.round(idealKernel);
  88310. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88311. var k = _a[_i];
  88312. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88313. return Math.max(k, 3);
  88314. }
  88315. }
  88316. return Math.max(v, 3);
  88317. };
  88318. /**
  88319. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88320. * @param x The point on the Gaussian distribution to sample.
  88321. * @return the value of the Gaussian function at x.
  88322. */
  88323. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88324. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88325. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88326. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88327. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88328. // truncated at around 1.3% of peak strength.
  88329. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88330. var sigma = (1 / 3);
  88331. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88332. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88333. var weight = (1.0 / denominator) * Math.exp(exponent);
  88334. return weight;
  88335. };
  88336. /**
  88337. * Generates a string that can be used as a floating point number in GLSL.
  88338. * @param x Value to print.
  88339. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88340. * @return GLSL float string.
  88341. */
  88342. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88343. if (decimalFigures === void 0) { decimalFigures = 8; }
  88344. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88345. };
  88346. return BlurPostProcess;
  88347. }(BABYLON.PostProcess));
  88348. BABYLON.BlurPostProcess = BlurPostProcess;
  88349. })(BABYLON || (BABYLON = {}));
  88350. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88351. var BABYLON;
  88352. (function (BABYLON) {
  88353. /**
  88354. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88355. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88356. * based on samples that have a large difference in distance than the center pixel.
  88357. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88358. */
  88359. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88360. __extends(DepthOfFieldBlurPostProcess, _super);
  88361. /**
  88362. * Creates a new instance CircleOfConfusionPostProcess
  88363. * @param name The name of the effect.
  88364. * @param scene The scene the effect belongs to.
  88365. * @param direction The direction the blur should be applied.
  88366. * @param kernel The size of the kernel used to blur.
  88367. * @param options The required width/height ratio to downsize to before computing the render pass.
  88368. * @param camera The camera to apply the render pass to.
  88369. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88370. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88371. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88372. * @param engine The engine which the post process will be applied. (default: current engine)
  88373. * @param reusable If the post process can be reused on the same frame. (default: false)
  88374. * @param textureType Type of textures used when performing the post process. (default: 0)
  88375. * @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)
  88376. */
  88377. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88378. if (imageToBlur === void 0) { imageToBlur = null; }
  88379. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88380. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88381. if (blockCompilation === void 0) { blockCompilation = false; }
  88382. 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;
  88383. _this.direction = direction;
  88384. _this.onApplyObservable.add(function (effect) {
  88385. if (imageToBlur != null) {
  88386. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88387. }
  88388. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88389. if (scene.activeCamera) {
  88390. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88391. }
  88392. });
  88393. return _this;
  88394. }
  88395. return DepthOfFieldBlurPostProcess;
  88396. }(BABYLON.BlurPostProcess));
  88397. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88398. })(BABYLON || (BABYLON = {}));
  88399. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88400. var BABYLON;
  88401. (function (BABYLON) {
  88402. /**
  88403. * Options to be set when merging outputs from the default pipeline.
  88404. */
  88405. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88406. function DepthOfFieldMergePostProcessOptions() {
  88407. }
  88408. return DepthOfFieldMergePostProcessOptions;
  88409. }());
  88410. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88411. /**
  88412. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88413. */
  88414. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88415. __extends(DepthOfFieldMergePostProcess, _super);
  88416. /**
  88417. * Creates a new instance of DepthOfFieldMergePostProcess
  88418. * @param name The name of the effect.
  88419. * @param originalFromInput Post process which's input will be used for the merge.
  88420. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88421. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88422. * @param options The required width/height ratio to downsize to before computing the render pass.
  88423. * @param camera The camera to apply the render pass to.
  88424. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88425. * @param engine The engine which the post process will be applied. (default: current engine)
  88426. * @param reusable If the post process can be reused on the same frame. (default: false)
  88427. * @param textureType Type of textures used when performing the post process. (default: 0)
  88428. * @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)
  88429. */
  88430. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88431. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88432. if (blockCompilation === void 0) { blockCompilation = false; }
  88433. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88434. _this.blurSteps = blurSteps;
  88435. _this.onApplyObservable.add(function (effect) {
  88436. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88437. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88438. blurSteps.forEach(function (step, index) {
  88439. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88440. });
  88441. });
  88442. if (!blockCompilation) {
  88443. _this.updateEffect();
  88444. }
  88445. return _this;
  88446. }
  88447. /**
  88448. * Updates the effect with the current post process compile time values and recompiles the shader.
  88449. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88450. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88451. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88452. * @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
  88453. * @param onCompiled Called when the shader has been compiled.
  88454. * @param onError Called if there is an error when compiling a shader.
  88455. */
  88456. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88457. if (defines === void 0) { defines = null; }
  88458. if (uniforms === void 0) { uniforms = null; }
  88459. if (samplers === void 0) { samplers = null; }
  88460. if (!defines) {
  88461. defines = "";
  88462. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88463. }
  88464. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88465. };
  88466. return DepthOfFieldMergePostProcess;
  88467. }(BABYLON.PostProcess));
  88468. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88469. })(BABYLON || (BABYLON = {}));
  88470. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88471. var BABYLON;
  88472. (function (BABYLON) {
  88473. /**
  88474. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88475. */
  88476. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88477. __extends(CircleOfConfusionPostProcess, _super);
  88478. /**
  88479. * Creates a new instance CircleOfConfusionPostProcess
  88480. * @param name The name of the effect.
  88481. * @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.
  88482. * @param options The required width/height ratio to downsize to before computing the render pass.
  88483. * @param camera The camera to apply the render pass to.
  88484. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88485. * @param engine The engine which the post process will be applied. (default: current engine)
  88486. * @param reusable If the post process can be reused on the same frame. (default: false)
  88487. * @param textureType Type of textures used when performing the post process. (default: 0)
  88488. * @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)
  88489. */
  88490. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88491. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88492. if (blockCompilation === void 0) { blockCompilation = false; }
  88493. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88494. /**
  88495. * 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.
  88496. */
  88497. _this.lensSize = 50;
  88498. /**
  88499. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88500. */
  88501. _this.fStop = 1.4;
  88502. /**
  88503. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88504. */
  88505. _this.focusDistance = 2000;
  88506. /**
  88507. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88508. */
  88509. _this.focalLength = 50;
  88510. _this._depthTexture = null;
  88511. _this._depthTexture = depthTexture;
  88512. _this.onApplyObservable.add(function (effect) {
  88513. if (!_this._depthTexture) {
  88514. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88515. return;
  88516. }
  88517. effect.setTexture("depthSampler", _this._depthTexture);
  88518. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88519. var aperture = _this.lensSize / _this.fStop;
  88520. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88521. effect.setFloat('focusDistance', _this.focusDistance);
  88522. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88523. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88524. });
  88525. return _this;
  88526. }
  88527. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88528. /**
  88529. * 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.
  88530. */
  88531. set: function (value) {
  88532. this._depthTexture = value;
  88533. },
  88534. enumerable: true,
  88535. configurable: true
  88536. });
  88537. return CircleOfConfusionPostProcess;
  88538. }(BABYLON.PostProcess));
  88539. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88540. })(BABYLON || (BABYLON = {}));
  88541. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88542. var BABYLON;
  88543. (function (BABYLON) {
  88544. /**
  88545. * Specifies the level of max blur that should be applied when using the depth of field effect
  88546. */
  88547. var DepthOfFieldEffectBlurLevel;
  88548. (function (DepthOfFieldEffectBlurLevel) {
  88549. /**
  88550. * Subtle blur
  88551. */
  88552. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88553. /**
  88554. * Medium blur
  88555. */
  88556. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88557. /**
  88558. * Large blur
  88559. */
  88560. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88561. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88562. /**
  88563. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88564. */
  88565. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88566. __extends(DepthOfFieldEffect, _super);
  88567. /**
  88568. * Creates a new instance DepthOfFieldEffect
  88569. * @param scene The scene the effect belongs to.
  88570. * @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.
  88571. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88572. * @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)
  88573. */
  88574. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88575. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88576. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88577. if (blockCompilation === void 0) { blockCompilation = false; }
  88578. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88579. return _this._effects;
  88580. }, true) || this;
  88581. /**
  88582. * @hidden Internal post processes in depth of field effect
  88583. */
  88584. _this._effects = [];
  88585. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88586. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88587. // 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)
  88588. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88589. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88590. _this._depthOfFieldBlurY = [];
  88591. _this._depthOfFieldBlurX = [];
  88592. var blurCount = 1;
  88593. var kernelSize = 15;
  88594. switch (blurLevel) {
  88595. case DepthOfFieldEffectBlurLevel.High: {
  88596. blurCount = 3;
  88597. kernelSize = 51;
  88598. break;
  88599. }
  88600. case DepthOfFieldEffectBlurLevel.Medium: {
  88601. blurCount = 2;
  88602. kernelSize = 31;
  88603. break;
  88604. }
  88605. default: {
  88606. kernelSize = 15;
  88607. blurCount = 1;
  88608. break;
  88609. }
  88610. }
  88611. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88612. var ratio = 1.0;
  88613. for (var i = 0; i < blurCount; i++) {
  88614. 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);
  88615. blurY.autoClear = false;
  88616. ratio = 0.75 / Math.pow(2, i);
  88617. 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);
  88618. blurX.autoClear = false;
  88619. _this._depthOfFieldBlurY.push(blurY);
  88620. _this._depthOfFieldBlurX.push(blurX);
  88621. }
  88622. // Set all post processes on the effect.
  88623. _this._effects = [_this._circleOfConfusion];
  88624. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88625. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88626. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88627. }
  88628. // Merge blurred images with original image based on circleOfConfusion
  88629. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88630. _this._dofMerge.autoClear = false;
  88631. _this._effects.push(_this._dofMerge);
  88632. return _this;
  88633. }
  88634. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88635. get: function () {
  88636. return this._circleOfConfusion.focalLength;
  88637. },
  88638. /**
  88639. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88640. */
  88641. set: function (value) {
  88642. this._circleOfConfusion.focalLength = value;
  88643. },
  88644. enumerable: true,
  88645. configurable: true
  88646. });
  88647. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88648. get: function () {
  88649. return this._circleOfConfusion.fStop;
  88650. },
  88651. /**
  88652. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88653. */
  88654. set: function (value) {
  88655. this._circleOfConfusion.fStop = value;
  88656. },
  88657. enumerable: true,
  88658. configurable: true
  88659. });
  88660. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88661. get: function () {
  88662. return this._circleOfConfusion.focusDistance;
  88663. },
  88664. /**
  88665. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88666. */
  88667. set: function (value) {
  88668. this._circleOfConfusion.focusDistance = value;
  88669. },
  88670. enumerable: true,
  88671. configurable: true
  88672. });
  88673. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88674. get: function () {
  88675. return this._circleOfConfusion.lensSize;
  88676. },
  88677. /**
  88678. * 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.
  88679. */
  88680. set: function (value) {
  88681. this._circleOfConfusion.lensSize = value;
  88682. },
  88683. enumerable: true,
  88684. configurable: true
  88685. });
  88686. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88687. /**
  88688. * 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.
  88689. */
  88690. set: function (value) {
  88691. this._circleOfConfusion.depthTexture = value;
  88692. },
  88693. enumerable: true,
  88694. configurable: true
  88695. });
  88696. /**
  88697. * Disposes each of the internal effects for a given camera.
  88698. * @param camera The camera to dispose the effect on.
  88699. */
  88700. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88701. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88702. this._effects[effectIndex].dispose(camera);
  88703. }
  88704. };
  88705. /**
  88706. * @hidden Internal
  88707. */
  88708. DepthOfFieldEffect.prototype._updateEffects = function () {
  88709. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88710. this._effects[effectIndex].updateEffect();
  88711. }
  88712. };
  88713. /**
  88714. * Internal
  88715. * @returns if all the contained post processes are ready.
  88716. * @hidden
  88717. */
  88718. DepthOfFieldEffect.prototype._isReady = function () {
  88719. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88720. if (!this._effects[effectIndex].isReady()) {
  88721. return false;
  88722. }
  88723. }
  88724. return true;
  88725. };
  88726. return DepthOfFieldEffect;
  88727. }(BABYLON.PostProcessRenderEffect));
  88728. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88729. })(BABYLON || (BABYLON = {}));
  88730. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88731. var BABYLON;
  88732. (function (BABYLON) {
  88733. /**
  88734. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88735. */
  88736. var BloomMergePostProcess = /** @class */ (function (_super) {
  88737. __extends(BloomMergePostProcess, _super);
  88738. /**
  88739. * Creates a new instance of @see BloomMergePostProcess
  88740. * @param name The name of the effect.
  88741. * @param originalFromInput Post process which's input will be used for the merge.
  88742. * @param blurred Blurred highlights post process which's output will be used.
  88743. * @param weight Weight of the bloom to be added to the original input.
  88744. * @param options The required width/height ratio to downsize to before computing the render pass.
  88745. * @param camera The camera to apply the render pass to.
  88746. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88747. * @param engine The engine which the post process will be applied. (default: current engine)
  88748. * @param reusable If the post process can be reused on the same frame. (default: false)
  88749. * @param textureType Type of textures used when performing the post process. (default: 0)
  88750. * @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)
  88751. */
  88752. function BloomMergePostProcess(name, originalFromInput, blurred,
  88753. /** Weight of the bloom to be added to the original input. */
  88754. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88755. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88756. if (blockCompilation === void 0) { blockCompilation = false; }
  88757. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88758. _this.weight = weight;
  88759. _this.onApplyObservable.add(function (effect) {
  88760. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88761. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88762. effect.setFloat("bloomWeight", _this.weight);
  88763. });
  88764. if (!blockCompilation) {
  88765. _this.updateEffect();
  88766. }
  88767. return _this;
  88768. }
  88769. return BloomMergePostProcess;
  88770. }(BABYLON.PostProcess));
  88771. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88772. })(BABYLON || (BABYLON = {}));
  88773. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88774. var BABYLON;
  88775. (function (BABYLON) {
  88776. /**
  88777. * 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.
  88778. */
  88779. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88780. __extends(ExtractHighlightsPostProcess, _super);
  88781. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88782. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88783. if (blockCompilation === void 0) { blockCompilation = false; }
  88784. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88785. /**
  88786. * The luminance threshold, pixels below this value will be set to black.
  88787. */
  88788. _this.threshold = 0.9;
  88789. /** @hidden */
  88790. _this._exposure = 1;
  88791. /**
  88792. * Post process which has the input texture to be used when performing highlight extraction
  88793. * @hidden
  88794. */
  88795. _this._inputPostProcess = null;
  88796. _this.onApplyObservable.add(function (effect) {
  88797. if (_this._inputPostProcess) {
  88798. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88799. }
  88800. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88801. effect.setFloat('exposure', _this._exposure);
  88802. });
  88803. return _this;
  88804. }
  88805. return ExtractHighlightsPostProcess;
  88806. }(BABYLON.PostProcess));
  88807. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88808. })(BABYLON || (BABYLON = {}));
  88809. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88810. var BABYLON;
  88811. (function (BABYLON) {
  88812. /**
  88813. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88814. */
  88815. var BloomEffect = /** @class */ (function (_super) {
  88816. __extends(BloomEffect, _super);
  88817. /**
  88818. * Creates a new instance of @see BloomEffect
  88819. * @param scene The scene the effect belongs to.
  88820. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88821. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88822. * @param bloomWeight The the strength of bloom.
  88823. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88824. * @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)
  88825. */
  88826. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88827. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88828. if (blockCompilation === void 0) { blockCompilation = false; }
  88829. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88830. return _this._effects;
  88831. }, true) || this;
  88832. _this.bloomScale = bloomScale;
  88833. /**
  88834. * @hidden Internal
  88835. */
  88836. _this._effects = [];
  88837. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88838. _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);
  88839. _this._blurX.alwaysForcePOT = true;
  88840. _this._blurX.autoClear = false;
  88841. _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);
  88842. _this._blurY.alwaysForcePOT = true;
  88843. _this._blurY.autoClear = false;
  88844. _this.kernel = bloomKernel;
  88845. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88846. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88847. _this._merge.autoClear = false;
  88848. _this._effects.push(_this._merge);
  88849. return _this;
  88850. }
  88851. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88852. /**
  88853. * The luminance threshold to find bright areas of the image to bloom.
  88854. */
  88855. get: function () {
  88856. return this._downscale.threshold;
  88857. },
  88858. set: function (value) {
  88859. this._downscale.threshold = value;
  88860. },
  88861. enumerable: true,
  88862. configurable: true
  88863. });
  88864. Object.defineProperty(BloomEffect.prototype, "weight", {
  88865. /**
  88866. * The strength of the bloom.
  88867. */
  88868. get: function () {
  88869. return this._merge.weight;
  88870. },
  88871. set: function (value) {
  88872. this._merge.weight = value;
  88873. },
  88874. enumerable: true,
  88875. configurable: true
  88876. });
  88877. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88878. /**
  88879. * Specifies the size of the bloom blur kernel, relative to the final output size
  88880. */
  88881. get: function () {
  88882. return this._blurX.kernel / this.bloomScale;
  88883. },
  88884. set: function (value) {
  88885. this._blurX.kernel = value * this.bloomScale;
  88886. this._blurY.kernel = value * this.bloomScale;
  88887. },
  88888. enumerable: true,
  88889. configurable: true
  88890. });
  88891. /**
  88892. * Disposes each of the internal effects for a given camera.
  88893. * @param camera The camera to dispose the effect on.
  88894. */
  88895. BloomEffect.prototype.disposeEffects = function (camera) {
  88896. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88897. this._effects[effectIndex].dispose(camera);
  88898. }
  88899. };
  88900. /**
  88901. * @hidden Internal
  88902. */
  88903. BloomEffect.prototype._updateEffects = function () {
  88904. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88905. this._effects[effectIndex].updateEffect();
  88906. }
  88907. };
  88908. /**
  88909. * Internal
  88910. * @returns if all the contained post processes are ready.
  88911. * @hidden
  88912. */
  88913. BloomEffect.prototype._isReady = function () {
  88914. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88915. if (!this._effects[effectIndex].isReady()) {
  88916. return false;
  88917. }
  88918. }
  88919. return true;
  88920. };
  88921. return BloomEffect;
  88922. }(BABYLON.PostProcessRenderEffect));
  88923. BABYLON.BloomEffect = BloomEffect;
  88924. })(BABYLON || (BABYLON = {}));
  88925. //# sourceMappingURL=babylon.bloomEffect.js.map
  88926. var BABYLON;
  88927. (function (BABYLON) {
  88928. /**
  88929. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88930. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88931. */
  88932. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88933. __extends(DefaultRenderingPipeline, _super);
  88934. /**
  88935. * @constructor
  88936. * @param name - The rendering pipeline name (default: "")
  88937. * @param hdr - If high dynamic range textures should be used (default: true)
  88938. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88939. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88940. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88941. */
  88942. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88943. if (name === void 0) { name = ""; }
  88944. if (hdr === void 0) { hdr = true; }
  88945. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88946. if (automaticBuild === void 0) { automaticBuild = true; }
  88947. var _this = _super.call(this, scene.getEngine(), name) || this;
  88948. _this._camerasToBeAttached = [];
  88949. /**
  88950. * ID of the sharpen post process,
  88951. */
  88952. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88953. /**
  88954. * @ignore
  88955. * ID of the image processing post process;
  88956. */
  88957. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88958. /**
  88959. * @ignore
  88960. * ID of the Fast Approximate Anti-Aliasing post process;
  88961. */
  88962. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88963. /**
  88964. * ID of the chromatic aberration post process,
  88965. */
  88966. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  88967. /**
  88968. * ID of the grain post process
  88969. */
  88970. _this.GrainPostProcessId = "GrainPostProcessEffect";
  88971. /**
  88972. * Glow post process which adds a glow to emmisive areas of the image
  88973. */
  88974. _this._glowLayer = null;
  88975. /**
  88976. * Animations which can be used to tweak settings over a period of time
  88977. */
  88978. _this.animations = [];
  88979. _this._imageProcessingConfigurationObserver = null;
  88980. // Values
  88981. _this._sharpenEnabled = false;
  88982. _this._bloomEnabled = false;
  88983. _this._depthOfFieldEnabled = false;
  88984. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  88985. _this._fxaaEnabled = false;
  88986. _this._imageProcessingEnabled = true;
  88987. _this._bloomScale = 0.5;
  88988. _this._chromaticAberrationEnabled = false;
  88989. _this._grainEnabled = false;
  88990. _this._buildAllowed = true;
  88991. _this._resizeObserver = null;
  88992. _this._hardwareScaleLevel = 1.0;
  88993. _this._bloomKernel = 64;
  88994. /**
  88995. * Specifies the weight of the bloom in the final rendering
  88996. */
  88997. _this._bloomWeight = 0.15;
  88998. /**
  88999. * Specifies the luma threshold for the area that will be blurred by the bloom
  89000. */
  89001. _this._bloomThreshold = 0.9;
  89002. _this._samples = 1;
  89003. _this._hasCleared = false;
  89004. _this._prevPostProcess = null;
  89005. _this._prevPrevPostProcess = null;
  89006. _this._depthOfFieldSceneObserver = null;
  89007. _this._cameras = cameras || scene.cameras;
  89008. _this._cameras = _this._cameras.slice();
  89009. _this._camerasToBeAttached = _this._cameras.slice();
  89010. _this._buildAllowed = automaticBuild;
  89011. // Initialize
  89012. _this._scene = scene;
  89013. var caps = _this._scene.getEngine().getCaps();
  89014. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  89015. // Misc
  89016. if (_this._hdr) {
  89017. if (caps.textureHalfFloatRender) {
  89018. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  89019. }
  89020. else if (caps.textureFloatRender) {
  89021. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  89022. }
  89023. }
  89024. else {
  89025. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  89026. }
  89027. // Attach
  89028. scene.postProcessRenderPipelineManager.addPipeline(_this);
  89029. var engine = _this._scene.getEngine();
  89030. // Create post processes before hand so they can be modified before enabled.
  89031. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  89032. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89033. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  89034. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  89035. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  89036. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89037. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  89038. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89039. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  89040. _this._resizeObserver = engine.onResizeObservable.add(function () {
  89041. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  89042. _this.bloomKernel = _this.bloomKernel;
  89043. });
  89044. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  89045. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  89046. });
  89047. _this._buildPipeline();
  89048. return _this;
  89049. }
  89050. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  89051. get: function () {
  89052. return this._sharpenEnabled;
  89053. },
  89054. /**
  89055. * Enable or disable the sharpen process from the pipeline
  89056. */
  89057. set: function (enabled) {
  89058. if (this._sharpenEnabled === enabled) {
  89059. return;
  89060. }
  89061. this._sharpenEnabled = enabled;
  89062. this._buildPipeline();
  89063. },
  89064. enumerable: true,
  89065. configurable: true
  89066. });
  89067. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  89068. /**
  89069. * Specifies the size of the bloom blur kernel, relative to the final output size
  89070. */
  89071. get: function () {
  89072. return this._bloomKernel;
  89073. },
  89074. set: function (value) {
  89075. this._bloomKernel = value;
  89076. this.bloom.kernel = value / this._hardwareScaleLevel;
  89077. },
  89078. enumerable: true,
  89079. configurable: true
  89080. });
  89081. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  89082. get: function () {
  89083. return this._bloomWeight;
  89084. },
  89085. /**
  89086. * The strength of the bloom.
  89087. */
  89088. set: function (value) {
  89089. if (this._bloomWeight === value) {
  89090. return;
  89091. }
  89092. this.bloom.weight = value;
  89093. this._bloomWeight = value;
  89094. },
  89095. enumerable: true,
  89096. configurable: true
  89097. });
  89098. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  89099. get: function () {
  89100. return this._bloomThreshold;
  89101. },
  89102. /**
  89103. * The strength of the bloom.
  89104. */
  89105. set: function (value) {
  89106. if (this._bloomThreshold === value) {
  89107. return;
  89108. }
  89109. this.bloom.threshold = value;
  89110. this._bloomThreshold = value;
  89111. },
  89112. enumerable: true,
  89113. configurable: true
  89114. });
  89115. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  89116. get: function () {
  89117. return this._bloomScale;
  89118. },
  89119. /**
  89120. * The scale of the bloom, lower value will provide better performance.
  89121. */
  89122. set: function (value) {
  89123. if (this._bloomScale === value) {
  89124. return;
  89125. }
  89126. this._bloomScale = value;
  89127. // recreate bloom and dispose old as this setting is not dynamic
  89128. this._rebuildBloom();
  89129. this._buildPipeline();
  89130. },
  89131. enumerable: true,
  89132. configurable: true
  89133. });
  89134. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  89135. get: function () {
  89136. return this._bloomEnabled;
  89137. },
  89138. /**
  89139. * Enable or disable the bloom from the pipeline
  89140. */
  89141. set: function (enabled) {
  89142. if (this._bloomEnabled === enabled) {
  89143. return;
  89144. }
  89145. this._bloomEnabled = enabled;
  89146. this._buildPipeline();
  89147. },
  89148. enumerable: true,
  89149. configurable: true
  89150. });
  89151. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  89152. // recreate bloom and dispose old as this setting is not dynamic
  89153. var oldBloom = this.bloom;
  89154. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  89155. this.bloom.threshold = oldBloom.threshold;
  89156. for (var i = 0; i < this._cameras.length; i++) {
  89157. oldBloom.disposeEffects(this._cameras[i]);
  89158. }
  89159. };
  89160. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  89161. /**
  89162. * If the depth of field is enabled.
  89163. */
  89164. get: function () {
  89165. return this._depthOfFieldEnabled;
  89166. },
  89167. set: function (enabled) {
  89168. if (this._depthOfFieldEnabled === enabled) {
  89169. return;
  89170. }
  89171. this._depthOfFieldEnabled = enabled;
  89172. this._buildPipeline();
  89173. },
  89174. enumerable: true,
  89175. configurable: true
  89176. });
  89177. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  89178. /**
  89179. * Blur level of the depth of field effect. (Higher blur will effect performance)
  89180. */
  89181. get: function () {
  89182. return this._depthOfFieldBlurLevel;
  89183. },
  89184. set: function (value) {
  89185. if (this._depthOfFieldBlurLevel === value) {
  89186. return;
  89187. }
  89188. this._depthOfFieldBlurLevel = value;
  89189. // recreate dof and dispose old as this setting is not dynamic
  89190. var oldDof = this.depthOfField;
  89191. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  89192. this.depthOfField.focalLength = oldDof.focalLength;
  89193. this.depthOfField.focusDistance = oldDof.focusDistance;
  89194. this.depthOfField.fStop = oldDof.fStop;
  89195. this.depthOfField.lensSize = oldDof.lensSize;
  89196. for (var i = 0; i < this._cameras.length; i++) {
  89197. oldDof.disposeEffects(this._cameras[i]);
  89198. }
  89199. this._buildPipeline();
  89200. },
  89201. enumerable: true,
  89202. configurable: true
  89203. });
  89204. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89205. get: function () {
  89206. return this._fxaaEnabled;
  89207. },
  89208. /**
  89209. * If the anti aliasing is enabled.
  89210. */
  89211. set: function (enabled) {
  89212. if (this._fxaaEnabled === enabled) {
  89213. return;
  89214. }
  89215. this._fxaaEnabled = enabled;
  89216. this._buildPipeline();
  89217. },
  89218. enumerable: true,
  89219. configurable: true
  89220. });
  89221. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89222. get: function () {
  89223. return this._samples;
  89224. },
  89225. /**
  89226. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89227. */
  89228. set: function (sampleCount) {
  89229. if (this._samples === sampleCount) {
  89230. return;
  89231. }
  89232. this._samples = sampleCount;
  89233. this._buildPipeline();
  89234. },
  89235. enumerable: true,
  89236. configurable: true
  89237. });
  89238. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89239. get: function () {
  89240. return this._imageProcessingEnabled;
  89241. },
  89242. /**
  89243. * If image processing is enabled.
  89244. */
  89245. set: function (enabled) {
  89246. if (this._imageProcessingEnabled === enabled) {
  89247. return;
  89248. }
  89249. this._imageProcessingEnabled = enabled;
  89250. this._buildPipeline();
  89251. },
  89252. enumerable: true,
  89253. configurable: true
  89254. });
  89255. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89256. get: function () {
  89257. return this._glowLayer == null;
  89258. },
  89259. /**
  89260. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89261. */
  89262. set: function (enabled) {
  89263. if (enabled && !this._glowLayer) {
  89264. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89265. }
  89266. else if (!enabled && this._glowLayer) {
  89267. this._glowLayer.dispose();
  89268. this._glowLayer = null;
  89269. }
  89270. },
  89271. enumerable: true,
  89272. configurable: true
  89273. });
  89274. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89275. get: function () {
  89276. return this._chromaticAberrationEnabled;
  89277. },
  89278. /**
  89279. * Enable or disable the chromaticAberration process from the pipeline
  89280. */
  89281. set: function (enabled) {
  89282. if (this._chromaticAberrationEnabled === enabled) {
  89283. return;
  89284. }
  89285. this._chromaticAberrationEnabled = enabled;
  89286. this._buildPipeline();
  89287. },
  89288. enumerable: true,
  89289. configurable: true
  89290. });
  89291. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89292. get: function () {
  89293. return this._grainEnabled;
  89294. },
  89295. /**
  89296. * Enable or disable the grain process from the pipeline
  89297. */
  89298. set: function (enabled) {
  89299. if (this._grainEnabled === enabled) {
  89300. return;
  89301. }
  89302. this._grainEnabled = enabled;
  89303. this._buildPipeline();
  89304. },
  89305. enumerable: true,
  89306. configurable: true
  89307. });
  89308. /**
  89309. * Force the compilation of the entire pipeline.
  89310. */
  89311. DefaultRenderingPipeline.prototype.prepare = function () {
  89312. var previousState = this._buildAllowed;
  89313. this._buildAllowed = true;
  89314. this._buildPipeline();
  89315. this._buildAllowed = previousState;
  89316. };
  89317. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89318. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89319. if (this._hasCleared) {
  89320. postProcess.autoClear = false;
  89321. }
  89322. else {
  89323. postProcess.autoClear = true;
  89324. this._scene.autoClear = false;
  89325. this._hasCleared = true;
  89326. }
  89327. if (!skipTextureSharing) {
  89328. if (this._prevPrevPostProcess) {
  89329. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89330. }
  89331. else {
  89332. postProcess.useOwnOutput();
  89333. }
  89334. if (this._prevPostProcess) {
  89335. this._prevPrevPostProcess = this._prevPostProcess;
  89336. }
  89337. this._prevPostProcess = postProcess;
  89338. }
  89339. };
  89340. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89341. var _this = this;
  89342. if (!this._buildAllowed) {
  89343. return;
  89344. }
  89345. this._scene.autoClear = true;
  89346. var engine = this._scene.getEngine();
  89347. this._disposePostProcesses();
  89348. if (this._cameras !== null) {
  89349. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89350. // get back cameras to be used to reattach pipeline
  89351. this._cameras = this._camerasToBeAttached.slice();
  89352. }
  89353. this._reset();
  89354. this._prevPostProcess = null;
  89355. this._prevPrevPostProcess = null;
  89356. this._hasCleared = false;
  89357. if (this.depthOfFieldEnabled) {
  89358. // Multi camera suport
  89359. if (this._cameras.length > 1) {
  89360. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89361. var camera = _a[_i];
  89362. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89363. depthRenderer.useOnlyInActiveCamera = true;
  89364. }
  89365. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89366. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89367. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89368. }
  89369. });
  89370. }
  89371. else {
  89372. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89373. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89374. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89375. }
  89376. if (!this.depthOfField._isReady()) {
  89377. this.depthOfField._updateEffects();
  89378. }
  89379. this.addEffect(this.depthOfField);
  89380. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89381. }
  89382. else {
  89383. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89384. }
  89385. if (this.bloomEnabled) {
  89386. if (!this.bloom._isReady()) {
  89387. this.bloom._updateEffects();
  89388. }
  89389. this.addEffect(this.bloom);
  89390. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89391. }
  89392. if (this._imageProcessingEnabled) {
  89393. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89394. if (this._hdr) {
  89395. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89396. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89397. }
  89398. else {
  89399. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89400. }
  89401. }
  89402. if (this.sharpenEnabled) {
  89403. if (!this.sharpen.isReady()) {
  89404. this.sharpen.updateEffect();
  89405. }
  89406. this.addEffect(this._sharpenEffect);
  89407. this._setAutoClearAndTextureSharing(this.sharpen);
  89408. }
  89409. if (this.grainEnabled) {
  89410. if (!this.grain.isReady()) {
  89411. this.grain.updateEffect();
  89412. }
  89413. this.addEffect(this._grainEffect);
  89414. this._setAutoClearAndTextureSharing(this.grain);
  89415. }
  89416. if (this.chromaticAberrationEnabled) {
  89417. if (!this.chromaticAberration.isReady()) {
  89418. this.chromaticAberration.updateEffect();
  89419. }
  89420. this.addEffect(this._chromaticAberrationEffect);
  89421. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89422. }
  89423. if (this.fxaaEnabled) {
  89424. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89425. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89426. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89427. }
  89428. if (this._cameras !== null) {
  89429. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89430. }
  89431. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89432. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89433. }
  89434. };
  89435. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89436. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89437. for (var i = 0; i < this._cameras.length; i++) {
  89438. var camera = this._cameras[i];
  89439. if (this.imageProcessing) {
  89440. this.imageProcessing.dispose(camera);
  89441. }
  89442. if (this.fxaa) {
  89443. this.fxaa.dispose(camera);
  89444. }
  89445. // These are created in the constructor and should not be disposed on every pipeline change
  89446. if (disposeNonRecreated) {
  89447. if (this.sharpen) {
  89448. this.sharpen.dispose(camera);
  89449. }
  89450. if (this.depthOfField) {
  89451. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89452. this.depthOfField.disposeEffects(camera);
  89453. }
  89454. if (this.bloom) {
  89455. this.bloom.disposeEffects(camera);
  89456. }
  89457. if (this.chromaticAberration) {
  89458. this.chromaticAberration.dispose(camera);
  89459. }
  89460. if (this.grain) {
  89461. this.grain.dispose(camera);
  89462. }
  89463. if (this._glowLayer) {
  89464. this._glowLayer.dispose();
  89465. }
  89466. }
  89467. }
  89468. this.imageProcessing = null;
  89469. this.fxaa = null;
  89470. if (disposeNonRecreated) {
  89471. this.sharpen = null;
  89472. this._sharpenEffect = null;
  89473. this.depthOfField = null;
  89474. this.bloom = null;
  89475. this.chromaticAberration = null;
  89476. this._chromaticAberrationEffect = null;
  89477. this.grain = null;
  89478. this._grainEffect = null;
  89479. this._glowLayer = null;
  89480. }
  89481. };
  89482. /**
  89483. * Adds a camera to the pipeline
  89484. * @param camera the camera to be added
  89485. */
  89486. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89487. this._camerasToBeAttached.push(camera);
  89488. this._buildPipeline();
  89489. };
  89490. /**
  89491. * Removes a camera from the pipeline
  89492. * @param camera the camera to remove
  89493. */
  89494. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89495. var index = this._camerasToBeAttached.indexOf(camera);
  89496. this._camerasToBeAttached.splice(index, 1);
  89497. this._buildPipeline();
  89498. };
  89499. /**
  89500. * Dispose of the pipeline and stop all post processes
  89501. */
  89502. DefaultRenderingPipeline.prototype.dispose = function () {
  89503. this._disposePostProcesses(true);
  89504. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89505. this._scene.autoClear = true;
  89506. if (this._resizeObserver) {
  89507. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89508. this._resizeObserver = null;
  89509. }
  89510. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89511. _super.prototype.dispose.call(this);
  89512. };
  89513. /**
  89514. * Serialize the rendering pipeline (Used when exporting)
  89515. * @returns the serialized object
  89516. */
  89517. DefaultRenderingPipeline.prototype.serialize = function () {
  89518. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89519. serializationObject.customType = "DefaultRenderingPipeline";
  89520. return serializationObject;
  89521. };
  89522. /**
  89523. * Parse the serialized pipeline
  89524. * @param source Source pipeline.
  89525. * @param scene The scene to load the pipeline to.
  89526. * @param rootUrl The URL of the serialized pipeline.
  89527. * @returns An instantiated pipeline from the serialized object.
  89528. */
  89529. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89530. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89531. };
  89532. __decorate([
  89533. BABYLON.serialize()
  89534. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89535. __decorate([
  89536. BABYLON.serialize()
  89537. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89538. __decorate([
  89539. BABYLON.serialize()
  89540. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89541. __decorate([
  89542. BABYLON.serialize()
  89543. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89544. __decorate([
  89545. BABYLON.serialize()
  89546. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89547. __decorate([
  89548. BABYLON.serialize()
  89549. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89550. __decorate([
  89551. BABYLON.serialize()
  89552. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89553. __decorate([
  89554. BABYLON.serialize()
  89555. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89556. __decorate([
  89557. BABYLON.serialize()
  89558. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89559. __decorate([
  89560. BABYLON.serialize()
  89561. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89562. __decorate([
  89563. BABYLON.serialize()
  89564. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89565. __decorate([
  89566. BABYLON.serialize()
  89567. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89568. __decorate([
  89569. BABYLON.serialize()
  89570. ], DefaultRenderingPipeline.prototype, "samples", null);
  89571. __decorate([
  89572. BABYLON.serialize()
  89573. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89574. __decorate([
  89575. BABYLON.serialize()
  89576. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89577. __decorate([
  89578. BABYLON.serialize()
  89579. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89580. __decorate([
  89581. BABYLON.serialize()
  89582. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89583. return DefaultRenderingPipeline;
  89584. }(BABYLON.PostProcessRenderPipeline));
  89585. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89586. })(BABYLON || (BABYLON = {}));
  89587. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89588. var BABYLON;
  89589. (function (BABYLON) {
  89590. /**
  89591. * @hidden
  89592. */
  89593. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89594. __extends(ImageProcessingConfigurationDefines, _super);
  89595. function ImageProcessingConfigurationDefines() {
  89596. var _this = _super.call(this) || this;
  89597. _this.IMAGEPROCESSING = false;
  89598. _this.VIGNETTE = false;
  89599. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89600. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89601. _this.TONEMAPPING = false;
  89602. _this.TONEMAPPING_ACES = false;
  89603. _this.CONTRAST = false;
  89604. _this.COLORCURVES = false;
  89605. _this.COLORGRADING = false;
  89606. _this.COLORGRADING3D = false;
  89607. _this.SAMPLER3DGREENDEPTH = false;
  89608. _this.SAMPLER3DBGRMAP = false;
  89609. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89610. _this.EXPOSURE = false;
  89611. _this.rebuild();
  89612. return _this;
  89613. }
  89614. return ImageProcessingConfigurationDefines;
  89615. }(BABYLON.MaterialDefines));
  89616. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89617. /**
  89618. * This groups together the common properties used for image processing either in direct forward pass
  89619. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89620. * or not.
  89621. */
  89622. var ImageProcessingConfiguration = /** @class */ (function () {
  89623. function ImageProcessingConfiguration() {
  89624. /**
  89625. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89626. */
  89627. this.colorCurves = new BABYLON.ColorCurves();
  89628. this._colorCurvesEnabled = false;
  89629. this._colorGradingEnabled = false;
  89630. this._colorGradingWithGreenDepth = true;
  89631. this._colorGradingBGR = true;
  89632. /** @hidden */
  89633. this._exposure = 1.0;
  89634. this._toneMappingEnabled = false;
  89635. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89636. this._contrast = 1.0;
  89637. /**
  89638. * Vignette stretch size.
  89639. */
  89640. this.vignetteStretch = 0;
  89641. /**
  89642. * Vignette centre X Offset.
  89643. */
  89644. this.vignetteCentreX = 0;
  89645. /**
  89646. * Vignette centre Y Offset.
  89647. */
  89648. this.vignetteCentreY = 0;
  89649. /**
  89650. * Vignette weight or intensity of the vignette effect.
  89651. */
  89652. this.vignetteWeight = 1.5;
  89653. /**
  89654. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89655. * if vignetteEnabled is set to true.
  89656. */
  89657. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89658. /**
  89659. * Camera field of view used by the Vignette effect.
  89660. */
  89661. this.vignetteCameraFov = 0.5;
  89662. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89663. this._vignetteEnabled = false;
  89664. this._applyByPostProcess = false;
  89665. this._isEnabled = true;
  89666. /**
  89667. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89668. */
  89669. this.onUpdateParameters = new BABYLON.Observable();
  89670. }
  89671. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89672. /**
  89673. * Gets wether the color curves effect is enabled.
  89674. */
  89675. get: function () {
  89676. return this._colorCurvesEnabled;
  89677. },
  89678. /**
  89679. * Sets wether the color curves effect is enabled.
  89680. */
  89681. set: function (value) {
  89682. if (this._colorCurvesEnabled === value) {
  89683. return;
  89684. }
  89685. this._colorCurvesEnabled = value;
  89686. this._updateParameters();
  89687. },
  89688. enumerable: true,
  89689. configurable: true
  89690. });
  89691. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89692. /**
  89693. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89694. */
  89695. get: function () {
  89696. return this._colorGradingTexture;
  89697. },
  89698. /**
  89699. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89700. */
  89701. set: function (value) {
  89702. if (this._colorGradingTexture === value) {
  89703. return;
  89704. }
  89705. this._colorGradingTexture = value;
  89706. this._updateParameters();
  89707. },
  89708. enumerable: true,
  89709. configurable: true
  89710. });
  89711. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89712. /**
  89713. * Gets wether the color grading effect is enabled.
  89714. */
  89715. get: function () {
  89716. return this._colorGradingEnabled;
  89717. },
  89718. /**
  89719. * Sets wether the color grading effect is enabled.
  89720. */
  89721. set: function (value) {
  89722. if (this._colorGradingEnabled === value) {
  89723. return;
  89724. }
  89725. this._colorGradingEnabled = value;
  89726. this._updateParameters();
  89727. },
  89728. enumerable: true,
  89729. configurable: true
  89730. });
  89731. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89732. /**
  89733. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89734. */
  89735. get: function () {
  89736. return this._colorGradingWithGreenDepth;
  89737. },
  89738. /**
  89739. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89740. */
  89741. set: function (value) {
  89742. if (this._colorGradingWithGreenDepth === value) {
  89743. return;
  89744. }
  89745. this._colorGradingWithGreenDepth = value;
  89746. this._updateParameters();
  89747. },
  89748. enumerable: true,
  89749. configurable: true
  89750. });
  89751. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89752. /**
  89753. * Gets wether the color grading texture contains BGR values.
  89754. */
  89755. get: function () {
  89756. return this._colorGradingBGR;
  89757. },
  89758. /**
  89759. * Sets wether the color grading texture contains BGR values.
  89760. */
  89761. set: function (value) {
  89762. if (this._colorGradingBGR === value) {
  89763. return;
  89764. }
  89765. this._colorGradingBGR = value;
  89766. this._updateParameters();
  89767. },
  89768. enumerable: true,
  89769. configurable: true
  89770. });
  89771. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89772. /**
  89773. * Gets the Exposure used in the effect.
  89774. */
  89775. get: function () {
  89776. return this._exposure;
  89777. },
  89778. /**
  89779. * Sets the Exposure used in the effect.
  89780. */
  89781. set: function (value) {
  89782. if (this._exposure === value) {
  89783. return;
  89784. }
  89785. this._exposure = value;
  89786. this._updateParameters();
  89787. },
  89788. enumerable: true,
  89789. configurable: true
  89790. });
  89791. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89792. /**
  89793. * Gets wether the tone mapping effect is enabled.
  89794. */
  89795. get: function () {
  89796. return this._toneMappingEnabled;
  89797. },
  89798. /**
  89799. * Sets wether the tone mapping effect is enabled.
  89800. */
  89801. set: function (value) {
  89802. if (this._toneMappingEnabled === value) {
  89803. return;
  89804. }
  89805. this._toneMappingEnabled = value;
  89806. this._updateParameters();
  89807. },
  89808. enumerable: true,
  89809. configurable: true
  89810. });
  89811. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89812. /**
  89813. * Gets the type of tone mapping effect.
  89814. */
  89815. get: function () {
  89816. return this._toneMappingType;
  89817. },
  89818. /**
  89819. * Sets the type of tone mapping effect used in BabylonJS.
  89820. */
  89821. set: function (value) {
  89822. if (this._toneMappingType === value) {
  89823. return;
  89824. }
  89825. this._toneMappingType = value;
  89826. this._updateParameters();
  89827. },
  89828. enumerable: true,
  89829. configurable: true
  89830. });
  89831. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89832. /**
  89833. * Gets the contrast used in the effect.
  89834. */
  89835. get: function () {
  89836. return this._contrast;
  89837. },
  89838. /**
  89839. * Sets the contrast used in the effect.
  89840. */
  89841. set: function (value) {
  89842. if (this._contrast === value) {
  89843. return;
  89844. }
  89845. this._contrast = value;
  89846. this._updateParameters();
  89847. },
  89848. enumerable: true,
  89849. configurable: true
  89850. });
  89851. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89852. /**
  89853. * Gets the vignette blend mode allowing different kind of effect.
  89854. */
  89855. get: function () {
  89856. return this._vignetteBlendMode;
  89857. },
  89858. /**
  89859. * Sets the vignette blend mode allowing different kind of effect.
  89860. */
  89861. set: function (value) {
  89862. if (this._vignetteBlendMode === value) {
  89863. return;
  89864. }
  89865. this._vignetteBlendMode = value;
  89866. this._updateParameters();
  89867. },
  89868. enumerable: true,
  89869. configurable: true
  89870. });
  89871. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89872. /**
  89873. * Gets wether the vignette effect is enabled.
  89874. */
  89875. get: function () {
  89876. return this._vignetteEnabled;
  89877. },
  89878. /**
  89879. * Sets wether the vignette effect is enabled.
  89880. */
  89881. set: function (value) {
  89882. if (this._vignetteEnabled === value) {
  89883. return;
  89884. }
  89885. this._vignetteEnabled = value;
  89886. this._updateParameters();
  89887. },
  89888. enumerable: true,
  89889. configurable: true
  89890. });
  89891. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89892. /**
  89893. * Gets wether the image processing is applied through a post process or not.
  89894. */
  89895. get: function () {
  89896. return this._applyByPostProcess;
  89897. },
  89898. /**
  89899. * Sets wether the image processing is applied through a post process or not.
  89900. */
  89901. set: function (value) {
  89902. if (this._applyByPostProcess === value) {
  89903. return;
  89904. }
  89905. this._applyByPostProcess = value;
  89906. this._updateParameters();
  89907. },
  89908. enumerable: true,
  89909. configurable: true
  89910. });
  89911. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89912. /**
  89913. * Gets wether the image processing is enabled or not.
  89914. */
  89915. get: function () {
  89916. return this._isEnabled;
  89917. },
  89918. /**
  89919. * Sets wether the image processing is enabled or not.
  89920. */
  89921. set: function (value) {
  89922. if (this._isEnabled === value) {
  89923. return;
  89924. }
  89925. this._isEnabled = value;
  89926. this._updateParameters();
  89927. },
  89928. enumerable: true,
  89929. configurable: true
  89930. });
  89931. /**
  89932. * Method called each time the image processing information changes requires to recompile the effect.
  89933. */
  89934. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89935. this.onUpdateParameters.notifyObservers(this);
  89936. };
  89937. /**
  89938. * Gets the current class name.
  89939. * @return "ImageProcessingConfiguration"
  89940. */
  89941. ImageProcessingConfiguration.prototype.getClassName = function () {
  89942. return "ImageProcessingConfiguration";
  89943. };
  89944. /**
  89945. * Prepare the list of uniforms associated with the Image Processing effects.
  89946. * @param uniforms The list of uniforms used in the effect
  89947. * @param defines the list of defines currently in use
  89948. */
  89949. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89950. if (defines.EXPOSURE) {
  89951. uniforms.push("exposureLinear");
  89952. }
  89953. if (defines.CONTRAST) {
  89954. uniforms.push("contrast");
  89955. }
  89956. if (defines.COLORGRADING) {
  89957. uniforms.push("colorTransformSettings");
  89958. }
  89959. if (defines.VIGNETTE) {
  89960. uniforms.push("vInverseScreenSize");
  89961. uniforms.push("vignetteSettings1");
  89962. uniforms.push("vignetteSettings2");
  89963. }
  89964. if (defines.COLORCURVES) {
  89965. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  89966. }
  89967. };
  89968. /**
  89969. * Prepare the list of samplers associated with the Image Processing effects.
  89970. * @param samplersList The list of uniforms used in the effect
  89971. * @param defines the list of defines currently in use
  89972. */
  89973. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  89974. if (defines.COLORGRADING) {
  89975. samplersList.push("txColorTransform");
  89976. }
  89977. };
  89978. /**
  89979. * Prepare the list of defines associated to the shader.
  89980. * @param defines the list of defines to complete
  89981. * @param forPostProcess Define if we are currently in post process mode or not
  89982. */
  89983. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  89984. if (forPostProcess === void 0) { forPostProcess = false; }
  89985. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  89986. defines.VIGNETTE = false;
  89987. defines.TONEMAPPING = false;
  89988. defines.TONEMAPPING_ACES = false;
  89989. defines.CONTRAST = false;
  89990. defines.EXPOSURE = false;
  89991. defines.COLORCURVES = false;
  89992. defines.COLORGRADING = false;
  89993. defines.COLORGRADING3D = false;
  89994. defines.IMAGEPROCESSING = false;
  89995. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  89996. return;
  89997. }
  89998. defines.VIGNETTE = this.vignetteEnabled;
  89999. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  90000. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  90001. defines.TONEMAPPING = this.toneMappingEnabled;
  90002. switch (this._toneMappingType) {
  90003. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  90004. defines.TONEMAPPING_ACES = true;
  90005. break;
  90006. default:
  90007. defines.TONEMAPPING_ACES = false;
  90008. break;
  90009. }
  90010. defines.CONTRAST = (this.contrast !== 1.0);
  90011. defines.EXPOSURE = (this.exposure !== 1.0);
  90012. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  90013. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  90014. if (defines.COLORGRADING) {
  90015. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  90016. }
  90017. else {
  90018. defines.COLORGRADING3D = false;
  90019. }
  90020. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  90021. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  90022. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  90023. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  90024. };
  90025. /**
  90026. * Returns true if all the image processing information are ready.
  90027. * @returns True if ready, otherwise, false
  90028. */
  90029. ImageProcessingConfiguration.prototype.isReady = function () {
  90030. // Color Grading texure can not be none blocking.
  90031. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  90032. };
  90033. /**
  90034. * Binds the image processing to the shader.
  90035. * @param effect The effect to bind to
  90036. * @param aspectRatio Define the current aspect ratio of the effect
  90037. */
  90038. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  90039. if (aspectRatio === void 0) { aspectRatio = 1; }
  90040. // Color Curves
  90041. if (this._colorCurvesEnabled && this.colorCurves) {
  90042. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  90043. }
  90044. // Vignette
  90045. if (this._vignetteEnabled) {
  90046. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  90047. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  90048. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  90049. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  90050. var vignetteScaleX = vignetteScaleY * aspectRatio;
  90051. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  90052. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  90053. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  90054. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  90055. var vignettePower = -2.0 * this.vignetteWeight;
  90056. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  90057. }
  90058. // Exposure
  90059. effect.setFloat("exposureLinear", this.exposure);
  90060. // Contrast
  90061. effect.setFloat("contrast", this.contrast);
  90062. // Color transform settings
  90063. if (this.colorGradingTexture) {
  90064. effect.setTexture("txColorTransform", this.colorGradingTexture);
  90065. var textureSize = this.colorGradingTexture.getSize().height;
  90066. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  90067. 0.5 / textureSize, // textureOffset
  90068. textureSize, // textureSize
  90069. this.colorGradingTexture.level // weight
  90070. );
  90071. }
  90072. };
  90073. /**
  90074. * Clones the current image processing instance.
  90075. * @return The cloned image processing
  90076. */
  90077. ImageProcessingConfiguration.prototype.clone = function () {
  90078. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  90079. };
  90080. /**
  90081. * Serializes the current image processing instance to a json representation.
  90082. * @return a JSON representation
  90083. */
  90084. ImageProcessingConfiguration.prototype.serialize = function () {
  90085. return BABYLON.SerializationHelper.Serialize(this);
  90086. };
  90087. /**
  90088. * Parses the image processing from a json representation.
  90089. * @param source the JSON source to parse
  90090. * @return The parsed image processing
  90091. */
  90092. ImageProcessingConfiguration.Parse = function (source) {
  90093. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  90094. };
  90095. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  90096. /**
  90097. * Used to apply the vignette as a mix with the pixel color.
  90098. */
  90099. get: function () {
  90100. return this._VIGNETTEMODE_MULTIPLY;
  90101. },
  90102. enumerable: true,
  90103. configurable: true
  90104. });
  90105. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  90106. /**
  90107. * Used to apply the vignette as a replacement of the pixel color.
  90108. */
  90109. get: function () {
  90110. return this._VIGNETTEMODE_OPAQUE;
  90111. },
  90112. enumerable: true,
  90113. configurable: true
  90114. });
  90115. /**
  90116. * Default tone mapping applied in BabylonJS.
  90117. */
  90118. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  90119. /**
  90120. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  90121. * to other engines rendering to increase portability.
  90122. */
  90123. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  90124. // Static constants associated to the image processing.
  90125. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  90126. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  90127. __decorate([
  90128. BABYLON.serializeAsColorCurves()
  90129. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  90130. __decorate([
  90131. BABYLON.serialize()
  90132. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  90133. __decorate([
  90134. BABYLON.serializeAsTexture("colorGradingTexture")
  90135. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  90136. __decorate([
  90137. BABYLON.serialize()
  90138. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  90139. __decorate([
  90140. BABYLON.serialize()
  90141. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  90142. __decorate([
  90143. BABYLON.serialize()
  90144. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  90145. __decorate([
  90146. BABYLON.serialize()
  90147. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  90148. __decorate([
  90149. BABYLON.serialize()
  90150. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  90151. __decorate([
  90152. BABYLON.serialize()
  90153. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  90154. __decorate([
  90155. BABYLON.serialize()
  90156. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  90157. __decorate([
  90158. BABYLON.serialize()
  90159. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  90160. __decorate([
  90161. BABYLON.serialize()
  90162. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  90163. __decorate([
  90164. BABYLON.serialize()
  90165. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  90166. __decorate([
  90167. BABYLON.serialize()
  90168. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  90169. __decorate([
  90170. BABYLON.serializeAsColor4()
  90171. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  90172. __decorate([
  90173. BABYLON.serialize()
  90174. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  90175. __decorate([
  90176. BABYLON.serialize()
  90177. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  90178. __decorate([
  90179. BABYLON.serialize()
  90180. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  90181. __decorate([
  90182. BABYLON.serialize()
  90183. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  90184. __decorate([
  90185. BABYLON.serialize()
  90186. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  90187. return ImageProcessingConfiguration;
  90188. }());
  90189. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  90190. })(BABYLON || (BABYLON = {}));
  90191. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  90192. var BABYLON;
  90193. (function (BABYLON) {
  90194. /**
  90195. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  90196. * It can help converting any input color in a desired output one. This can then be used to create effects
  90197. * from sepia, black and white to sixties or futuristic rendering...
  90198. *
  90199. * The only supported format is currently 3dl.
  90200. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  90201. */
  90202. var ColorGradingTexture = /** @class */ (function (_super) {
  90203. __extends(ColorGradingTexture, _super);
  90204. /**
  90205. * Instantiates a ColorGradingTexture from the following parameters.
  90206. *
  90207. * @param url The location of the color gradind data (currently only supporting 3dl)
  90208. * @param scene The scene the texture will be used in
  90209. */
  90210. function ColorGradingTexture(url, scene) {
  90211. var _this = _super.call(this, scene) || this;
  90212. if (!url) {
  90213. return _this;
  90214. }
  90215. _this._engine = scene.getEngine();
  90216. _this._textureMatrix = BABYLON.Matrix.Identity();
  90217. _this.name = url;
  90218. _this.url = url;
  90219. _this.hasAlpha = false;
  90220. _this.isCube = false;
  90221. _this.is3D = _this._engine.webGLVersion > 1;
  90222. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90223. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90224. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90225. _this.anisotropicFilteringLevel = 1;
  90226. _this._texture = _this._getFromCache(url, true);
  90227. if (!_this._texture) {
  90228. if (!scene.useDelayedTextureLoading) {
  90229. _this.loadTexture();
  90230. }
  90231. else {
  90232. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90233. }
  90234. }
  90235. return _this;
  90236. }
  90237. /**
  90238. * Returns the texture matrix used in most of the material.
  90239. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90240. */
  90241. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90242. return this._textureMatrix;
  90243. };
  90244. /**
  90245. * Occurs when the file being loaded is a .3dl LUT file.
  90246. */
  90247. ColorGradingTexture.prototype.load3dlTexture = function () {
  90248. var engine = this._engine;
  90249. var texture;
  90250. if (engine.webGLVersion === 1) {
  90251. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90252. }
  90253. else {
  90254. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90255. }
  90256. this._texture = texture;
  90257. var callback = function (text) {
  90258. if (typeof text !== "string") {
  90259. return;
  90260. }
  90261. var data = null;
  90262. var tempData = null;
  90263. var line;
  90264. var lines = text.split('\n');
  90265. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90266. var maxColor = 0;
  90267. for (var i = 0; i < lines.length; i++) {
  90268. line = lines[i];
  90269. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90270. continue;
  90271. }
  90272. if (line.indexOf('#') === 0) {
  90273. continue;
  90274. }
  90275. var words = line.split(" ");
  90276. if (size === 0) {
  90277. // Number of space + one
  90278. size = words.length;
  90279. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90280. tempData = new Float32Array(size * size * size * 4);
  90281. continue;
  90282. }
  90283. if (size != 0) {
  90284. var r = Math.max(parseInt(words[0]), 0);
  90285. var g = Math.max(parseInt(words[1]), 0);
  90286. var b = Math.max(parseInt(words[2]), 0);
  90287. maxColor = Math.max(r, maxColor);
  90288. maxColor = Math.max(g, maxColor);
  90289. maxColor = Math.max(b, maxColor);
  90290. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90291. if (tempData) {
  90292. tempData[pixelStorageIndex + 0] = r;
  90293. tempData[pixelStorageIndex + 1] = g;
  90294. tempData[pixelStorageIndex + 2] = b;
  90295. }
  90296. // Keep for reference in case of back compat problems.
  90297. // pixelIndexSlice++;
  90298. // if (pixelIndexSlice % size == 0) {
  90299. // pixelIndexH++;
  90300. // pixelIndexSlice = 0;
  90301. // if (pixelIndexH % size == 0) {
  90302. // pixelIndexW++;
  90303. // pixelIndexH = 0;
  90304. // }
  90305. // }
  90306. pixelIndexH++;
  90307. if (pixelIndexH % size == 0) {
  90308. pixelIndexSlice++;
  90309. pixelIndexH = 0;
  90310. if (pixelIndexSlice % size == 0) {
  90311. pixelIndexW++;
  90312. pixelIndexSlice = 0;
  90313. }
  90314. }
  90315. }
  90316. }
  90317. if (tempData && data) {
  90318. for (var i = 0; i < tempData.length; i++) {
  90319. if (i > 0 && (i + 1) % 4 === 0) {
  90320. data[i] = 255;
  90321. }
  90322. else {
  90323. var value = tempData[i];
  90324. data[i] = (value / maxColor * 255);
  90325. }
  90326. }
  90327. }
  90328. if (texture.is3D) {
  90329. texture.updateSize(size, size, size);
  90330. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90331. }
  90332. else {
  90333. texture.updateSize(size * size, size);
  90334. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90335. }
  90336. };
  90337. var scene = this.getScene();
  90338. if (scene) {
  90339. scene._loadFile(this.url, callback);
  90340. }
  90341. else {
  90342. this._engine._loadFile(this.url, callback);
  90343. }
  90344. return this._texture;
  90345. };
  90346. /**
  90347. * Starts the loading process of the texture.
  90348. */
  90349. ColorGradingTexture.prototype.loadTexture = function () {
  90350. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90351. this.load3dlTexture();
  90352. }
  90353. };
  90354. /**
  90355. * Clones the color gradind texture.
  90356. */
  90357. ColorGradingTexture.prototype.clone = function () {
  90358. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90359. // Base texture
  90360. newTexture.level = this.level;
  90361. return newTexture;
  90362. };
  90363. /**
  90364. * Called during delayed load for textures.
  90365. */
  90366. ColorGradingTexture.prototype.delayLoad = function () {
  90367. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90368. return;
  90369. }
  90370. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90371. this._texture = this._getFromCache(this.url, true);
  90372. if (!this._texture) {
  90373. this.loadTexture();
  90374. }
  90375. };
  90376. /**
  90377. * Parses a color grading texture serialized by Babylon.
  90378. * @param parsedTexture The texture information being parsedTexture
  90379. * @param scene The scene to load the texture in
  90380. * @param rootUrl The root url of the data assets to load
  90381. * @return A color gradind texture
  90382. */
  90383. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90384. var texture = null;
  90385. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90386. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90387. texture.name = parsedTexture.name;
  90388. texture.level = parsedTexture.level;
  90389. }
  90390. return texture;
  90391. };
  90392. /**
  90393. * Serializes the LUT texture to json format.
  90394. */
  90395. ColorGradingTexture.prototype.serialize = function () {
  90396. if (!this.name) {
  90397. return null;
  90398. }
  90399. var serializationObject = {};
  90400. serializationObject.name = this.name;
  90401. serializationObject.level = this.level;
  90402. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90403. return serializationObject;
  90404. };
  90405. /**
  90406. * Empty line regex stored for GC.
  90407. */
  90408. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90409. return ColorGradingTexture;
  90410. }(BABYLON.BaseTexture));
  90411. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90412. })(BABYLON || (BABYLON = {}));
  90413. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90414. var BABYLON;
  90415. (function (BABYLON) {
  90416. /**
  90417. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90418. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90419. * 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;
  90420. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90421. */
  90422. var ColorCurves = /** @class */ (function () {
  90423. function ColorCurves() {
  90424. this._dirty = true;
  90425. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90426. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90427. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90428. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90429. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90430. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90431. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90432. this._globalHue = 30;
  90433. this._globalDensity = 0;
  90434. this._globalSaturation = 0;
  90435. this._globalExposure = 0;
  90436. this._highlightsHue = 30;
  90437. this._highlightsDensity = 0;
  90438. this._highlightsSaturation = 0;
  90439. this._highlightsExposure = 0;
  90440. this._midtonesHue = 30;
  90441. this._midtonesDensity = 0;
  90442. this._midtonesSaturation = 0;
  90443. this._midtonesExposure = 0;
  90444. this._shadowsHue = 30;
  90445. this._shadowsDensity = 0;
  90446. this._shadowsSaturation = 0;
  90447. this._shadowsExposure = 0;
  90448. }
  90449. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90450. /**
  90451. * Gets the global Hue value.
  90452. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90453. */
  90454. get: function () {
  90455. return this._globalHue;
  90456. },
  90457. /**
  90458. * Sets the global Hue value.
  90459. * 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).
  90460. */
  90461. set: function (value) {
  90462. this._globalHue = value;
  90463. this._dirty = true;
  90464. },
  90465. enumerable: true,
  90466. configurable: true
  90467. });
  90468. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90469. /**
  90470. * Gets the global Density value.
  90471. * 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.
  90472. * Values less than zero provide a filter of opposite hue.
  90473. */
  90474. get: function () {
  90475. return this._globalDensity;
  90476. },
  90477. /**
  90478. * Sets the global Density value.
  90479. * 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.
  90480. * Values less than zero provide a filter of opposite hue.
  90481. */
  90482. set: function (value) {
  90483. this._globalDensity = value;
  90484. this._dirty = true;
  90485. },
  90486. enumerable: true,
  90487. configurable: true
  90488. });
  90489. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90490. /**
  90491. * Gets the global Saturation value.
  90492. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90493. */
  90494. get: function () {
  90495. return this._globalSaturation;
  90496. },
  90497. /**
  90498. * Sets the global Saturation value.
  90499. * 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.
  90500. */
  90501. set: function (value) {
  90502. this._globalSaturation = value;
  90503. this._dirty = true;
  90504. },
  90505. enumerable: true,
  90506. configurable: true
  90507. });
  90508. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90509. /**
  90510. * Gets the global Exposure value.
  90511. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90512. */
  90513. get: function () {
  90514. return this._globalExposure;
  90515. },
  90516. /**
  90517. * Sets the global Exposure value.
  90518. * 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.
  90519. */
  90520. set: function (value) {
  90521. this._globalExposure = value;
  90522. this._dirty = true;
  90523. },
  90524. enumerable: true,
  90525. configurable: true
  90526. });
  90527. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90528. /**
  90529. * Gets the highlights Hue value.
  90530. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90531. */
  90532. get: function () {
  90533. return this._highlightsHue;
  90534. },
  90535. /**
  90536. * Sets the highlights Hue value.
  90537. * 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).
  90538. */
  90539. set: function (value) {
  90540. this._highlightsHue = value;
  90541. this._dirty = true;
  90542. },
  90543. enumerable: true,
  90544. configurable: true
  90545. });
  90546. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90547. /**
  90548. * Gets the highlights Density value.
  90549. * 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.
  90550. * Values less than zero provide a filter of opposite hue.
  90551. */
  90552. get: function () {
  90553. return this._highlightsDensity;
  90554. },
  90555. /**
  90556. * Sets the highlights Density value.
  90557. * 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.
  90558. * Values less than zero provide a filter of opposite hue.
  90559. */
  90560. set: function (value) {
  90561. this._highlightsDensity = value;
  90562. this._dirty = true;
  90563. },
  90564. enumerable: true,
  90565. configurable: true
  90566. });
  90567. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90568. /**
  90569. * Gets the highlights Saturation value.
  90570. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90571. */
  90572. get: function () {
  90573. return this._highlightsSaturation;
  90574. },
  90575. /**
  90576. * Sets the highlights Saturation value.
  90577. * 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.
  90578. */
  90579. set: function (value) {
  90580. this._highlightsSaturation = value;
  90581. this._dirty = true;
  90582. },
  90583. enumerable: true,
  90584. configurable: true
  90585. });
  90586. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90587. /**
  90588. * Gets the highlights Exposure value.
  90589. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90590. */
  90591. get: function () {
  90592. return this._highlightsExposure;
  90593. },
  90594. /**
  90595. * Sets the highlights Exposure value.
  90596. * 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.
  90597. */
  90598. set: function (value) {
  90599. this._highlightsExposure = value;
  90600. this._dirty = true;
  90601. },
  90602. enumerable: true,
  90603. configurable: true
  90604. });
  90605. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90606. /**
  90607. * Gets the midtones Hue value.
  90608. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90609. */
  90610. get: function () {
  90611. return this._midtonesHue;
  90612. },
  90613. /**
  90614. * Sets the midtones Hue value.
  90615. * 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).
  90616. */
  90617. set: function (value) {
  90618. this._midtonesHue = value;
  90619. this._dirty = true;
  90620. },
  90621. enumerable: true,
  90622. configurable: true
  90623. });
  90624. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90625. /**
  90626. * Gets the midtones Density value.
  90627. * 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.
  90628. * Values less than zero provide a filter of opposite hue.
  90629. */
  90630. get: function () {
  90631. return this._midtonesDensity;
  90632. },
  90633. /**
  90634. * Sets the midtones Density value.
  90635. * 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.
  90636. * Values less than zero provide a filter of opposite hue.
  90637. */
  90638. set: function (value) {
  90639. this._midtonesDensity = value;
  90640. this._dirty = true;
  90641. },
  90642. enumerable: true,
  90643. configurable: true
  90644. });
  90645. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90646. /**
  90647. * Gets the midtones Saturation value.
  90648. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90649. */
  90650. get: function () {
  90651. return this._midtonesSaturation;
  90652. },
  90653. /**
  90654. * Sets the midtones Saturation value.
  90655. * 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.
  90656. */
  90657. set: function (value) {
  90658. this._midtonesSaturation = value;
  90659. this._dirty = true;
  90660. },
  90661. enumerable: true,
  90662. configurable: true
  90663. });
  90664. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90665. /**
  90666. * Gets the midtones Exposure value.
  90667. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90668. */
  90669. get: function () {
  90670. return this._midtonesExposure;
  90671. },
  90672. /**
  90673. * Sets the midtones Exposure value.
  90674. * 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.
  90675. */
  90676. set: function (value) {
  90677. this._midtonesExposure = value;
  90678. this._dirty = true;
  90679. },
  90680. enumerable: true,
  90681. configurable: true
  90682. });
  90683. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90684. /**
  90685. * Gets the shadows Hue value.
  90686. * The hue value is a standard HSB hue in the range [0,360] where 0=red, 120=green and 240=blue. The default value is 30 degrees (orange).
  90687. */
  90688. get: function () {
  90689. return this._shadowsHue;
  90690. },
  90691. /**
  90692. * Sets the shadows Hue value.
  90693. * 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).
  90694. */
  90695. set: function (value) {
  90696. this._shadowsHue = value;
  90697. this._dirty = true;
  90698. },
  90699. enumerable: true,
  90700. configurable: true
  90701. });
  90702. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90703. /**
  90704. * Gets the shadows Density value.
  90705. * 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.
  90706. * Values less than zero provide a filter of opposite hue.
  90707. */
  90708. get: function () {
  90709. return this._shadowsDensity;
  90710. },
  90711. /**
  90712. * Sets the shadows Density value.
  90713. * 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.
  90714. * Values less than zero provide a filter of opposite hue.
  90715. */
  90716. set: function (value) {
  90717. this._shadowsDensity = value;
  90718. this._dirty = true;
  90719. },
  90720. enumerable: true,
  90721. configurable: true
  90722. });
  90723. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90724. /**
  90725. * Gets the shadows Saturation value.
  90726. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase saturation and negative values decrease saturation.
  90727. */
  90728. get: function () {
  90729. return this._shadowsSaturation;
  90730. },
  90731. /**
  90732. * Sets the shadows Saturation value.
  90733. * 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.
  90734. */
  90735. set: function (value) {
  90736. this._shadowsSaturation = value;
  90737. this._dirty = true;
  90738. },
  90739. enumerable: true,
  90740. configurable: true
  90741. });
  90742. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90743. /**
  90744. * Gets the shadows Exposure value.
  90745. * This is an adjustment value in the range [-100,+100], where the default value of 0.0 makes no adjustment, positive values increase exposure and negative values decrease exposure.
  90746. */
  90747. get: function () {
  90748. return this._shadowsExposure;
  90749. },
  90750. /**
  90751. * Sets the shadows Exposure value.
  90752. * 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.
  90753. */
  90754. set: function (value) {
  90755. this._shadowsExposure = value;
  90756. this._dirty = true;
  90757. },
  90758. enumerable: true,
  90759. configurable: true
  90760. });
  90761. /**
  90762. * Returns the class name
  90763. * @returns The class name
  90764. */
  90765. ColorCurves.prototype.getClassName = function () {
  90766. return "ColorCurves";
  90767. };
  90768. /**
  90769. * Binds the color curves to the shader.
  90770. * @param colorCurves The color curve to bind
  90771. * @param effect The effect to bind to
  90772. * @param positiveUniform The positive uniform shader parameter
  90773. * @param neutralUniform The neutral uniform shader parameter
  90774. * @param negativeUniform The negative uniform shader parameter
  90775. */
  90776. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90777. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90778. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90779. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90780. if (colorCurves._dirty) {
  90781. colorCurves._dirty = false;
  90782. // Fill in global info.
  90783. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90784. // Compute highlights info.
  90785. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90786. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90787. // Compute midtones info.
  90788. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90789. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90790. // Compute shadows info.
  90791. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90792. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90793. // Compute deltas (neutral is midtones).
  90794. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90795. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90796. }
  90797. if (effect) {
  90798. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90799. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90800. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90801. }
  90802. };
  90803. /**
  90804. * Prepare the list of uniforms associated with the ColorCurves effects.
  90805. * @param uniformsList The list of uniforms used in the effect
  90806. */
  90807. ColorCurves.PrepareUniforms = function (uniformsList) {
  90808. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90809. };
  90810. /**
  90811. * Returns color grading data based on a hue, density, saturation and exposure value.
  90812. * @param filterHue The hue of the color filter.
  90813. * @param filterDensity The density of the color filter.
  90814. * @param saturation The saturation.
  90815. * @param exposure The exposure.
  90816. * @param result The result data container.
  90817. */
  90818. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90819. if (hue == null) {
  90820. return;
  90821. }
  90822. hue = ColorCurves.clamp(hue, 0, 360);
  90823. density = ColorCurves.clamp(density, -100, 100);
  90824. saturation = ColorCurves.clamp(saturation, -100, 100);
  90825. exposure = ColorCurves.clamp(exposure, -100, 100);
  90826. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90827. // so that the maximum filter density is only 50% control. This provides fine control
  90828. // for small values and reasonable range.
  90829. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90830. density *= 0.5;
  90831. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90832. if (density < 0) {
  90833. density *= -1;
  90834. hue = (hue + 180) % 360;
  90835. }
  90836. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90837. result.scaleToRef(2, result);
  90838. result.a = 1 + 0.01 * saturation;
  90839. };
  90840. /**
  90841. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90842. * @param value The input slider value in range [-100,100].
  90843. * @returns Adjusted value.
  90844. */
  90845. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90846. value /= 100;
  90847. var x = Math.abs(value);
  90848. x = Math.pow(x, 2);
  90849. if (value < 0) {
  90850. x *= -1;
  90851. }
  90852. x *= 100;
  90853. return x;
  90854. };
  90855. /**
  90856. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90857. * @param hue The hue (H) input.
  90858. * @param saturation The saturation (S) input.
  90859. * @param brightness The brightness (B) input.
  90860. * @result An RGBA color represented as Vector4.
  90861. */
  90862. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90863. var h = ColorCurves.clamp(hue, 0, 360);
  90864. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90865. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90866. if (s === 0) {
  90867. result.r = v;
  90868. result.g = v;
  90869. result.b = v;
  90870. }
  90871. else {
  90872. // sector 0 to 5
  90873. h /= 60;
  90874. var i = Math.floor(h);
  90875. // fractional part of h
  90876. var f = h - i;
  90877. var p = v * (1 - s);
  90878. var q = v * (1 - s * f);
  90879. var t = v * (1 - s * (1 - f));
  90880. switch (i) {
  90881. case 0:
  90882. result.r = v;
  90883. result.g = t;
  90884. result.b = p;
  90885. break;
  90886. case 1:
  90887. result.r = q;
  90888. result.g = v;
  90889. result.b = p;
  90890. break;
  90891. case 2:
  90892. result.r = p;
  90893. result.g = v;
  90894. result.b = t;
  90895. break;
  90896. case 3:
  90897. result.r = p;
  90898. result.g = q;
  90899. result.b = v;
  90900. break;
  90901. case 4:
  90902. result.r = t;
  90903. result.g = p;
  90904. result.b = v;
  90905. break;
  90906. default: // case 5:
  90907. result.r = v;
  90908. result.g = p;
  90909. result.b = q;
  90910. break;
  90911. }
  90912. }
  90913. result.a = 1;
  90914. };
  90915. /**
  90916. * Returns a value clamped between min and max
  90917. * @param value The value to clamp
  90918. * @param min The minimum of value
  90919. * @param max The maximum of value
  90920. * @returns The clamped value.
  90921. */
  90922. ColorCurves.clamp = function (value, min, max) {
  90923. return Math.min(Math.max(value, min), max);
  90924. };
  90925. /**
  90926. * Clones the current color curve instance.
  90927. * @return The cloned curves
  90928. */
  90929. ColorCurves.prototype.clone = function () {
  90930. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90931. };
  90932. /**
  90933. * Serializes the current color curve instance to a json representation.
  90934. * @return a JSON representation
  90935. */
  90936. ColorCurves.prototype.serialize = function () {
  90937. return BABYLON.SerializationHelper.Serialize(this);
  90938. };
  90939. /**
  90940. * Parses the color curve from a json representation.
  90941. * @param source the JSON source to parse
  90942. * @return The parsed curves
  90943. */
  90944. ColorCurves.Parse = function (source) {
  90945. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90946. };
  90947. __decorate([
  90948. BABYLON.serialize()
  90949. ], ColorCurves.prototype, "_globalHue", void 0);
  90950. __decorate([
  90951. BABYLON.serialize()
  90952. ], ColorCurves.prototype, "_globalDensity", void 0);
  90953. __decorate([
  90954. BABYLON.serialize()
  90955. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90956. __decorate([
  90957. BABYLON.serialize()
  90958. ], ColorCurves.prototype, "_globalExposure", void 0);
  90959. __decorate([
  90960. BABYLON.serialize()
  90961. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90962. __decorate([
  90963. BABYLON.serialize()
  90964. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  90965. __decorate([
  90966. BABYLON.serialize()
  90967. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  90968. __decorate([
  90969. BABYLON.serialize()
  90970. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  90971. __decorate([
  90972. BABYLON.serialize()
  90973. ], ColorCurves.prototype, "_midtonesHue", void 0);
  90974. __decorate([
  90975. BABYLON.serialize()
  90976. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  90977. __decorate([
  90978. BABYLON.serialize()
  90979. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  90980. __decorate([
  90981. BABYLON.serialize()
  90982. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  90983. return ColorCurves;
  90984. }());
  90985. BABYLON.ColorCurves = ColorCurves;
  90986. })(BABYLON || (BABYLON = {}));
  90987. //# sourceMappingURL=babylon.colorCurves.js.map
  90988. var BABYLON;
  90989. (function (BABYLON) {
  90990. /**
  90991. * Post process which applies a refractin texture
  90992. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90993. */
  90994. var RefractionPostProcess = /** @class */ (function (_super) {
  90995. __extends(RefractionPostProcess, _super);
  90996. /**
  90997. * Initializes the RefractionPostProcess
  90998. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  90999. * @param name The name of the effect.
  91000. * @param refractionTextureUrl Url of the refraction texture to use
  91001. * @param color the base color of the refraction (used to taint the rendering)
  91002. * @param depth simulated refraction depth
  91003. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  91004. * @param camera The camera to apply the render pass to.
  91005. * @param options The required width/height ratio to downsize to before computing the render pass.
  91006. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91007. * @param engine The engine which the post process will be applied. (default: current engine)
  91008. * @param reusable If the post process can be reused on the same frame. (default: false)
  91009. */
  91010. function RefractionPostProcess(name, refractionTextureUrl,
  91011. /** the base color of the refraction (used to taint the rendering) */
  91012. color,
  91013. /** simulated refraction depth */
  91014. depth,
  91015. /** the coefficient of the base color (0 to remove base color tainting) */
  91016. colorLevel, options, camera, samplingMode, engine, reusable) {
  91017. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  91018. _this.color = color;
  91019. _this.depth = depth;
  91020. _this.colorLevel = colorLevel;
  91021. _this._ownRefractionTexture = true;
  91022. _this.onActivateObservable.add(function (cam) {
  91023. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  91024. });
  91025. _this.onApplyObservable.add(function (effect) {
  91026. effect.setColor3("baseColor", _this.color);
  91027. effect.setFloat("depth", _this.depth);
  91028. effect.setFloat("colorLevel", _this.colorLevel);
  91029. effect.setTexture("refractionSampler", _this._refTexture);
  91030. });
  91031. return _this;
  91032. }
  91033. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  91034. /**
  91035. * Gets or sets the refraction texture
  91036. * Please note that you are responsible for disposing the texture if you set it manually
  91037. */
  91038. get: function () {
  91039. return this._refTexture;
  91040. },
  91041. set: function (value) {
  91042. if (this._refTexture && this._ownRefractionTexture) {
  91043. this._refTexture.dispose();
  91044. }
  91045. this._refTexture = value;
  91046. this._ownRefractionTexture = false;
  91047. },
  91048. enumerable: true,
  91049. configurable: true
  91050. });
  91051. // Methods
  91052. /**
  91053. * Disposes of the post process
  91054. * @param camera Camera to dispose post process on
  91055. */
  91056. RefractionPostProcess.prototype.dispose = function (camera) {
  91057. if (this._refTexture && this._ownRefractionTexture) {
  91058. this._refTexture.dispose();
  91059. this._refTexture = null;
  91060. }
  91061. _super.prototype.dispose.call(this, camera);
  91062. };
  91063. return RefractionPostProcess;
  91064. }(BABYLON.PostProcess));
  91065. BABYLON.RefractionPostProcess = RefractionPostProcess;
  91066. })(BABYLON || (BABYLON = {}));
  91067. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  91068. var BABYLON;
  91069. (function (BABYLON) {
  91070. /**
  91071. * Post process used to render in black and white
  91072. */
  91073. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  91074. __extends(BlackAndWhitePostProcess, _super);
  91075. /**
  91076. * Creates a black and white post process
  91077. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  91078. * @param name The name of the effect.
  91079. * @param options The required width/height ratio to downsize to before computing the render pass.
  91080. * @param camera The camera to apply the render pass to.
  91081. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91082. * @param engine The engine which the post process will be applied. (default: current engine)
  91083. * @param reusable If the post process can be reused on the same frame. (default: false)
  91084. */
  91085. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  91086. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  91087. /**
  91088. * Linear about to convert he result to black and white (default: 1)
  91089. */
  91090. _this.degree = 1;
  91091. _this.onApplyObservable.add(function (effect) {
  91092. effect.setFloat("degree", _this.degree);
  91093. });
  91094. return _this;
  91095. }
  91096. return BlackAndWhitePostProcess;
  91097. }(BABYLON.PostProcess));
  91098. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  91099. })(BABYLON || (BABYLON = {}));
  91100. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  91101. var BABYLON;
  91102. (function (BABYLON) {
  91103. /**
  91104. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  91105. * input texture to perform effects such as edge detection or sharpening
  91106. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  91107. */
  91108. var ConvolutionPostProcess = /** @class */ (function (_super) {
  91109. __extends(ConvolutionPostProcess, _super);
  91110. /**
  91111. * Creates a new instance ConvolutionPostProcess
  91112. * @param name The name of the effect.
  91113. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  91114. * @param options The required width/height ratio to downsize to before computing the render pass.
  91115. * @param camera The camera to apply the render pass to.
  91116. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91117. * @param engine The engine which the post process will be applied. (default: current engine)
  91118. * @param reusable If the post process can be reused on the same frame. (default: false)
  91119. * @param textureType Type of textures used when performing the post process. (default: 0)
  91120. */
  91121. function ConvolutionPostProcess(name,
  91122. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  91123. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  91124. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91125. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91126. _this.kernel = kernel;
  91127. _this.onApply = function (effect) {
  91128. effect.setFloat2("screenSize", _this.width, _this.height);
  91129. effect.setArray("kernel", _this.kernel);
  91130. };
  91131. return _this;
  91132. }
  91133. // Statics
  91134. /**
  91135. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91136. */
  91137. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  91138. /**
  91139. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91140. */
  91141. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  91142. /**
  91143. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91144. */
  91145. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  91146. /**
  91147. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91148. */
  91149. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  91150. /**
  91151. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91152. */
  91153. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  91154. /**
  91155. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91156. */
  91157. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  91158. return ConvolutionPostProcess;
  91159. }(BABYLON.PostProcess));
  91160. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  91161. })(BABYLON || (BABYLON = {}));
  91162. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  91163. var BABYLON;
  91164. (function (BABYLON) {
  91165. /**
  91166. * Applies a kernel filter to the image
  91167. */
  91168. var FilterPostProcess = /** @class */ (function (_super) {
  91169. __extends(FilterPostProcess, _super);
  91170. /**
  91171. *
  91172. * @param name The name of the effect.
  91173. * @param kernelMatrix The matrix to be applied to the image
  91174. * @param options The required width/height ratio to downsize to before computing the render pass.
  91175. * @param camera The camera to apply the render pass to.
  91176. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91177. * @param engine The engine which the post process will be applied. (default: current engine)
  91178. * @param reusable If the post process can be reused on the same frame. (default: false)
  91179. */
  91180. function FilterPostProcess(name,
  91181. /** The matrix to be applied to the image */
  91182. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  91183. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  91184. _this.kernelMatrix = kernelMatrix;
  91185. _this.onApply = function (effect) {
  91186. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  91187. };
  91188. return _this;
  91189. }
  91190. return FilterPostProcess;
  91191. }(BABYLON.PostProcess));
  91192. BABYLON.FilterPostProcess = FilterPostProcess;
  91193. })(BABYLON || (BABYLON = {}));
  91194. //# sourceMappingURL=babylon.filterPostProcess.js.map
  91195. var BABYLON;
  91196. (function (BABYLON) {
  91197. /**
  91198. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  91199. */
  91200. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  91201. __extends(VolumetricLightScatteringPostProcess, _super);
  91202. /**
  91203. * @constructor
  91204. * @param name The post-process name
  91205. * @param ratio The size of the post-process and/or internal pass (0.5 means that your postprocess will have a width = canvas.width 0.5 and a height = canvas.height 0.5)
  91206. * @param camera The camera that the post-process will be attached to
  91207. * @param mesh The mesh used to create the light scattering
  91208. * @param samples The post-process quality, default 100
  91209. * @param samplingModeThe post-process filtering mode
  91210. * @param engine The babylon engine
  91211. * @param reusable If the post-process is reusable
  91212. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91213. */
  91214. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91215. if (samples === void 0) { samples = 100; }
  91216. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91217. 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;
  91218. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91219. /**
  91220. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91221. */
  91222. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91223. /**
  91224. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91225. */
  91226. _this.useCustomMeshPosition = false;
  91227. /**
  91228. * If the post-process should inverse the light scattering direction
  91229. */
  91230. _this.invert = true;
  91231. /**
  91232. * Array containing the excluded meshes not rendered in the internal pass
  91233. */
  91234. _this.excludedMeshes = new Array();
  91235. /**
  91236. * Controls the overall intensity of the post-process
  91237. */
  91238. _this.exposure = 0.3;
  91239. /**
  91240. * Dissipates each sample's contribution in range [0, 1]
  91241. */
  91242. _this.decay = 0.96815;
  91243. /**
  91244. * Controls the overall intensity of each sample
  91245. */
  91246. _this.weight = 0.58767;
  91247. /**
  91248. * Controls the density of each sample
  91249. */
  91250. _this.density = 0.926;
  91251. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91252. engine = scene.getEngine();
  91253. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91254. // Configure mesh
  91255. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91256. // Configure
  91257. _this._createPass(scene, ratio.passRatio || ratio);
  91258. _this.onActivate = function (camera) {
  91259. if (!_this.isSupported) {
  91260. _this.dispose(camera);
  91261. }
  91262. _this.onActivate = null;
  91263. };
  91264. _this.onApplyObservable.add(function (effect) {
  91265. _this._updateMeshScreenCoordinates(scene);
  91266. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91267. effect.setFloat("exposure", _this.exposure);
  91268. effect.setFloat("decay", _this.decay);
  91269. effect.setFloat("weight", _this.weight);
  91270. effect.setFloat("density", _this.density);
  91271. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91272. });
  91273. return _this;
  91274. }
  91275. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91276. /**
  91277. * @hidden
  91278. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91279. */
  91280. get: function () {
  91281. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91282. return false;
  91283. },
  91284. set: function (useDiffuseColor) {
  91285. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91286. },
  91287. enumerable: true,
  91288. configurable: true
  91289. });
  91290. /**
  91291. * Returns the string "VolumetricLightScatteringPostProcess"
  91292. * @returns "VolumetricLightScatteringPostProcess"
  91293. */
  91294. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91295. return "VolumetricLightScatteringPostProcess";
  91296. };
  91297. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91298. var mesh = subMesh.getMesh();
  91299. // Render this.mesh as default
  91300. if (mesh === this.mesh && mesh.material) {
  91301. return mesh.material.isReady(mesh);
  91302. }
  91303. var defines = [];
  91304. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91305. var material = subMesh.getMaterial();
  91306. // Alpha test
  91307. if (material) {
  91308. if (material.needAlphaTesting()) {
  91309. defines.push("#define ALPHATEST");
  91310. }
  91311. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91312. attribs.push(BABYLON.VertexBuffer.UVKind);
  91313. defines.push("#define UV1");
  91314. }
  91315. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91316. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91317. defines.push("#define UV2");
  91318. }
  91319. }
  91320. // Bones
  91321. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91322. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91323. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91324. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91325. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91326. }
  91327. else {
  91328. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91329. }
  91330. // Instances
  91331. if (useInstances) {
  91332. defines.push("#define INSTANCES");
  91333. attribs.push("world0");
  91334. attribs.push("world1");
  91335. attribs.push("world2");
  91336. attribs.push("world3");
  91337. }
  91338. // Get correct effect
  91339. var join = defines.join("\n");
  91340. if (this._cachedDefines !== join) {
  91341. this._cachedDefines = join;
  91342. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91343. }
  91344. return this._volumetricLightScatteringPass.isReady();
  91345. };
  91346. /**
  91347. * Sets the new light position for light scattering effect
  91348. * @param position The new custom light position
  91349. */
  91350. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91351. this.customMeshPosition = position;
  91352. };
  91353. /**
  91354. * Returns the light position for light scattering effect
  91355. * @return Vector3 The custom light position
  91356. */
  91357. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91358. return this.customMeshPosition;
  91359. };
  91360. /**
  91361. * Disposes the internal assets and detaches the post-process from the camera
  91362. */
  91363. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91364. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91365. if (rttIndex !== -1) {
  91366. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91367. }
  91368. this._volumetricLightScatteringRTT.dispose();
  91369. _super.prototype.dispose.call(this, camera);
  91370. };
  91371. /**
  91372. * Returns the render target texture used by the post-process
  91373. * @return the render target texture used by the post-process
  91374. */
  91375. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91376. return this._volumetricLightScatteringRTT;
  91377. };
  91378. // Private methods
  91379. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91380. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91381. return true;
  91382. }
  91383. return false;
  91384. };
  91385. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91386. var _this = this;
  91387. var engine = scene.getEngine();
  91388. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91389. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91390. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91391. this._volumetricLightScatteringRTT.renderList = null;
  91392. this._volumetricLightScatteringRTT.renderParticles = false;
  91393. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91394. var camera = this.getCamera();
  91395. if (camera) {
  91396. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91397. }
  91398. else {
  91399. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91400. }
  91401. // Custom render function for submeshes
  91402. var renderSubMesh = function (subMesh) {
  91403. var mesh = subMesh.getRenderingMesh();
  91404. if (_this._meshExcluded(mesh)) {
  91405. return;
  91406. }
  91407. var material = subMesh.getMaterial();
  91408. if (!material) {
  91409. return;
  91410. }
  91411. var scene = mesh.getScene();
  91412. var engine = scene.getEngine();
  91413. // Culling
  91414. engine.setState(material.backFaceCulling);
  91415. // Managing instances
  91416. var batch = mesh._getInstancesRenderList(subMesh._id);
  91417. if (batch.mustReturn) {
  91418. return;
  91419. }
  91420. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91421. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91422. var effect = _this._volumetricLightScatteringPass;
  91423. if (mesh === _this.mesh) {
  91424. if (subMesh.effect) {
  91425. effect = subMesh.effect;
  91426. }
  91427. else {
  91428. effect = material.getEffect();
  91429. }
  91430. }
  91431. engine.enableEffect(effect);
  91432. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91433. if (mesh === _this.mesh) {
  91434. material.bind(mesh.getWorldMatrix(), mesh);
  91435. }
  91436. else {
  91437. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91438. // Alpha test
  91439. if (material && material.needAlphaTesting()) {
  91440. var alphaTexture = material.getAlphaTestTexture();
  91441. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91442. if (alphaTexture) {
  91443. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91444. }
  91445. }
  91446. // Bones
  91447. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91448. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91449. }
  91450. }
  91451. // Draw
  91452. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91453. }
  91454. };
  91455. // Render target texture callbacks
  91456. var savedSceneClearColor;
  91457. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91458. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91459. savedSceneClearColor = scene.clearColor;
  91460. scene.clearColor = sceneClearColor;
  91461. });
  91462. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91463. scene.clearColor = savedSceneClearColor;
  91464. });
  91465. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91466. var engine = scene.getEngine();
  91467. var index;
  91468. if (depthOnlySubMeshes.length) {
  91469. engine.setColorWrite(false);
  91470. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91471. renderSubMesh(depthOnlySubMeshes.data[index]);
  91472. }
  91473. engine.setColorWrite(true);
  91474. }
  91475. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91476. renderSubMesh(opaqueSubMeshes.data[index]);
  91477. }
  91478. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91479. renderSubMesh(alphaTestSubMeshes.data[index]);
  91480. }
  91481. if (transparentSubMeshes.length) {
  91482. // Sort sub meshes
  91483. for (index = 0; index < transparentSubMeshes.length; index++) {
  91484. var submesh = transparentSubMeshes.data[index];
  91485. var boundingInfo = submesh.getBoundingInfo();
  91486. if (boundingInfo && scene.activeCamera) {
  91487. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91488. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91489. }
  91490. }
  91491. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91492. sortedArray.sort(function (a, b) {
  91493. // Alpha index first
  91494. if (a._alphaIndex > b._alphaIndex) {
  91495. return 1;
  91496. }
  91497. if (a._alphaIndex < b._alphaIndex) {
  91498. return -1;
  91499. }
  91500. // Then distance to camera
  91501. if (a._distanceToCamera < b._distanceToCamera) {
  91502. return 1;
  91503. }
  91504. if (a._distanceToCamera > b._distanceToCamera) {
  91505. return -1;
  91506. }
  91507. return 0;
  91508. });
  91509. // Render sub meshes
  91510. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91511. for (index = 0; index < sortedArray.length; index++) {
  91512. renderSubMesh(sortedArray[index]);
  91513. }
  91514. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91515. }
  91516. };
  91517. };
  91518. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91519. var transform = scene.getTransformMatrix();
  91520. var meshPosition;
  91521. if (this.useCustomMeshPosition) {
  91522. meshPosition = this.customMeshPosition;
  91523. }
  91524. else if (this.attachedNode) {
  91525. meshPosition = this.attachedNode.position;
  91526. }
  91527. else {
  91528. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91529. }
  91530. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91531. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91532. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91533. if (this.invert) {
  91534. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91535. }
  91536. };
  91537. // Static methods
  91538. /**
  91539. * Creates a default mesh for the Volumeric Light Scattering post-process
  91540. * @param name The mesh name
  91541. * @param scene The scene where to create the mesh
  91542. * @return the default mesh
  91543. */
  91544. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91545. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91546. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91547. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91548. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91549. mesh.material = material;
  91550. return mesh;
  91551. };
  91552. __decorate([
  91553. BABYLON.serializeAsVector3()
  91554. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91555. __decorate([
  91556. BABYLON.serialize()
  91557. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91558. __decorate([
  91559. BABYLON.serialize()
  91560. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91561. __decorate([
  91562. BABYLON.serializeAsMeshReference()
  91563. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91564. __decorate([
  91565. BABYLON.serialize()
  91566. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91567. __decorate([
  91568. BABYLON.serialize()
  91569. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91570. __decorate([
  91571. BABYLON.serialize()
  91572. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91573. __decorate([
  91574. BABYLON.serialize()
  91575. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91576. __decorate([
  91577. BABYLON.serialize()
  91578. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91579. return VolumetricLightScatteringPostProcess;
  91580. }(BABYLON.PostProcess));
  91581. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91582. })(BABYLON || (BABYLON = {}));
  91583. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91584. var BABYLON;
  91585. (function (BABYLON) {
  91586. /**
  91587. *
  91588. * This post-process allows the modification of rendered colors by using
  91589. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91590. *
  91591. * The object needs to be provided an url to a texture containing the color
  91592. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91593. * Use an image editing software to tweak the LUT to match your needs.
  91594. *
  91595. * For an example of a color LUT, see here:
  91596. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91597. * For explanations on color grading, see here:
  91598. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91599. *
  91600. */
  91601. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91602. __extends(ColorCorrectionPostProcess, _super);
  91603. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91604. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91605. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91606. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91607. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91608. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91609. _this.onApply = function (effect) {
  91610. effect.setTexture("colorTable", _this._colorTableTexture);
  91611. };
  91612. return _this;
  91613. }
  91614. return ColorCorrectionPostProcess;
  91615. }(BABYLON.PostProcess));
  91616. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91617. })(BABYLON || (BABYLON = {}));
  91618. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91619. var BABYLON;
  91620. (function (BABYLON) {
  91621. /** Defines operator used for tonemapping */
  91622. var TonemappingOperator;
  91623. (function (TonemappingOperator) {
  91624. /** Hable */
  91625. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91626. /** Reinhard */
  91627. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91628. /** HejiDawson */
  91629. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91630. /** Photographic */
  91631. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91632. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91633. /**
  91634. * Defines a post process to apply tone mapping
  91635. */
  91636. var TonemapPostProcess = /** @class */ (function (_super) {
  91637. __extends(TonemapPostProcess, _super);
  91638. /**
  91639. * Creates a new TonemapPostProcess
  91640. * @param name defines the name of the postprocess
  91641. * @param _operator defines the operator to use
  91642. * @param exposureAdjustment defines the required exposure adjustement
  91643. * @param camera defines the camera to use (can be null)
  91644. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91645. * @param engine defines the hosting engine (can be ignore if camera is set)
  91646. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91647. */
  91648. function TonemapPostProcess(name, _operator,
  91649. /** Defines the required exposure adjustement */
  91650. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91651. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91652. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91653. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91654. _this._operator = _operator;
  91655. _this.exposureAdjustment = exposureAdjustment;
  91656. var defines = "#define ";
  91657. if (_this._operator === TonemappingOperator.Hable) {
  91658. defines += "HABLE_TONEMAPPING";
  91659. }
  91660. else if (_this._operator === TonemappingOperator.Reinhard) {
  91661. defines += "REINHARD_TONEMAPPING";
  91662. }
  91663. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91664. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91665. }
  91666. else if (_this._operator === TonemappingOperator.Photographic) {
  91667. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91668. }
  91669. //sadly a second call to create the effect.
  91670. _this.updateEffect(defines);
  91671. _this.onApply = function (effect) {
  91672. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91673. };
  91674. return _this;
  91675. }
  91676. return TonemapPostProcess;
  91677. }(BABYLON.PostProcess));
  91678. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91679. })(BABYLON || (BABYLON = {}));
  91680. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91681. var BABYLON;
  91682. (function (BABYLON) {
  91683. /**
  91684. * DisplayPassPostProcess which produces an output the same as it's input
  91685. */
  91686. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91687. __extends(DisplayPassPostProcess, _super);
  91688. /**
  91689. * Creates the DisplayPassPostProcess
  91690. * @param name The name of the effect.
  91691. * @param options The required width/height ratio to downsize to before computing the render pass.
  91692. * @param camera The camera to apply the render pass to.
  91693. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91694. * @param engine The engine which the post process will be applied. (default: current engine)
  91695. * @param reusable If the post process can be reused on the same frame. (default: false)
  91696. */
  91697. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91698. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91699. }
  91700. return DisplayPassPostProcess;
  91701. }(BABYLON.PostProcess));
  91702. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91703. })(BABYLON || (BABYLON = {}));
  91704. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91705. var BABYLON;
  91706. (function (BABYLON) {
  91707. /**
  91708. * Extracts highlights from the image
  91709. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91710. */
  91711. var HighlightsPostProcess = /** @class */ (function (_super) {
  91712. __extends(HighlightsPostProcess, _super);
  91713. /**
  91714. * Extracts highlights from the image
  91715. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91716. * @param name The name of the effect.
  91717. * @param options The required width/height ratio to downsize to before computing the render pass.
  91718. * @param camera The camera to apply the render pass to.
  91719. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91720. * @param engine The engine which the post process will be applied. (default: current engine)
  91721. * @param reusable If the post process can be reused on the same frame. (default: false)
  91722. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91723. */
  91724. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91725. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91726. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91727. }
  91728. return HighlightsPostProcess;
  91729. }(BABYLON.PostProcess));
  91730. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91731. })(BABYLON || (BABYLON = {}));
  91732. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91733. var BABYLON;
  91734. (function (BABYLON) {
  91735. /**
  91736. * ImageProcessingPostProcess
  91737. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91738. */
  91739. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91740. __extends(ImageProcessingPostProcess, _super);
  91741. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91742. if (camera === void 0) { camera = null; }
  91743. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91744. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91745. _this._fromLinearSpace = true;
  91746. /**
  91747. * Defines cache preventing GC.
  91748. */
  91749. _this._defines = {
  91750. IMAGEPROCESSING: false,
  91751. VIGNETTE: false,
  91752. VIGNETTEBLENDMODEMULTIPLY: false,
  91753. VIGNETTEBLENDMODEOPAQUE: false,
  91754. TONEMAPPING: false,
  91755. TONEMAPPING_ACES: false,
  91756. CONTRAST: false,
  91757. COLORCURVES: false,
  91758. COLORGRADING: false,
  91759. COLORGRADING3D: false,
  91760. FROMLINEARSPACE: false,
  91761. SAMPLER3DGREENDEPTH: false,
  91762. SAMPLER3DBGRMAP: false,
  91763. IMAGEPROCESSINGPOSTPROCESS: false,
  91764. EXPOSURE: false,
  91765. };
  91766. // Setup the configuration as forced by the constructor. This would then not force the
  91767. // scene materials output in linear space and let untouched the default forward pass.
  91768. if (imageProcessingConfiguration) {
  91769. imageProcessingConfiguration.applyByPostProcess = true;
  91770. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91771. // This will cause the shader to be compiled
  91772. _this.fromLinearSpace = false;
  91773. }
  91774. // Setup the default processing configuration to the scene.
  91775. else {
  91776. _this._attachImageProcessingConfiguration(null, true);
  91777. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91778. }
  91779. _this.onApply = function (effect) {
  91780. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91781. };
  91782. return _this;
  91783. }
  91784. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91785. /**
  91786. * Gets the image processing configuration used either in this material.
  91787. */
  91788. get: function () {
  91789. return this._imageProcessingConfiguration;
  91790. },
  91791. /**
  91792. * Sets the Default image processing configuration used either in the this material.
  91793. *
  91794. * If sets to null, the scene one is in use.
  91795. */
  91796. set: function (value) {
  91797. this._attachImageProcessingConfiguration(value);
  91798. },
  91799. enumerable: true,
  91800. configurable: true
  91801. });
  91802. /**
  91803. * Attaches a new image processing configuration to the PBR Material.
  91804. * @param configuration
  91805. */
  91806. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91807. var _this = this;
  91808. if (doNotBuild === void 0) { doNotBuild = false; }
  91809. if (configuration === this._imageProcessingConfiguration) {
  91810. return;
  91811. }
  91812. // Detaches observer.
  91813. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91814. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91815. }
  91816. // Pick the scene configuration if needed.
  91817. if (!configuration) {
  91818. var scene = null;
  91819. var engine = this.getEngine();
  91820. var camera = this.getCamera();
  91821. if (camera) {
  91822. scene = camera.getScene();
  91823. }
  91824. else if (engine && engine.scenes) {
  91825. var scenes = engine.scenes;
  91826. scene = scenes[scenes.length - 1];
  91827. }
  91828. else {
  91829. scene = BABYLON.Engine.LastCreatedScene;
  91830. }
  91831. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91832. }
  91833. else {
  91834. this._imageProcessingConfiguration = configuration;
  91835. }
  91836. // Attaches observer.
  91837. if (this._imageProcessingConfiguration) {
  91838. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91839. _this._updateParameters();
  91840. });
  91841. }
  91842. // Ensure the effect will be rebuilt.
  91843. if (!doNotBuild) {
  91844. this._updateParameters();
  91845. }
  91846. };
  91847. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91848. /**
  91849. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91850. */
  91851. get: function () {
  91852. return this.imageProcessingConfiguration.colorCurves;
  91853. },
  91854. /**
  91855. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91856. */
  91857. set: function (value) {
  91858. this.imageProcessingConfiguration.colorCurves = value;
  91859. },
  91860. enumerable: true,
  91861. configurable: true
  91862. });
  91863. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91864. /**
  91865. * Gets wether the color curves effect is enabled.
  91866. */
  91867. get: function () {
  91868. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91869. },
  91870. /**
  91871. * Sets wether the color curves effect is enabled.
  91872. */
  91873. set: function (value) {
  91874. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91875. },
  91876. enumerable: true,
  91877. configurable: true
  91878. });
  91879. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91880. /**
  91881. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91882. */
  91883. get: function () {
  91884. return this.imageProcessingConfiguration.colorGradingTexture;
  91885. },
  91886. /**
  91887. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91888. */
  91889. set: function (value) {
  91890. this.imageProcessingConfiguration.colorGradingTexture = value;
  91891. },
  91892. enumerable: true,
  91893. configurable: true
  91894. });
  91895. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91896. /**
  91897. * Gets wether the color grading effect is enabled.
  91898. */
  91899. get: function () {
  91900. return this.imageProcessingConfiguration.colorGradingEnabled;
  91901. },
  91902. /**
  91903. * Gets wether the color grading effect is enabled.
  91904. */
  91905. set: function (value) {
  91906. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91907. },
  91908. enumerable: true,
  91909. configurable: true
  91910. });
  91911. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91912. /**
  91913. * Gets exposure used in the effect.
  91914. */
  91915. get: function () {
  91916. return this.imageProcessingConfiguration.exposure;
  91917. },
  91918. /**
  91919. * Sets exposure used in the effect.
  91920. */
  91921. set: function (value) {
  91922. this.imageProcessingConfiguration.exposure = value;
  91923. },
  91924. enumerable: true,
  91925. configurable: true
  91926. });
  91927. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91928. /**
  91929. * Gets wether tonemapping is enabled or not.
  91930. */
  91931. get: function () {
  91932. return this._imageProcessingConfiguration.toneMappingEnabled;
  91933. },
  91934. /**
  91935. * Sets wether tonemapping is enabled or not
  91936. */
  91937. set: function (value) {
  91938. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91939. },
  91940. enumerable: true,
  91941. configurable: true
  91942. });
  91943. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91944. /**
  91945. * Gets contrast used in the effect.
  91946. */
  91947. get: function () {
  91948. return this.imageProcessingConfiguration.contrast;
  91949. },
  91950. /**
  91951. * Sets contrast used in the effect.
  91952. */
  91953. set: function (value) {
  91954. this.imageProcessingConfiguration.contrast = value;
  91955. },
  91956. enumerable: true,
  91957. configurable: true
  91958. });
  91959. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91960. /**
  91961. * Gets Vignette stretch size.
  91962. */
  91963. get: function () {
  91964. return this.imageProcessingConfiguration.vignetteStretch;
  91965. },
  91966. /**
  91967. * Sets Vignette stretch size.
  91968. */
  91969. set: function (value) {
  91970. this.imageProcessingConfiguration.vignetteStretch = value;
  91971. },
  91972. enumerable: true,
  91973. configurable: true
  91974. });
  91975. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  91976. /**
  91977. * Gets Vignette centre X Offset.
  91978. */
  91979. get: function () {
  91980. return this.imageProcessingConfiguration.vignetteCentreX;
  91981. },
  91982. /**
  91983. * Sets Vignette centre X Offset.
  91984. */
  91985. set: function (value) {
  91986. this.imageProcessingConfiguration.vignetteCentreX = value;
  91987. },
  91988. enumerable: true,
  91989. configurable: true
  91990. });
  91991. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  91992. /**
  91993. * Gets Vignette centre Y Offset.
  91994. */
  91995. get: function () {
  91996. return this.imageProcessingConfiguration.vignetteCentreY;
  91997. },
  91998. /**
  91999. * Sets Vignette centre Y Offset.
  92000. */
  92001. set: function (value) {
  92002. this.imageProcessingConfiguration.vignetteCentreY = value;
  92003. },
  92004. enumerable: true,
  92005. configurable: true
  92006. });
  92007. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  92008. /**
  92009. * Gets Vignette weight or intensity of the vignette effect.
  92010. */
  92011. get: function () {
  92012. return this.imageProcessingConfiguration.vignetteWeight;
  92013. },
  92014. /**
  92015. * Sets Vignette weight or intensity of the vignette effect.
  92016. */
  92017. set: function (value) {
  92018. this.imageProcessingConfiguration.vignetteWeight = value;
  92019. },
  92020. enumerable: true,
  92021. configurable: true
  92022. });
  92023. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  92024. /**
  92025. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92026. * if vignetteEnabled is set to true.
  92027. */
  92028. get: function () {
  92029. return this.imageProcessingConfiguration.vignetteColor;
  92030. },
  92031. /**
  92032. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92033. * if vignetteEnabled is set to true.
  92034. */
  92035. set: function (value) {
  92036. this.imageProcessingConfiguration.vignetteColor = value;
  92037. },
  92038. enumerable: true,
  92039. configurable: true
  92040. });
  92041. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  92042. /**
  92043. * Gets Camera field of view used by the Vignette effect.
  92044. */
  92045. get: function () {
  92046. return this.imageProcessingConfiguration.vignetteCameraFov;
  92047. },
  92048. /**
  92049. * Sets Camera field of view used by the Vignette effect.
  92050. */
  92051. set: function (value) {
  92052. this.imageProcessingConfiguration.vignetteCameraFov = value;
  92053. },
  92054. enumerable: true,
  92055. configurable: true
  92056. });
  92057. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  92058. /**
  92059. * Gets the vignette blend mode allowing different kind of effect.
  92060. */
  92061. get: function () {
  92062. return this.imageProcessingConfiguration.vignetteBlendMode;
  92063. },
  92064. /**
  92065. * Sets the vignette blend mode allowing different kind of effect.
  92066. */
  92067. set: function (value) {
  92068. this.imageProcessingConfiguration.vignetteBlendMode = value;
  92069. },
  92070. enumerable: true,
  92071. configurable: true
  92072. });
  92073. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  92074. /**
  92075. * Gets wether the vignette effect is enabled.
  92076. */
  92077. get: function () {
  92078. return this.imageProcessingConfiguration.vignetteEnabled;
  92079. },
  92080. /**
  92081. * Sets wether the vignette effect is enabled.
  92082. */
  92083. set: function (value) {
  92084. this.imageProcessingConfiguration.vignetteEnabled = value;
  92085. },
  92086. enumerable: true,
  92087. configurable: true
  92088. });
  92089. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  92090. /**
  92091. * Gets wether the input of the processing is in Gamma or Linear Space.
  92092. */
  92093. get: function () {
  92094. return this._fromLinearSpace;
  92095. },
  92096. /**
  92097. * Sets wether the input of the processing is in Gamma or Linear Space.
  92098. */
  92099. set: function (value) {
  92100. if (this._fromLinearSpace === value) {
  92101. return;
  92102. }
  92103. this._fromLinearSpace = value;
  92104. this._updateParameters();
  92105. },
  92106. enumerable: true,
  92107. configurable: true
  92108. });
  92109. /**
  92110. * "ImageProcessingPostProcess"
  92111. * @returns "ImageProcessingPostProcess"
  92112. */
  92113. ImageProcessingPostProcess.prototype.getClassName = function () {
  92114. return "ImageProcessingPostProcess";
  92115. };
  92116. ImageProcessingPostProcess.prototype._updateParameters = function () {
  92117. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  92118. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  92119. var defines = "";
  92120. for (var define in this._defines) {
  92121. if (this._defines[define]) {
  92122. defines += "#define " + define + ";\r\n";
  92123. }
  92124. }
  92125. var samplers = ["textureSampler"];
  92126. var uniforms = ["scale"];
  92127. if (BABYLON.ImageProcessingConfiguration) {
  92128. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  92129. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  92130. }
  92131. this.updateEffect(defines, uniforms, samplers);
  92132. };
  92133. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  92134. _super.prototype.dispose.call(this, camera);
  92135. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  92136. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  92137. }
  92138. if (this._imageProcessingConfiguration) {
  92139. this.imageProcessingConfiguration.applyByPostProcess = false;
  92140. }
  92141. };
  92142. __decorate([
  92143. BABYLON.serialize()
  92144. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  92145. return ImageProcessingPostProcess;
  92146. }(BABYLON.PostProcess));
  92147. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  92148. })(BABYLON || (BABYLON = {}));
  92149. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  92150. var BABYLON;
  92151. (function (BABYLON) {
  92152. /**
  92153. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  92154. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  92155. * As an example, all you have to do is to create the post-process:
  92156. * var mb = new BABYLON.MotionBlurPostProcess(
  92157. * 'mb', // The name of the effect.
  92158. * scene, // The scene containing the objects to blur according to their velocity.
  92159. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  92160. * camera // The camera to apply the render pass to.
  92161. * );
  92162. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  92163. */
  92164. var MotionBlurPostProcess = /** @class */ (function (_super) {
  92165. __extends(MotionBlurPostProcess, _super);
  92166. /**
  92167. * Creates a new instance MotionBlurPostProcess
  92168. * @param name The name of the effect.
  92169. * @param scene The scene containing the objects to blur according to their velocity.
  92170. * @param options The required width/height ratio to downsize to before computing the render pass.
  92171. * @param camera The camera to apply the render pass to.
  92172. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  92173. * @param engine The engine which the post process will be applied. (default: current engine)
  92174. * @param reusable If the post process can be reused on the same frame. (default: false)
  92175. * @param textureType Type of textures used when performing the post process. (default: 0)
  92176. * @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)
  92177. */
  92178. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  92179. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  92180. if (blockCompilation === void 0) { blockCompilation = false; }
  92181. var _this = _super.call(this, name, "motionBlur", ["motionStrength", "motionScale", "screenSize"], ["velocitySampler"], options, camera, samplingMode, engine, reusable, "#define GEOMETRY_SUPPORTED\n#define SAMPLES 64.0", textureType, undefined, null, blockCompilation) || this;
  92182. /**
  92183. * Defines how much the image is blurred by the movement. Default value is equal to 1
  92184. */
  92185. _this.motionStrength = 1;
  92186. _this._motionBlurSamples = 32;
  92187. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  92188. if (!_this._geometryBufferRenderer) {
  92189. // Geometry buffer renderer is not supported. So, work as a passthrough.
  92190. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  92191. _this.updateEffect();
  92192. }
  92193. else {
  92194. // Geometry buffer renderer is supported.
  92195. _this._geometryBufferRenderer.enableVelocity = true;
  92196. _this.onApply = function (effect) {
  92197. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  92198. effect.setFloat("motionScale", scene.getAnimationRatio());
  92199. effect.setFloat("motionStrength", _this.motionStrength);
  92200. if (_this._geometryBufferRenderer) {
  92201. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  92202. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  92203. }
  92204. };
  92205. }
  92206. return _this;
  92207. }
  92208. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92209. /**
  92210. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92211. */
  92212. get: function () {
  92213. return this._motionBlurSamples;
  92214. },
  92215. /**
  92216. * Sets the number of iterations to be used for motion blur quality
  92217. */
  92218. set: function (samples) {
  92219. this._motionBlurSamples = samples;
  92220. if (this._geometryBufferRenderer) {
  92221. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92222. }
  92223. },
  92224. enumerable: true,
  92225. configurable: true
  92226. });
  92227. /**
  92228. * Disposes the post process.
  92229. * @param camera The camera to dispose the post process on.
  92230. */
  92231. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92232. if (this._geometryBufferRenderer) {
  92233. // Clear previous transformation matrices dictionary used to compute objects velocities
  92234. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92235. }
  92236. _super.prototype.dispose.call(this, camera);
  92237. };
  92238. return MotionBlurPostProcess;
  92239. }(BABYLON.PostProcess));
  92240. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92241. })(BABYLON || (BABYLON = {}));
  92242. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92243. var BABYLON;
  92244. (function (BABYLON) {
  92245. /**
  92246. * Class used to store bone information
  92247. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92248. */
  92249. var Bone = /** @class */ (function (_super) {
  92250. __extends(Bone, _super);
  92251. /**
  92252. * Create a new bone
  92253. * @param name defines the bone name
  92254. * @param skeleton defines the parent skeleton
  92255. * @param parentBone defines the parent (can be null if the bone is the root)
  92256. * @param localMatrix defines the local matrix
  92257. * @param restPose defines the rest pose matrix
  92258. * @param baseMatrix defines the base matrix
  92259. * @param index defines index of the bone in the hiearchy
  92260. */
  92261. function Bone(
  92262. /**
  92263. * defines the bone name
  92264. */
  92265. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92266. if (parentBone === void 0) { parentBone = null; }
  92267. if (localMatrix === void 0) { localMatrix = null; }
  92268. if (restPose === void 0) { restPose = null; }
  92269. if (baseMatrix === void 0) { baseMatrix = null; }
  92270. if (index === void 0) { index = null; }
  92271. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92272. _this.name = name;
  92273. /**
  92274. * Gets the list of child bones
  92275. */
  92276. _this.children = new Array();
  92277. /** Gets the animations associated with this bone */
  92278. _this.animations = new Array();
  92279. /**
  92280. * @hidden Internal only
  92281. * Set this value to map this bone to a different index in the transform matrices
  92282. * Set this value to -1 to exclude the bone from the transform matrices
  92283. */
  92284. _this._index = null;
  92285. _this._absoluteTransform = new BABYLON.Matrix();
  92286. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92287. _this._scalingDeterminant = 1;
  92288. _this._worldTransform = new BABYLON.Matrix();
  92289. _this._needToDecompose = true;
  92290. _this._needToCompose = false;
  92291. /** @hidden */
  92292. _this._linkedTransformNode = null;
  92293. _this._skeleton = skeleton;
  92294. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92295. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92296. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92297. _this._index = index;
  92298. skeleton.bones.push(_this);
  92299. _this.setParent(parentBone, false);
  92300. if (baseMatrix || localMatrix) {
  92301. _this._updateDifferenceMatrix();
  92302. }
  92303. return _this;
  92304. }
  92305. Object.defineProperty(Bone.prototype, "_matrix", {
  92306. /** @hidden */
  92307. get: function () {
  92308. this._compose();
  92309. return this._localMatrix;
  92310. },
  92311. /** @hidden */
  92312. set: function (value) {
  92313. this._localMatrix.copyFrom(value);
  92314. this._needToDecompose = true;
  92315. },
  92316. enumerable: true,
  92317. configurable: true
  92318. });
  92319. // Members
  92320. /**
  92321. * Gets the parent skeleton
  92322. * @returns a skeleton
  92323. */
  92324. Bone.prototype.getSkeleton = function () {
  92325. return this._skeleton;
  92326. };
  92327. /**
  92328. * Gets parent bone
  92329. * @returns a bone or null if the bone is the root of the bone hierarchy
  92330. */
  92331. Bone.prototype.getParent = function () {
  92332. return this._parent;
  92333. };
  92334. /**
  92335. * Sets the parent bone
  92336. * @param parent defines the parent (can be null if the bone is the root)
  92337. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92338. */
  92339. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92340. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92341. if (this._parent === parent) {
  92342. return;
  92343. }
  92344. if (this._parent) {
  92345. var index = this._parent.children.indexOf(this);
  92346. if (index !== -1) {
  92347. this._parent.children.splice(index, 1);
  92348. }
  92349. }
  92350. this._parent = parent;
  92351. if (this._parent) {
  92352. this._parent.children.push(this);
  92353. }
  92354. if (updateDifferenceMatrix) {
  92355. this._updateDifferenceMatrix();
  92356. }
  92357. this.markAsDirty();
  92358. };
  92359. /**
  92360. * Gets the local matrix
  92361. * @returns a matrix
  92362. */
  92363. Bone.prototype.getLocalMatrix = function () {
  92364. this._compose();
  92365. return this._localMatrix;
  92366. };
  92367. /**
  92368. * Gets the base matrix (initial matrix which remains unchanged)
  92369. * @returns a matrix
  92370. */
  92371. Bone.prototype.getBaseMatrix = function () {
  92372. return this._baseMatrix;
  92373. };
  92374. /**
  92375. * Gets the rest pose matrix
  92376. * @returns a matrix
  92377. */
  92378. Bone.prototype.getRestPose = function () {
  92379. return this._restPose;
  92380. };
  92381. /**
  92382. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92383. */
  92384. Bone.prototype.getWorldMatrix = function () {
  92385. return this._worldTransform;
  92386. };
  92387. /**
  92388. * Sets the local matrix to rest pose matrix
  92389. */
  92390. Bone.prototype.returnToRest = function () {
  92391. this.updateMatrix(this._restPose.clone());
  92392. };
  92393. /**
  92394. * Gets the inverse of the absolute transform matrix.
  92395. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92396. * @returns a matrix
  92397. */
  92398. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92399. return this._invertedAbsoluteTransform;
  92400. };
  92401. /**
  92402. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92403. * @returns a matrix
  92404. */
  92405. Bone.prototype.getAbsoluteTransform = function () {
  92406. return this._absoluteTransform;
  92407. };
  92408. /**
  92409. * Links with the given transform node.
  92410. * The local matrix of this bone is copied from the transform node every frame.
  92411. * @param transformNode defines the transform node to link to
  92412. */
  92413. Bone.prototype.linkTransformNode = function (transformNode) {
  92414. if (this._linkedTransformNode) {
  92415. this._skeleton._numBonesWithLinkedTransformNode--;
  92416. }
  92417. this._linkedTransformNode = transformNode;
  92418. if (this._linkedTransformNode) {
  92419. this._skeleton._numBonesWithLinkedTransformNode++;
  92420. }
  92421. };
  92422. Object.defineProperty(Bone.prototype, "position", {
  92423. // Properties (matches AbstractMesh properties)
  92424. /** Gets or sets current position (in local space) */
  92425. get: function () {
  92426. this._decompose();
  92427. return this._localPosition;
  92428. },
  92429. set: function (newPosition) {
  92430. this._decompose();
  92431. this._localPosition.copyFrom(newPosition);
  92432. this._markAsDirtyAndCompose();
  92433. },
  92434. enumerable: true,
  92435. configurable: true
  92436. });
  92437. Object.defineProperty(Bone.prototype, "rotation", {
  92438. /** Gets or sets current rotation (in local space) */
  92439. get: function () {
  92440. return this.getRotation();
  92441. },
  92442. set: function (newRotation) {
  92443. this.setRotation(newRotation);
  92444. },
  92445. enumerable: true,
  92446. configurable: true
  92447. });
  92448. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92449. /** Gets or sets current rotation quaternion (in local space) */
  92450. get: function () {
  92451. this._decompose();
  92452. return this._localRotation;
  92453. },
  92454. set: function (newRotation) {
  92455. this.setRotationQuaternion(newRotation);
  92456. },
  92457. enumerable: true,
  92458. configurable: true
  92459. });
  92460. Object.defineProperty(Bone.prototype, "scaling", {
  92461. /** Gets or sets current scaling (in local space) */
  92462. get: function () {
  92463. return this.getScale();
  92464. },
  92465. set: function (newScaling) {
  92466. this.setScale(newScaling);
  92467. },
  92468. enumerable: true,
  92469. configurable: true
  92470. });
  92471. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92472. /**
  92473. * Gets the animation properties override
  92474. */
  92475. get: function () {
  92476. return this._skeleton.animationPropertiesOverride;
  92477. },
  92478. enumerable: true,
  92479. configurable: true
  92480. });
  92481. // Methods
  92482. Bone.prototype._decompose = function () {
  92483. if (!this._needToDecompose) {
  92484. return;
  92485. }
  92486. this._needToDecompose = false;
  92487. if (!this._localScaling) {
  92488. this._localScaling = BABYLON.Vector3.Zero();
  92489. this._localRotation = BABYLON.Quaternion.Zero();
  92490. this._localPosition = BABYLON.Vector3.Zero();
  92491. }
  92492. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92493. };
  92494. Bone.prototype._compose = function () {
  92495. if (!this._needToCompose) {
  92496. return;
  92497. }
  92498. this._needToCompose = false;
  92499. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92500. };
  92501. /**
  92502. * Update the base and local matrices
  92503. * @param matrix defines the new base or local matrix
  92504. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92505. * @param updateLocalMatrix defines if the local matrix should be updated
  92506. */
  92507. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92508. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92509. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92510. this._baseMatrix.copyFrom(matrix);
  92511. if (updateDifferenceMatrix) {
  92512. this._updateDifferenceMatrix();
  92513. }
  92514. if (updateLocalMatrix) {
  92515. this._localMatrix.copyFrom(matrix);
  92516. this._markAsDirtyAndDecompose();
  92517. }
  92518. else {
  92519. this.markAsDirty();
  92520. }
  92521. };
  92522. /** @hidden */
  92523. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92524. if (updateChildren === void 0) { updateChildren = true; }
  92525. if (!rootMatrix) {
  92526. rootMatrix = this._baseMatrix;
  92527. }
  92528. if (this._parent) {
  92529. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92530. }
  92531. else {
  92532. this._absoluteTransform.copyFrom(rootMatrix);
  92533. }
  92534. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92535. if (updateChildren) {
  92536. for (var index = 0; index < this.children.length; index++) {
  92537. this.children[index]._updateDifferenceMatrix();
  92538. }
  92539. }
  92540. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92541. };
  92542. /**
  92543. * Flag the bone as dirty (Forcing it to update everything)
  92544. */
  92545. Bone.prototype.markAsDirty = function () {
  92546. this._currentRenderId++;
  92547. this._childRenderId++;
  92548. this._skeleton._markAsDirty();
  92549. };
  92550. Bone.prototype._markAsDirtyAndCompose = function () {
  92551. this.markAsDirty();
  92552. this._needToCompose = true;
  92553. };
  92554. Bone.prototype._markAsDirtyAndDecompose = function () {
  92555. this.markAsDirty();
  92556. this._needToDecompose = true;
  92557. };
  92558. /**
  92559. * Copy an animation range from another bone
  92560. * @param source defines the source bone
  92561. * @param rangeName defines the range name to copy
  92562. * @param frameOffset defines the frame offset
  92563. * @param rescaleAsRequired defines if rescaling must be applied if required
  92564. * @param skelDimensionsRatio defines the scaling ratio
  92565. * @returns true if operation was successful
  92566. */
  92567. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92568. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92569. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92570. // all animation may be coming from a library skeleton, so may need to create animation
  92571. if (this.animations.length === 0) {
  92572. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92573. this.animations[0].setKeys([]);
  92574. }
  92575. // get animation info / verify there is such a range from the source bone
  92576. var sourceRange = source.animations[0].getRange(rangeName);
  92577. if (!sourceRange) {
  92578. return false;
  92579. }
  92580. var from = sourceRange.from;
  92581. var to = sourceRange.to;
  92582. var sourceKeys = source.animations[0].getKeys();
  92583. // rescaling prep
  92584. var sourceBoneLength = source.length;
  92585. var sourceParent = source.getParent();
  92586. var parent = this.getParent();
  92587. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92588. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92589. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92590. var destKeys = this.animations[0].getKeys();
  92591. // loop vars declaration
  92592. var orig;
  92593. var origTranslation;
  92594. var mat;
  92595. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92596. orig = sourceKeys[key];
  92597. if (orig.frame >= from && orig.frame <= to) {
  92598. if (rescaleAsRequired) {
  92599. mat = orig.value.clone();
  92600. // scale based on parent ratio, when bone has parent
  92601. if (parentScalingReqd) {
  92602. origTranslation = mat.getTranslation();
  92603. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92604. // scale based on skeleton dimension ratio when root bone, and value is passed
  92605. }
  92606. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92607. origTranslation = mat.getTranslation();
  92608. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92609. // use original when root bone, and no data for skelDimensionsRatio
  92610. }
  92611. else {
  92612. mat = orig.value;
  92613. }
  92614. }
  92615. else {
  92616. mat = orig.value;
  92617. }
  92618. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92619. }
  92620. }
  92621. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92622. return true;
  92623. };
  92624. /**
  92625. * Translate the bone in local or world space
  92626. * @param vec The amount to translate the bone
  92627. * @param space The space that the translation is in
  92628. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92629. */
  92630. Bone.prototype.translate = function (vec, space, mesh) {
  92631. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92632. var lm = this.getLocalMatrix();
  92633. if (space == BABYLON.Space.LOCAL) {
  92634. lm.addAtIndex(12, vec.x);
  92635. lm.addAtIndex(13, vec.y);
  92636. lm.addAtIndex(14, vec.z);
  92637. }
  92638. else {
  92639. var wm = null;
  92640. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92641. if (mesh) {
  92642. wm = mesh.getWorldMatrix();
  92643. }
  92644. this._skeleton.computeAbsoluteTransforms();
  92645. var tmat = Bone._tmpMats[0];
  92646. var tvec = Bone._tmpVecs[0];
  92647. if (this._parent) {
  92648. if (mesh && wm) {
  92649. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92650. tmat.multiplyToRef(wm, tmat);
  92651. }
  92652. else {
  92653. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92654. }
  92655. }
  92656. tmat.setTranslationFromFloats(0, 0, 0);
  92657. tmat.invert();
  92658. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92659. lm.addAtIndex(12, tvec.x);
  92660. lm.addAtIndex(13, tvec.y);
  92661. lm.addAtIndex(14, tvec.z);
  92662. }
  92663. this._markAsDirtyAndDecompose();
  92664. };
  92665. /**
  92666. * Set the postion of the bone in local or world space
  92667. * @param position The position to set the bone
  92668. * @param space The space that the position is in
  92669. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92670. */
  92671. Bone.prototype.setPosition = function (position, space, mesh) {
  92672. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92673. var lm = this.getLocalMatrix();
  92674. if (space == BABYLON.Space.LOCAL) {
  92675. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92676. }
  92677. else {
  92678. var wm = null;
  92679. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92680. if (mesh) {
  92681. wm = mesh.getWorldMatrix();
  92682. }
  92683. this._skeleton.computeAbsoluteTransforms();
  92684. var tmat = Bone._tmpMats[0];
  92685. var vec = Bone._tmpVecs[0];
  92686. if (this._parent) {
  92687. if (mesh && wm) {
  92688. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92689. tmat.multiplyToRef(wm, tmat);
  92690. }
  92691. else {
  92692. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92693. }
  92694. }
  92695. tmat.invert();
  92696. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92697. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92698. }
  92699. this._markAsDirtyAndDecompose();
  92700. };
  92701. /**
  92702. * Set the absolute position of the bone (world space)
  92703. * @param position The position to set the bone
  92704. * @param mesh The mesh that this bone is attached to
  92705. */
  92706. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92707. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92708. };
  92709. /**
  92710. * Scale the bone on the x, y and z axes (in local space)
  92711. * @param x The amount to scale the bone on the x axis
  92712. * @param y The amount to scale the bone on the y axis
  92713. * @param z The amount to scale the bone on the z axis
  92714. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92715. */
  92716. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92717. if (scaleChildren === void 0) { scaleChildren = false; }
  92718. var locMat = this.getLocalMatrix();
  92719. // Apply new scaling on top of current local matrix
  92720. var scaleMat = Bone._tmpMats[0];
  92721. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92722. scaleMat.multiplyToRef(locMat, locMat);
  92723. // Invert scaling matrix and apply the inverse to all children
  92724. scaleMat.invert();
  92725. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92726. var child = _a[_i];
  92727. var cm = child.getLocalMatrix();
  92728. cm.multiplyToRef(scaleMat, cm);
  92729. cm.multiplyAtIndex(12, x);
  92730. cm.multiplyAtIndex(13, y);
  92731. cm.multiplyAtIndex(14, z);
  92732. child._markAsDirtyAndDecompose();
  92733. }
  92734. this._markAsDirtyAndDecompose();
  92735. if (scaleChildren) {
  92736. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92737. var child = _c[_b];
  92738. child.scale(x, y, z, scaleChildren);
  92739. }
  92740. }
  92741. };
  92742. /**
  92743. * Set the bone scaling in local space
  92744. * @param scale defines the scaling vector
  92745. */
  92746. Bone.prototype.setScale = function (scale) {
  92747. this._decompose();
  92748. this._localScaling.copyFrom(scale);
  92749. this._markAsDirtyAndCompose();
  92750. };
  92751. /**
  92752. * Gets the current scaling in local space
  92753. * @returns the current scaling vector
  92754. */
  92755. Bone.prototype.getScale = function () {
  92756. this._decompose();
  92757. return this._localScaling;
  92758. };
  92759. /**
  92760. * Gets the current scaling in local space and stores it in a target vector
  92761. * @param result defines the target vector
  92762. */
  92763. Bone.prototype.getScaleToRef = function (result) {
  92764. this._decompose();
  92765. result.copyFrom(this._localScaling);
  92766. };
  92767. /**
  92768. * Set the yaw, pitch, and roll of the bone in local or world space
  92769. * @param yaw The rotation of the bone on the y axis
  92770. * @param pitch The rotation of the bone on the x axis
  92771. * @param roll The rotation of the bone on the z axis
  92772. * @param space The space that the axes of rotation are in
  92773. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92774. */
  92775. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92776. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92777. if (space === BABYLON.Space.LOCAL) {
  92778. var quat = Bone._tmpQuat;
  92779. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92780. this.setRotationQuaternion(quat, space, mesh);
  92781. return;
  92782. }
  92783. var rotMatInv = Bone._tmpMats[0];
  92784. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92785. return;
  92786. }
  92787. var rotMat = Bone._tmpMats[1];
  92788. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92789. rotMatInv.multiplyToRef(rotMat, rotMat);
  92790. this._rotateWithMatrix(rotMat, space, mesh);
  92791. };
  92792. /**
  92793. * Add a rotation to the bone on an axis in local or world space
  92794. * @param axis The axis to rotate the bone on
  92795. * @param amount The amount to rotate the bone
  92796. * @param space The space that the axis is in
  92797. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92798. */
  92799. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92800. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92801. var rmat = Bone._tmpMats[0];
  92802. rmat.setTranslationFromFloats(0, 0, 0);
  92803. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92804. this._rotateWithMatrix(rmat, space, mesh);
  92805. };
  92806. /**
  92807. * Set the rotation of the bone to a particular axis angle in local or world space
  92808. * @param axis The axis to rotate the bone on
  92809. * @param angle The angle that the bone should be rotated to
  92810. * @param space The space that the axis is in
  92811. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92812. */
  92813. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92814. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92815. if (space === BABYLON.Space.LOCAL) {
  92816. var quat = Bone._tmpQuat;
  92817. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92818. this.setRotationQuaternion(quat, space, mesh);
  92819. return;
  92820. }
  92821. var rotMatInv = Bone._tmpMats[0];
  92822. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92823. return;
  92824. }
  92825. var rotMat = Bone._tmpMats[1];
  92826. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92827. rotMatInv.multiplyToRef(rotMat, rotMat);
  92828. this._rotateWithMatrix(rotMat, space, mesh);
  92829. };
  92830. /**
  92831. * Set the euler rotation of the bone in local of world space
  92832. * @param rotation The euler rotation that the bone should be set to
  92833. * @param space The space that the rotation is in
  92834. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92835. */
  92836. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92837. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92838. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92839. };
  92840. /**
  92841. * Set the quaternion rotation of the bone in local of world space
  92842. * @param quat The quaternion rotation that the bone should be set to
  92843. * @param space The space that the rotation is in
  92844. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92845. */
  92846. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92847. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92848. if (space === BABYLON.Space.LOCAL) {
  92849. this._decompose();
  92850. this._localRotation.copyFrom(quat);
  92851. this._markAsDirtyAndCompose();
  92852. return;
  92853. }
  92854. var rotMatInv = Bone._tmpMats[0];
  92855. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92856. return;
  92857. }
  92858. var rotMat = Bone._tmpMats[1];
  92859. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92860. rotMatInv.multiplyToRef(rotMat, rotMat);
  92861. this._rotateWithMatrix(rotMat, space, mesh);
  92862. };
  92863. /**
  92864. * Set the rotation matrix of the bone in local of world space
  92865. * @param rotMat The rotation matrix that the bone should be set to
  92866. * @param space The space that the rotation is in
  92867. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92868. */
  92869. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92870. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92871. if (space === BABYLON.Space.LOCAL) {
  92872. var quat = Bone._tmpQuat;
  92873. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92874. this.setRotationQuaternion(quat, space, mesh);
  92875. return;
  92876. }
  92877. var rotMatInv = Bone._tmpMats[0];
  92878. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92879. return;
  92880. }
  92881. var rotMat2 = Bone._tmpMats[1];
  92882. rotMat2.copyFrom(rotMat);
  92883. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92884. this._rotateWithMatrix(rotMat2, space, mesh);
  92885. };
  92886. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92887. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92888. var lmat = this.getLocalMatrix();
  92889. var lx = lmat.m[12];
  92890. var ly = lmat.m[13];
  92891. var lz = lmat.m[14];
  92892. var parent = this.getParent();
  92893. var parentScale = Bone._tmpMats[3];
  92894. var parentScaleInv = Bone._tmpMats[4];
  92895. if (parent && space == BABYLON.Space.WORLD) {
  92896. if (mesh) {
  92897. parentScale.copyFrom(mesh.getWorldMatrix());
  92898. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92899. }
  92900. else {
  92901. parentScale.copyFrom(parent.getAbsoluteTransform());
  92902. }
  92903. parentScaleInv.copyFrom(parentScale);
  92904. parentScaleInv.invert();
  92905. lmat.multiplyToRef(parentScale, lmat);
  92906. lmat.multiplyToRef(rmat, lmat);
  92907. lmat.multiplyToRef(parentScaleInv, lmat);
  92908. }
  92909. else {
  92910. if (space == BABYLON.Space.WORLD && mesh) {
  92911. parentScale.copyFrom(mesh.getWorldMatrix());
  92912. parentScaleInv.copyFrom(parentScale);
  92913. parentScaleInv.invert();
  92914. lmat.multiplyToRef(parentScale, lmat);
  92915. lmat.multiplyToRef(rmat, lmat);
  92916. lmat.multiplyToRef(parentScaleInv, lmat);
  92917. }
  92918. else {
  92919. lmat.multiplyToRef(rmat, lmat);
  92920. }
  92921. }
  92922. lmat.setTranslationFromFloats(lx, ly, lz);
  92923. this.computeAbsoluteTransforms();
  92924. this._markAsDirtyAndDecompose();
  92925. };
  92926. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92927. var scaleMatrix = Bone._tmpMats[2];
  92928. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92929. if (mesh) {
  92930. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92931. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92932. }
  92933. rotMatInv.invert();
  92934. if (isNaN(rotMatInv.m[0])) {
  92935. // Matrix failed to invert.
  92936. // This can happen if scale is zero for example.
  92937. return false;
  92938. }
  92939. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92940. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92941. return true;
  92942. };
  92943. /**
  92944. * Get the position of the bone in local or world space
  92945. * @param space The space that the returned position is in
  92946. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92947. * @returns The position of the bone
  92948. */
  92949. Bone.prototype.getPosition = function (space, mesh) {
  92950. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92951. if (mesh === void 0) { mesh = null; }
  92952. var pos = BABYLON.Vector3.Zero();
  92953. this.getPositionToRef(space, mesh, pos);
  92954. return pos;
  92955. };
  92956. /**
  92957. * Copy the position of the bone to a vector3 in local or world space
  92958. * @param space The space that the returned position is in
  92959. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92960. * @param result The vector3 to copy the position to
  92961. */
  92962. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92963. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92964. if (space == BABYLON.Space.LOCAL) {
  92965. var lm = this.getLocalMatrix();
  92966. result.x = lm.m[12];
  92967. result.y = lm.m[13];
  92968. result.z = lm.m[14];
  92969. }
  92970. else {
  92971. var wm = null;
  92972. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92973. if (mesh) {
  92974. wm = mesh.getWorldMatrix();
  92975. }
  92976. this._skeleton.computeAbsoluteTransforms();
  92977. var tmat = Bone._tmpMats[0];
  92978. if (mesh && wm) {
  92979. tmat.copyFrom(this.getAbsoluteTransform());
  92980. tmat.multiplyToRef(wm, tmat);
  92981. }
  92982. else {
  92983. tmat = this.getAbsoluteTransform();
  92984. }
  92985. result.x = tmat.m[12];
  92986. result.y = tmat.m[13];
  92987. result.z = tmat.m[14];
  92988. }
  92989. };
  92990. /**
  92991. * Get the absolute position of the bone (world space)
  92992. * @param mesh The mesh that this bone is attached to
  92993. * @returns The absolute position of the bone
  92994. */
  92995. Bone.prototype.getAbsolutePosition = function (mesh) {
  92996. if (mesh === void 0) { mesh = null; }
  92997. var pos = BABYLON.Vector3.Zero();
  92998. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  92999. return pos;
  93000. };
  93001. /**
  93002. * Copy the absolute position of the bone (world space) to the result param
  93003. * @param mesh The mesh that this bone is attached to
  93004. * @param result The vector3 to copy the absolute position to
  93005. */
  93006. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  93007. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  93008. };
  93009. /**
  93010. * Compute the absolute transforms of this bone and its children
  93011. */
  93012. Bone.prototype.computeAbsoluteTransforms = function () {
  93013. this._compose();
  93014. if (this._parent) {
  93015. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  93016. }
  93017. else {
  93018. this._absoluteTransform.copyFrom(this._localMatrix);
  93019. var poseMatrix = this._skeleton.getPoseMatrix();
  93020. if (poseMatrix) {
  93021. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  93022. }
  93023. }
  93024. var children = this.children;
  93025. var len = children.length;
  93026. for (var i = 0; i < len; i++) {
  93027. children[i].computeAbsoluteTransforms();
  93028. }
  93029. };
  93030. /**
  93031. * Get the world direction from an axis that is in the local space of the bone
  93032. * @param localAxis The local direction that is used to compute the world direction
  93033. * @param mesh The mesh that this bone is attached to
  93034. * @returns The world direction
  93035. */
  93036. Bone.prototype.getDirection = function (localAxis, mesh) {
  93037. if (mesh === void 0) { mesh = null; }
  93038. var result = BABYLON.Vector3.Zero();
  93039. this.getDirectionToRef(localAxis, mesh, result);
  93040. return result;
  93041. };
  93042. /**
  93043. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  93044. * @param localAxis The local direction that is used to compute the world direction
  93045. * @param mesh The mesh that this bone is attached to
  93046. * @param result The vector3 that the world direction will be copied to
  93047. */
  93048. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  93049. if (mesh === void 0) { mesh = null; }
  93050. var wm = null;
  93051. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93052. if (mesh) {
  93053. wm = mesh.getWorldMatrix();
  93054. }
  93055. this._skeleton.computeAbsoluteTransforms();
  93056. var mat = Bone._tmpMats[0];
  93057. mat.copyFrom(this.getAbsoluteTransform());
  93058. if (mesh && wm) {
  93059. mat.multiplyToRef(wm, mat);
  93060. }
  93061. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  93062. result.normalize();
  93063. };
  93064. /**
  93065. * Get the euler rotation of the bone in local or world space
  93066. * @param space The space that the rotation should be in
  93067. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93068. * @returns The euler rotation
  93069. */
  93070. Bone.prototype.getRotation = function (space, mesh) {
  93071. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93072. if (mesh === void 0) { mesh = null; }
  93073. var result = BABYLON.Vector3.Zero();
  93074. this.getRotationToRef(space, mesh, result);
  93075. return result;
  93076. };
  93077. /**
  93078. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  93079. * @param space The space that the rotation should be in
  93080. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93081. * @param result The vector3 that the rotation should be copied to
  93082. */
  93083. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  93084. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93085. if (mesh === void 0) { mesh = null; }
  93086. var quat = Bone._tmpQuat;
  93087. this.getRotationQuaternionToRef(space, mesh, quat);
  93088. quat.toEulerAnglesToRef(result);
  93089. };
  93090. /**
  93091. * Get the quaternion rotation of the bone in either local or world space
  93092. * @param space The space that the rotation should be in
  93093. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93094. * @returns The quaternion rotation
  93095. */
  93096. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  93097. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93098. if (mesh === void 0) { mesh = null; }
  93099. var result = BABYLON.Quaternion.Identity();
  93100. this.getRotationQuaternionToRef(space, mesh, result);
  93101. return result;
  93102. };
  93103. /**
  93104. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  93105. * @param space The space that the rotation should be in
  93106. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93107. * @param result The quaternion that the rotation should be copied to
  93108. */
  93109. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  93110. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93111. if (mesh === void 0) { mesh = null; }
  93112. if (space == BABYLON.Space.LOCAL) {
  93113. this._decompose();
  93114. result.copyFrom(this._localRotation);
  93115. }
  93116. else {
  93117. var mat = Bone._tmpMats[0];
  93118. var amat = this.getAbsoluteTransform();
  93119. if (mesh) {
  93120. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93121. }
  93122. else {
  93123. mat.copyFrom(amat);
  93124. }
  93125. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93126. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93127. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93128. mat.decompose(undefined, result, undefined);
  93129. }
  93130. };
  93131. /**
  93132. * Get the rotation matrix of the bone in local or world space
  93133. * @param space The space that the rotation should be in
  93134. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93135. * @returns The rotation matrix
  93136. */
  93137. Bone.prototype.getRotationMatrix = function (space, mesh) {
  93138. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93139. var result = BABYLON.Matrix.Identity();
  93140. this.getRotationMatrixToRef(space, mesh, result);
  93141. return result;
  93142. };
  93143. /**
  93144. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  93145. * @param space The space that the rotation should be in
  93146. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93147. * @param result The quaternion that the rotation should be copied to
  93148. */
  93149. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  93150. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93151. if (space == BABYLON.Space.LOCAL) {
  93152. this.getLocalMatrix().getRotationMatrixToRef(result);
  93153. }
  93154. else {
  93155. var mat = Bone._tmpMats[0];
  93156. var amat = this.getAbsoluteTransform();
  93157. if (mesh) {
  93158. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93159. }
  93160. else {
  93161. mat.copyFrom(amat);
  93162. }
  93163. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93164. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93165. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93166. mat.getRotationMatrixToRef(result);
  93167. }
  93168. };
  93169. /**
  93170. * Get the world position of a point that is in the local space of the bone
  93171. * @param position The local position
  93172. * @param mesh The mesh that this bone is attached to
  93173. * @returns The world position
  93174. */
  93175. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  93176. if (mesh === void 0) { mesh = null; }
  93177. var result = BABYLON.Vector3.Zero();
  93178. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  93179. return result;
  93180. };
  93181. /**
  93182. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  93183. * @param position The local position
  93184. * @param mesh The mesh that this bone is attached to
  93185. * @param result The vector3 that the world position should be copied to
  93186. */
  93187. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  93188. if (mesh === void 0) { mesh = null; }
  93189. var wm = null;
  93190. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93191. if (mesh) {
  93192. wm = mesh.getWorldMatrix();
  93193. }
  93194. this._skeleton.computeAbsoluteTransforms();
  93195. var tmat = Bone._tmpMats[0];
  93196. if (mesh && wm) {
  93197. tmat.copyFrom(this.getAbsoluteTransform());
  93198. tmat.multiplyToRef(wm, tmat);
  93199. }
  93200. else {
  93201. tmat = this.getAbsoluteTransform();
  93202. }
  93203. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93204. };
  93205. /**
  93206. * Get the local position of a point that is in world space
  93207. * @param position The world position
  93208. * @param mesh The mesh that this bone is attached to
  93209. * @returns The local position
  93210. */
  93211. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  93212. if (mesh === void 0) { mesh = null; }
  93213. var result = BABYLON.Vector3.Zero();
  93214. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  93215. return result;
  93216. };
  93217. /**
  93218. * Get the local position of a point that is in world space and copy it to the result param
  93219. * @param position The world position
  93220. * @param mesh The mesh that this bone is attached to
  93221. * @param result The vector3 that the local position should be copied to
  93222. */
  93223. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93224. if (mesh === void 0) { mesh = null; }
  93225. var wm = null;
  93226. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93227. if (mesh) {
  93228. wm = mesh.getWorldMatrix();
  93229. }
  93230. this._skeleton.computeAbsoluteTransforms();
  93231. var tmat = Bone._tmpMats[0];
  93232. tmat.copyFrom(this.getAbsoluteTransform());
  93233. if (mesh && wm) {
  93234. tmat.multiplyToRef(wm, tmat);
  93235. }
  93236. tmat.invert();
  93237. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93238. };
  93239. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93240. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93241. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93242. return Bone;
  93243. }(BABYLON.Node));
  93244. BABYLON.Bone = Bone;
  93245. })(BABYLON || (BABYLON = {}));
  93246. //# sourceMappingURL=babylon.bone.js.map
  93247. var BABYLON;
  93248. (function (BABYLON) {
  93249. /**
  93250. * Class used to apply inverse kinematics to bones
  93251. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93252. */
  93253. var BoneIKController = /** @class */ (function () {
  93254. /**
  93255. * Creates a new BoneIKController
  93256. * @param mesh defines the mesh to control
  93257. * @param bone defines the bone to control
  93258. * @param options defines options to set up the controller
  93259. */
  93260. function BoneIKController(mesh, bone, options) {
  93261. /**
  93262. * Gets or sets the target position
  93263. */
  93264. this.targetPosition = BABYLON.Vector3.Zero();
  93265. /**
  93266. * Gets or sets the pole target position
  93267. */
  93268. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93269. /**
  93270. * Gets or sets the pole target local offset
  93271. */
  93272. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93273. /**
  93274. * Gets or sets the pole angle
  93275. */
  93276. this.poleAngle = 0;
  93277. /**
  93278. * 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)
  93279. */
  93280. this.slerpAmount = 1;
  93281. this._bone1Quat = BABYLON.Quaternion.Identity();
  93282. this._bone1Mat = BABYLON.Matrix.Identity();
  93283. this._bone2Ang = Math.PI;
  93284. this._maxAngle = Math.PI;
  93285. this._rightHandedSystem = false;
  93286. this._bendAxis = BABYLON.Vector3.Right();
  93287. this._slerping = false;
  93288. this._adjustRoll = 0;
  93289. this._bone2 = bone;
  93290. this._bone1 = bone.getParent();
  93291. if (!this._bone1) {
  93292. return;
  93293. }
  93294. this.mesh = mesh;
  93295. var bonePos = bone.getPosition();
  93296. if (bone.getAbsoluteTransform().determinant() > 0) {
  93297. this._rightHandedSystem = true;
  93298. this._bendAxis.x = 0;
  93299. this._bendAxis.y = 0;
  93300. this._bendAxis.z = -1;
  93301. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93302. this._adjustRoll = Math.PI * .5;
  93303. this._bendAxis.z = 1;
  93304. }
  93305. }
  93306. if (this._bone1.length) {
  93307. var boneScale1 = this._bone1.getScale();
  93308. var boneScale2 = this._bone2.getScale();
  93309. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93310. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93311. }
  93312. else if (this._bone1.children[0]) {
  93313. mesh.computeWorldMatrix(true);
  93314. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93315. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93316. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93317. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93318. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93319. }
  93320. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93321. this.maxAngle = Math.PI;
  93322. if (options) {
  93323. if (options.targetMesh) {
  93324. this.targetMesh = options.targetMesh;
  93325. this.targetMesh.computeWorldMatrix(true);
  93326. }
  93327. if (options.poleTargetMesh) {
  93328. this.poleTargetMesh = options.poleTargetMesh;
  93329. this.poleTargetMesh.computeWorldMatrix(true);
  93330. }
  93331. else if (options.poleTargetBone) {
  93332. this.poleTargetBone = options.poleTargetBone;
  93333. }
  93334. else if (this._bone1.getParent()) {
  93335. this.poleTargetBone = this._bone1.getParent();
  93336. }
  93337. if (options.poleTargetLocalOffset) {
  93338. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93339. }
  93340. if (options.poleAngle) {
  93341. this.poleAngle = options.poleAngle;
  93342. }
  93343. if (options.bendAxis) {
  93344. this._bendAxis.copyFrom(options.bendAxis);
  93345. }
  93346. if (options.maxAngle) {
  93347. this.maxAngle = options.maxAngle;
  93348. }
  93349. if (options.slerpAmount) {
  93350. this.slerpAmount = options.slerpAmount;
  93351. }
  93352. }
  93353. }
  93354. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93355. /**
  93356. * Gets or sets maximum allowed angle
  93357. */
  93358. get: function () {
  93359. return this._maxAngle;
  93360. },
  93361. set: function (value) {
  93362. this._setMaxAngle(value);
  93363. },
  93364. enumerable: true,
  93365. configurable: true
  93366. });
  93367. BoneIKController.prototype._setMaxAngle = function (ang) {
  93368. if (ang < 0) {
  93369. ang = 0;
  93370. }
  93371. if (ang > Math.PI || ang == undefined) {
  93372. ang = Math.PI;
  93373. }
  93374. this._maxAngle = ang;
  93375. var a = this._bone1Length;
  93376. var b = this._bone2Length;
  93377. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93378. };
  93379. /**
  93380. * Force the controller to update the bones
  93381. */
  93382. BoneIKController.prototype.update = function () {
  93383. var bone1 = this._bone1;
  93384. if (!bone1) {
  93385. return;
  93386. }
  93387. var target = this.targetPosition;
  93388. var poleTarget = this.poleTargetPosition;
  93389. var mat1 = BoneIKController._tmpMats[0];
  93390. var mat2 = BoneIKController._tmpMats[1];
  93391. if (this.targetMesh) {
  93392. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93393. }
  93394. if (this.poleTargetBone) {
  93395. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93396. }
  93397. else if (this.poleTargetMesh) {
  93398. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93399. }
  93400. var bonePos = BoneIKController._tmpVecs[0];
  93401. var zaxis = BoneIKController._tmpVecs[1];
  93402. var xaxis = BoneIKController._tmpVecs[2];
  93403. var yaxis = BoneIKController._tmpVecs[3];
  93404. var upAxis = BoneIKController._tmpVecs[4];
  93405. var _tmpQuat = BoneIKController._tmpQuat;
  93406. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93407. poleTarget.subtractToRef(bonePos, upAxis);
  93408. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93409. upAxis.y = 1;
  93410. }
  93411. else {
  93412. upAxis.normalize();
  93413. }
  93414. target.subtractToRef(bonePos, yaxis);
  93415. yaxis.normalize();
  93416. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93417. zaxis.normalize();
  93418. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93419. xaxis.normalize();
  93420. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93421. var a = this._bone1Length;
  93422. var b = this._bone2Length;
  93423. var c = BABYLON.Vector3.Distance(bonePos, target);
  93424. if (this._maxReach > 0) {
  93425. c = Math.min(this._maxReach, c);
  93426. }
  93427. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93428. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93429. if (acosa > 1) {
  93430. acosa = 1;
  93431. }
  93432. if (acosb > 1) {
  93433. acosb = 1;
  93434. }
  93435. if (acosa < -1) {
  93436. acosa = -1;
  93437. }
  93438. if (acosb < -1) {
  93439. acosb = -1;
  93440. }
  93441. var angA = Math.acos(acosa);
  93442. var angB = Math.acos(acosb);
  93443. var angC = -angA - angB;
  93444. if (this._rightHandedSystem) {
  93445. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93446. mat2.multiplyToRef(mat1, mat1);
  93447. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93448. mat2.multiplyToRef(mat1, mat1);
  93449. }
  93450. else {
  93451. var _tmpVec = BoneIKController._tmpVecs[5];
  93452. _tmpVec.copyFrom(this._bendAxis);
  93453. _tmpVec.x *= -1;
  93454. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93455. mat2.multiplyToRef(mat1, mat1);
  93456. }
  93457. if (this.poleAngle) {
  93458. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93459. mat1.multiplyToRef(mat2, mat1);
  93460. }
  93461. if (this._bone1) {
  93462. if (this.slerpAmount < 1) {
  93463. if (!this._slerping) {
  93464. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93465. }
  93466. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93467. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93468. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93469. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93470. this._slerping = true;
  93471. }
  93472. else {
  93473. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93474. this._bone1Mat.copyFrom(mat1);
  93475. this._slerping = false;
  93476. }
  93477. }
  93478. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93479. this._bone2Ang = angC;
  93480. };
  93481. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93482. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93483. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93484. return BoneIKController;
  93485. }());
  93486. BABYLON.BoneIKController = BoneIKController;
  93487. })(BABYLON || (BABYLON = {}));
  93488. //# sourceMappingURL=babylon.boneIKController.js.map
  93489. var BABYLON;
  93490. (function (BABYLON) {
  93491. /**
  93492. * Class used to make a bone look toward a point in space
  93493. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93494. */
  93495. var BoneLookController = /** @class */ (function () {
  93496. /**
  93497. * Create a BoneLookController
  93498. * @param mesh the mesh that the bone belongs to
  93499. * @param bone the bone that will be looking to the target
  93500. * @param target the target Vector3 to look at
  93501. * @param settings optional settings:
  93502. * * maxYaw: the maximum angle the bone will yaw to
  93503. * * minYaw: the minimum angle the bone will yaw to
  93504. * * maxPitch: the maximum angle the bone will pitch to
  93505. * * minPitch: the minimum angle the bone will yaw to
  93506. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93507. * * upAxis: the up axis of the coordinate system
  93508. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93509. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93510. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93511. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93512. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93513. * * adjustRoll: used to make an adjustment to the roll of the bone
  93514. **/
  93515. function BoneLookController(mesh, bone, target, options) {
  93516. /**
  93517. * The up axis of the coordinate system that is used when the bone is rotated
  93518. */
  93519. this.upAxis = BABYLON.Vector3.Up();
  93520. /**
  93521. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93522. */
  93523. this.upAxisSpace = BABYLON.Space.LOCAL;
  93524. /**
  93525. * Used to make an adjustment to the yaw of the bone
  93526. */
  93527. this.adjustYaw = 0;
  93528. /**
  93529. * Used to make an adjustment to the pitch of the bone
  93530. */
  93531. this.adjustPitch = 0;
  93532. /**
  93533. * Used to make an adjustment to the roll of the bone
  93534. */
  93535. this.adjustRoll = 0;
  93536. /**
  93537. * 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)
  93538. */
  93539. this.slerpAmount = 1;
  93540. this._boneQuat = BABYLON.Quaternion.Identity();
  93541. this._slerping = false;
  93542. this._firstFrameSkipped = false;
  93543. this._fowardAxis = BABYLON.Vector3.Forward();
  93544. this.mesh = mesh;
  93545. this.bone = bone;
  93546. this.target = target;
  93547. if (options) {
  93548. if (options.adjustYaw) {
  93549. this.adjustYaw = options.adjustYaw;
  93550. }
  93551. if (options.adjustPitch) {
  93552. this.adjustPitch = options.adjustPitch;
  93553. }
  93554. if (options.adjustRoll) {
  93555. this.adjustRoll = options.adjustRoll;
  93556. }
  93557. if (options.maxYaw != null) {
  93558. this.maxYaw = options.maxYaw;
  93559. }
  93560. else {
  93561. this.maxYaw = Math.PI;
  93562. }
  93563. if (options.minYaw != null) {
  93564. this.minYaw = options.minYaw;
  93565. }
  93566. else {
  93567. this.minYaw = -Math.PI;
  93568. }
  93569. if (options.maxPitch != null) {
  93570. this.maxPitch = options.maxPitch;
  93571. }
  93572. else {
  93573. this.maxPitch = Math.PI;
  93574. }
  93575. if (options.minPitch != null) {
  93576. this.minPitch = options.minPitch;
  93577. }
  93578. else {
  93579. this.minPitch = -Math.PI;
  93580. }
  93581. if (options.slerpAmount != null) {
  93582. this.slerpAmount = options.slerpAmount;
  93583. }
  93584. if (options.upAxis != null) {
  93585. this.upAxis = options.upAxis;
  93586. }
  93587. if (options.upAxisSpace != null) {
  93588. this.upAxisSpace = options.upAxisSpace;
  93589. }
  93590. if (options.yawAxis != null || options.pitchAxis != null) {
  93591. var newYawAxis = BABYLON.Axis.Y;
  93592. var newPitchAxis = BABYLON.Axis.X;
  93593. if (options.yawAxis != null) {
  93594. newYawAxis = options.yawAxis.clone();
  93595. newYawAxis.normalize();
  93596. }
  93597. if (options.pitchAxis != null) {
  93598. newPitchAxis = options.pitchAxis.clone();
  93599. newPitchAxis.normalize();
  93600. }
  93601. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93602. this._transformYawPitch = BABYLON.Matrix.Identity();
  93603. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93604. this._transformYawPitchInv = this._transformYawPitch.clone();
  93605. this._transformYawPitch.invert();
  93606. }
  93607. }
  93608. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93609. this.upAxisSpace = BABYLON.Space.LOCAL;
  93610. }
  93611. }
  93612. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93613. /**
  93614. * Gets or sets the minimum yaw angle that the bone can look to
  93615. */
  93616. get: function () {
  93617. return this._minYaw;
  93618. },
  93619. set: function (value) {
  93620. this._minYaw = value;
  93621. this._minYawSin = Math.sin(value);
  93622. this._minYawCos = Math.cos(value);
  93623. if (this._maxYaw != null) {
  93624. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93625. this._yawRange = this._maxYaw - this._minYaw;
  93626. }
  93627. },
  93628. enumerable: true,
  93629. configurable: true
  93630. });
  93631. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93632. /**
  93633. * Gets or sets the maximum yaw angle that the bone can look to
  93634. */
  93635. get: function () {
  93636. return this._maxYaw;
  93637. },
  93638. set: function (value) {
  93639. this._maxYaw = value;
  93640. this._maxYawSin = Math.sin(value);
  93641. this._maxYawCos = Math.cos(value);
  93642. if (this._minYaw != null) {
  93643. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93644. this._yawRange = this._maxYaw - this._minYaw;
  93645. }
  93646. },
  93647. enumerable: true,
  93648. configurable: true
  93649. });
  93650. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93651. /**
  93652. * Gets or sets the minimum pitch angle that the bone can look to
  93653. */
  93654. get: function () {
  93655. return this._minPitch;
  93656. },
  93657. set: function (value) {
  93658. this._minPitch = value;
  93659. this._minPitchTan = Math.tan(value);
  93660. },
  93661. enumerable: true,
  93662. configurable: true
  93663. });
  93664. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93665. /**
  93666. * Gets or sets the maximum pitch angle that the bone can look to
  93667. */
  93668. get: function () {
  93669. return this._maxPitch;
  93670. },
  93671. set: function (value) {
  93672. this._maxPitch = value;
  93673. this._maxPitchTan = Math.tan(value);
  93674. },
  93675. enumerable: true,
  93676. configurable: true
  93677. });
  93678. /**
  93679. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93680. */
  93681. BoneLookController.prototype.update = function () {
  93682. //skip the first frame when slerping so that the mesh rotation is correct
  93683. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93684. this._firstFrameSkipped = true;
  93685. return;
  93686. }
  93687. var bone = this.bone;
  93688. var bonePos = BoneLookController._tmpVecs[0];
  93689. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93690. var target = this.target;
  93691. var _tmpMat1 = BoneLookController._tmpMats[0];
  93692. var _tmpMat2 = BoneLookController._tmpMats[1];
  93693. var mesh = this.mesh;
  93694. var parentBone = bone.getParent();
  93695. var upAxis = BoneLookController._tmpVecs[1];
  93696. upAxis.copyFrom(this.upAxis);
  93697. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93698. if (this._transformYawPitch) {
  93699. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93700. }
  93701. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93702. }
  93703. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93704. mesh.getDirectionToRef(upAxis, upAxis);
  93705. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93706. upAxis.normalize();
  93707. }
  93708. }
  93709. var checkYaw = false;
  93710. var checkPitch = false;
  93711. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93712. checkYaw = true;
  93713. }
  93714. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93715. checkPitch = true;
  93716. }
  93717. if (checkYaw || checkPitch) {
  93718. var spaceMat = BoneLookController._tmpMats[2];
  93719. var spaceMatInv = BoneLookController._tmpMats[3];
  93720. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93721. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93722. }
  93723. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93724. spaceMat.copyFrom(mesh.getWorldMatrix());
  93725. }
  93726. else {
  93727. var forwardAxis = BoneLookController._tmpVecs[2];
  93728. forwardAxis.copyFrom(this._fowardAxis);
  93729. if (this._transformYawPitch) {
  93730. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93731. }
  93732. if (parentBone) {
  93733. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93734. }
  93735. else {
  93736. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93737. }
  93738. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93739. rightAxis.normalize();
  93740. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93741. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93742. }
  93743. spaceMat.invertToRef(spaceMatInv);
  93744. var xzlen = null;
  93745. if (checkPitch) {
  93746. var localTarget = BoneLookController._tmpVecs[3];
  93747. target.subtractToRef(bonePos, localTarget);
  93748. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93749. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93750. var pitch = Math.atan2(localTarget.y, xzlen);
  93751. var newPitch = pitch;
  93752. if (pitch > this._maxPitch) {
  93753. localTarget.y = this._maxPitchTan * xzlen;
  93754. newPitch = this._maxPitch;
  93755. }
  93756. else if (pitch < this._minPitch) {
  93757. localTarget.y = this._minPitchTan * xzlen;
  93758. newPitch = this._minPitch;
  93759. }
  93760. if (pitch != newPitch) {
  93761. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93762. localTarget.addInPlace(bonePos);
  93763. target = localTarget;
  93764. }
  93765. }
  93766. if (checkYaw) {
  93767. var localTarget = BoneLookController._tmpVecs[4];
  93768. target.subtractToRef(bonePos, localTarget);
  93769. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93770. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93771. var newYaw = yaw;
  93772. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93773. if (xzlen == null) {
  93774. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93775. }
  93776. if (this._yawRange > Math.PI) {
  93777. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93778. localTarget.z = this._maxYawCos * xzlen;
  93779. localTarget.x = this._maxYawSin * xzlen;
  93780. newYaw = this._maxYaw;
  93781. }
  93782. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93783. localTarget.z = this._minYawCos * xzlen;
  93784. localTarget.x = this._minYawSin * xzlen;
  93785. newYaw = this._minYaw;
  93786. }
  93787. }
  93788. else {
  93789. if (yaw > this._maxYaw) {
  93790. localTarget.z = this._maxYawCos * xzlen;
  93791. localTarget.x = this._maxYawSin * xzlen;
  93792. newYaw = this._maxYaw;
  93793. }
  93794. else if (yaw < this._minYaw) {
  93795. localTarget.z = this._minYawCos * xzlen;
  93796. localTarget.x = this._minYawSin * xzlen;
  93797. newYaw = this._minYaw;
  93798. }
  93799. }
  93800. }
  93801. if (this._slerping && this._yawRange > Math.PI) {
  93802. //are we going to be crossing into the min/max region?
  93803. var boneFwd = BoneLookController._tmpVecs[8];
  93804. boneFwd.copyFrom(BABYLON.Axis.Z);
  93805. if (this._transformYawPitch) {
  93806. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93807. }
  93808. var boneRotMat = BoneLookController._tmpMats[4];
  93809. this._boneQuat.toRotationMatrix(boneRotMat);
  93810. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93811. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93812. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93813. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93814. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93815. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93816. if (angBtwTar > angBtwMidYaw) {
  93817. if (xzlen == null) {
  93818. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93819. }
  93820. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93821. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93822. if (angBtwMin < angBtwMax) {
  93823. newYaw = boneYaw + Math.PI * .75;
  93824. localTarget.z = Math.cos(newYaw) * xzlen;
  93825. localTarget.x = Math.sin(newYaw) * xzlen;
  93826. }
  93827. else {
  93828. newYaw = boneYaw - Math.PI * .75;
  93829. localTarget.z = Math.cos(newYaw) * xzlen;
  93830. localTarget.x = Math.sin(newYaw) * xzlen;
  93831. }
  93832. }
  93833. }
  93834. if (yaw != newYaw) {
  93835. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93836. localTarget.addInPlace(bonePos);
  93837. target = localTarget;
  93838. }
  93839. }
  93840. }
  93841. var zaxis = BoneLookController._tmpVecs[5];
  93842. var xaxis = BoneLookController._tmpVecs[6];
  93843. var yaxis = BoneLookController._tmpVecs[7];
  93844. var _tmpQuat = BoneLookController._tmpQuat;
  93845. target.subtractToRef(bonePos, zaxis);
  93846. zaxis.normalize();
  93847. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93848. xaxis.normalize();
  93849. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93850. yaxis.normalize();
  93851. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93852. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93853. return;
  93854. }
  93855. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93856. return;
  93857. }
  93858. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93859. return;
  93860. }
  93861. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93862. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93863. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93864. }
  93865. if (this.slerpAmount < 1) {
  93866. if (!this._slerping) {
  93867. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93868. }
  93869. if (this._transformYawPitch) {
  93870. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93871. }
  93872. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93873. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93874. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93875. this._slerping = true;
  93876. }
  93877. else {
  93878. if (this._transformYawPitch) {
  93879. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93880. }
  93881. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93882. this._slerping = false;
  93883. }
  93884. };
  93885. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93886. var angDiff = ang2 - ang1;
  93887. angDiff %= Math.PI * 2;
  93888. if (angDiff > Math.PI) {
  93889. angDiff -= Math.PI * 2;
  93890. }
  93891. else if (angDiff < -Math.PI) {
  93892. angDiff += Math.PI * 2;
  93893. }
  93894. return angDiff;
  93895. };
  93896. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93897. ang1 %= (2 * Math.PI);
  93898. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93899. ang2 %= (2 * Math.PI);
  93900. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93901. var ab = 0;
  93902. if (ang1 < ang2) {
  93903. ab = ang2 - ang1;
  93904. }
  93905. else {
  93906. ab = ang1 - ang2;
  93907. }
  93908. if (ab > Math.PI) {
  93909. ab = Math.PI * 2 - ab;
  93910. }
  93911. return ab;
  93912. };
  93913. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93914. ang %= (2 * Math.PI);
  93915. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93916. ang1 %= (2 * Math.PI);
  93917. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93918. ang2 %= (2 * Math.PI);
  93919. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93920. if (ang1 < ang2) {
  93921. if (ang > ang1 && ang < ang2) {
  93922. return true;
  93923. }
  93924. }
  93925. else {
  93926. if (ang > ang2 && ang < ang1) {
  93927. return true;
  93928. }
  93929. }
  93930. return false;
  93931. };
  93932. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93933. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93934. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93935. return BoneLookController;
  93936. }());
  93937. BABYLON.BoneLookController = BoneLookController;
  93938. })(BABYLON || (BABYLON = {}));
  93939. //# sourceMappingURL=babylon.boneLookController.js.map
  93940. var BABYLON;
  93941. (function (BABYLON) {
  93942. /**
  93943. * Class used to handle skinning animations
  93944. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93945. */
  93946. var Skeleton = /** @class */ (function () {
  93947. /**
  93948. * Creates a new skeleton
  93949. * @param name defines the skeleton name
  93950. * @param id defines the skeleton Id
  93951. * @param scene defines the hosting scene
  93952. */
  93953. function Skeleton(
  93954. /** defines the skeleton name */
  93955. name,
  93956. /** defines the skeleton Id */
  93957. id, scene) {
  93958. this.name = name;
  93959. this.id = id;
  93960. /**
  93961. * Defines the list of child bones
  93962. */
  93963. this.bones = new Array();
  93964. /**
  93965. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  93966. */
  93967. this.needInitialSkinMatrix = false;
  93968. /**
  93969. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  93970. */
  93971. this.overrideMesh = null;
  93972. this._isDirty = true;
  93973. this._meshesWithPoseMatrix = new Array();
  93974. this._identity = BABYLON.Matrix.Identity();
  93975. this._ranges = {};
  93976. this._lastAbsoluteTransformsUpdateId = -1;
  93977. this._canUseTextureForBones = false;
  93978. /** @hidden */
  93979. this._numBonesWithLinkedTransformNode = 0;
  93980. /**
  93981. * Specifies if the skeleton should be serialized
  93982. */
  93983. this.doNotSerialize = false;
  93984. /**
  93985. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  93986. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  93987. */
  93988. this.useTextureToStoreBoneMatrices = true;
  93989. this._animationPropertiesOverride = null;
  93990. // Events
  93991. /**
  93992. * An observable triggered before computing the skeleton's matrices
  93993. */
  93994. this.onBeforeComputeObservable = new BABYLON.Observable();
  93995. this.bones = [];
  93996. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  93997. this._scene.skeletons.push(this);
  93998. //make sure it will recalculate the matrix next time prepare is called.
  93999. this._isDirty = true;
  94000. var engineCaps = this._scene.getEngine().getCaps();
  94001. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  94002. }
  94003. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  94004. /**
  94005. * Gets or sets the animation properties override
  94006. */
  94007. get: function () {
  94008. if (!this._animationPropertiesOverride) {
  94009. return this._scene.animationPropertiesOverride;
  94010. }
  94011. return this._animationPropertiesOverride;
  94012. },
  94013. set: function (value) {
  94014. this._animationPropertiesOverride = value;
  94015. },
  94016. enumerable: true,
  94017. configurable: true
  94018. });
  94019. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  94020. /**
  94021. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  94022. */
  94023. get: function () {
  94024. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  94025. },
  94026. enumerable: true,
  94027. configurable: true
  94028. });
  94029. // Members
  94030. /**
  94031. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  94032. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  94033. * @returns a Float32Array containing matrices data
  94034. */
  94035. Skeleton.prototype.getTransformMatrices = function (mesh) {
  94036. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  94037. return mesh._bonesTransformMatrices;
  94038. }
  94039. if (!this._transformMatrices) {
  94040. this.prepare();
  94041. }
  94042. return this._transformMatrices;
  94043. };
  94044. /**
  94045. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  94046. * @returns a raw texture containing the data
  94047. */
  94048. Skeleton.prototype.getTransformMatrixTexture = function () {
  94049. return this._transformMatrixTexture;
  94050. };
  94051. /**
  94052. * Gets the current hosting scene
  94053. * @returns a scene object
  94054. */
  94055. Skeleton.prototype.getScene = function () {
  94056. return this._scene;
  94057. };
  94058. // Methods
  94059. /**
  94060. * Gets a string representing the current skeleton data
  94061. * @param fullDetails defines a boolean indicating if we want a verbose version
  94062. * @returns a string representing the current skeleton data
  94063. */
  94064. Skeleton.prototype.toString = function (fullDetails) {
  94065. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  94066. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  94067. if (fullDetails) {
  94068. ret += ", Ranges: {";
  94069. var first = true;
  94070. for (var name_1 in this._ranges) {
  94071. if (first) {
  94072. ret += ", ";
  94073. first = false;
  94074. }
  94075. ret += name_1;
  94076. }
  94077. ret += "}";
  94078. }
  94079. return ret;
  94080. };
  94081. /**
  94082. * Get bone's index searching by name
  94083. * @param name defines bone's name to search for
  94084. * @return the indice of the bone. Returns -1 if not found
  94085. */
  94086. Skeleton.prototype.getBoneIndexByName = function (name) {
  94087. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  94088. if (this.bones[boneIndex].name === name) {
  94089. return boneIndex;
  94090. }
  94091. }
  94092. return -1;
  94093. };
  94094. /**
  94095. * Creater a new animation range
  94096. * @param name defines the name of the range
  94097. * @param from defines the start key
  94098. * @param to defines the end key
  94099. */
  94100. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  94101. // check name not already in use
  94102. if (!this._ranges[name]) {
  94103. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  94104. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94105. if (this.bones[i].animations[0]) {
  94106. this.bones[i].animations[0].createRange(name, from, to);
  94107. }
  94108. }
  94109. }
  94110. };
  94111. /**
  94112. * Delete a specific animation range
  94113. * @param name defines the name of the range
  94114. * @param deleteFrames defines if frames must be removed as well
  94115. */
  94116. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  94117. if (deleteFrames === void 0) { deleteFrames = true; }
  94118. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94119. if (this.bones[i].animations[0]) {
  94120. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  94121. }
  94122. }
  94123. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  94124. };
  94125. /**
  94126. * Gets a specific animation range
  94127. * @param name defines the name of the range to look for
  94128. * @returns the requested animation range or null if not found
  94129. */
  94130. Skeleton.prototype.getAnimationRange = function (name) {
  94131. return this._ranges[name];
  94132. };
  94133. /**
  94134. * Gets the list of all animation ranges defined on this skeleton
  94135. * @returns an array
  94136. */
  94137. Skeleton.prototype.getAnimationRanges = function () {
  94138. var animationRanges = [];
  94139. var name;
  94140. var i = 0;
  94141. for (name in this._ranges) {
  94142. animationRanges[i] = this._ranges[name];
  94143. i++;
  94144. }
  94145. return animationRanges;
  94146. };
  94147. /**
  94148. * Copy animation range from a source skeleton.
  94149. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  94150. * @param source defines the source skeleton
  94151. * @param name defines the name of the range to copy
  94152. * @param rescaleAsRequired defines if rescaling must be applied if required
  94153. * @returns true if operation was successful
  94154. */
  94155. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  94156. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  94157. if (this._ranges[name] || !source.getAnimationRange(name)) {
  94158. return false;
  94159. }
  94160. var ret = true;
  94161. var frameOffset = this._getHighestAnimationFrame() + 1;
  94162. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  94163. var boneDict = {};
  94164. var sourceBones = source.bones;
  94165. var nBones;
  94166. var i;
  94167. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  94168. boneDict[sourceBones[i].name] = sourceBones[i];
  94169. }
  94170. if (this.bones.length !== sourceBones.length) {
  94171. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  94172. ret = false;
  94173. }
  94174. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  94175. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  94176. var boneName = this.bones[i].name;
  94177. var sourceBone = boneDict[boneName];
  94178. if (sourceBone) {
  94179. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  94180. }
  94181. else {
  94182. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  94183. ret = false;
  94184. }
  94185. }
  94186. // do not call createAnimationRange(), since it also is done to bones, which was already done
  94187. var range = source.getAnimationRange(name);
  94188. if (range) {
  94189. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  94190. }
  94191. return ret;
  94192. };
  94193. /**
  94194. * Forces the skeleton to go to rest pose
  94195. */
  94196. Skeleton.prototype.returnToRest = function () {
  94197. for (var index = 0; index < this.bones.length; index++) {
  94198. this.bones[index].returnToRest();
  94199. }
  94200. };
  94201. Skeleton.prototype._getHighestAnimationFrame = function () {
  94202. var ret = 0;
  94203. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94204. if (this.bones[i].animations[0]) {
  94205. var highest = this.bones[i].animations[0].getHighestFrame();
  94206. if (ret < highest) {
  94207. ret = highest;
  94208. }
  94209. }
  94210. }
  94211. return ret;
  94212. };
  94213. /**
  94214. * Begin a specific animation range
  94215. * @param name defines the name of the range to start
  94216. * @param loop defines if looping must be turned on (false by default)
  94217. * @param speedRatio defines the speed ratio to apply (1 by default)
  94218. * @param onAnimationEnd defines a callback which will be called when animation will end
  94219. * @returns a new animatable
  94220. */
  94221. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  94222. var range = this.getAnimationRange(name);
  94223. if (!range) {
  94224. return null;
  94225. }
  94226. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  94227. };
  94228. /** @hidden */
  94229. Skeleton.prototype._markAsDirty = function () {
  94230. this._isDirty = true;
  94231. };
  94232. /** @hidden */
  94233. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94234. this._meshesWithPoseMatrix.push(mesh);
  94235. };
  94236. /** @hidden */
  94237. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94238. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94239. if (index > -1) {
  94240. this._meshesWithPoseMatrix.splice(index, 1);
  94241. }
  94242. };
  94243. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94244. this.onBeforeComputeObservable.notifyObservers(this);
  94245. for (var index = 0; index < this.bones.length; index++) {
  94246. var bone = this.bones[index];
  94247. var parentBone = bone.getParent();
  94248. if (parentBone) {
  94249. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94250. }
  94251. else {
  94252. if (initialSkinMatrix) {
  94253. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94254. }
  94255. else {
  94256. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94257. }
  94258. }
  94259. if (bone._index !== -1) {
  94260. var mappedIndex = bone._index === null ? index : bone._index;
  94261. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94262. }
  94263. }
  94264. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94265. };
  94266. /**
  94267. * Build all resources required to render a skeleton
  94268. */
  94269. Skeleton.prototype.prepare = function () {
  94270. // Update the local matrix of bones with linked transform nodes.
  94271. if (this._numBonesWithLinkedTransformNode > 0) {
  94272. for (var _i = 0, _a = this.bones; _i < _a.length; _i++) {
  94273. var bone_1 = _a[_i];
  94274. if (bone_1._linkedTransformNode) {
  94275. // Computing the world matrix also computes the local matrix.
  94276. bone_1._linkedTransformNode.computeWorldMatrix();
  94277. bone_1._matrix = bone_1._linkedTransformNode._localMatrix;
  94278. bone_1.markAsDirty();
  94279. }
  94280. }
  94281. }
  94282. if (!this._isDirty) {
  94283. return;
  94284. }
  94285. if (this.needInitialSkinMatrix) {
  94286. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94287. var mesh = this._meshesWithPoseMatrix[index];
  94288. var poseMatrix = mesh.getPoseMatrix();
  94289. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94290. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94291. }
  94292. if (this._synchronizedWithMesh !== mesh) {
  94293. this._synchronizedWithMesh = mesh;
  94294. // Prepare bones
  94295. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94296. var bone = this.bones[boneIndex];
  94297. if (!bone.getParent()) {
  94298. var matrix = bone.getBaseMatrix();
  94299. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94300. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94301. }
  94302. }
  94303. }
  94304. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94305. }
  94306. }
  94307. else {
  94308. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94309. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94310. if (this.isUsingTextureForMatrices) {
  94311. if (this._transformMatrixTexture) {
  94312. this._transformMatrixTexture.dispose();
  94313. }
  94314. this._transformMatrixTexture = BABYLON.RawTexture.CreateRGBATexture(this._transformMatrices, (this.bones.length + 1) * 4, 1, this._scene, false, false, BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE, BABYLON.Engine.TEXTURETYPE_FLOAT);
  94315. }
  94316. }
  94317. this._computeTransformMatrices(this._transformMatrices, null);
  94318. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94319. this._transformMatrixTexture.update(this._transformMatrices);
  94320. }
  94321. }
  94322. this._isDirty = false;
  94323. this._scene._activeBones.addCount(this.bones.length, false);
  94324. };
  94325. /**
  94326. * Gets the list of animatables currently running for this skeleton
  94327. * @returns an array of animatables
  94328. */
  94329. Skeleton.prototype.getAnimatables = function () {
  94330. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94331. this._animatables = [];
  94332. for (var index = 0; index < this.bones.length; index++) {
  94333. this._animatables.push(this.bones[index]);
  94334. }
  94335. }
  94336. return this._animatables;
  94337. };
  94338. /**
  94339. * Clone the current skeleton
  94340. * @param name defines the name of the new skeleton
  94341. * @param id defines the id of the enw skeleton
  94342. * @returns the new skeleton
  94343. */
  94344. Skeleton.prototype.clone = function (name, id) {
  94345. var result = new Skeleton(name, id || name, this._scene);
  94346. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94347. for (var index = 0; index < this.bones.length; index++) {
  94348. var source = this.bones[index];
  94349. var parentBone = null;
  94350. var parent_1 = source.getParent();
  94351. if (parent_1) {
  94352. var parentIndex = this.bones.indexOf(parent_1);
  94353. parentBone = result.bones[parentIndex];
  94354. }
  94355. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94356. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94357. }
  94358. if (this._ranges) {
  94359. result._ranges = {};
  94360. for (var rangeName in this._ranges) {
  94361. var range = this._ranges[rangeName];
  94362. if (range) {
  94363. result._ranges[rangeName] = range.clone();
  94364. }
  94365. }
  94366. }
  94367. this._isDirty = true;
  94368. return result;
  94369. };
  94370. /**
  94371. * Enable animation blending for this skeleton
  94372. * @param blendingSpeed defines the blending speed to apply
  94373. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94374. */
  94375. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94376. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94377. this.bones.forEach(function (bone) {
  94378. bone.animations.forEach(function (animation) {
  94379. animation.enableBlending = true;
  94380. animation.blendingSpeed = blendingSpeed;
  94381. });
  94382. });
  94383. };
  94384. /**
  94385. * Releases all resources associated with the current skeleton
  94386. */
  94387. Skeleton.prototype.dispose = function () {
  94388. this._meshesWithPoseMatrix = [];
  94389. // Animations
  94390. this.getScene().stopAnimation(this);
  94391. // Remove from scene
  94392. this.getScene().removeSkeleton(this);
  94393. if (this._transformMatrixTexture) {
  94394. this._transformMatrixTexture.dispose();
  94395. this._transformMatrixTexture = null;
  94396. }
  94397. };
  94398. /**
  94399. * Serialize the skeleton in a JSON object
  94400. * @returns a JSON object
  94401. */
  94402. Skeleton.prototype.serialize = function () {
  94403. var serializationObject = {};
  94404. serializationObject.name = this.name;
  94405. serializationObject.id = this.id;
  94406. if (this.dimensionsAtRest) {
  94407. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94408. }
  94409. serializationObject.bones = [];
  94410. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94411. for (var index = 0; index < this.bones.length; index++) {
  94412. var bone = this.bones[index];
  94413. var parent_2 = bone.getParent();
  94414. var serializedBone = {
  94415. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94416. name: bone.name,
  94417. matrix: bone.getBaseMatrix().toArray(),
  94418. rest: bone.getRestPose().toArray()
  94419. };
  94420. serializationObject.bones.push(serializedBone);
  94421. if (bone.length) {
  94422. serializedBone.length = bone.length;
  94423. }
  94424. if (bone.metadata) {
  94425. serializedBone.metadata = bone.metadata;
  94426. }
  94427. if (bone.animations && bone.animations.length > 0) {
  94428. serializedBone.animation = bone.animations[0].serialize();
  94429. }
  94430. serializationObject.ranges = [];
  94431. for (var name in this._ranges) {
  94432. var source = this._ranges[name];
  94433. if (!source) {
  94434. continue;
  94435. }
  94436. var range = {};
  94437. range.name = name;
  94438. range.from = source.from;
  94439. range.to = source.to;
  94440. serializationObject.ranges.push(range);
  94441. }
  94442. }
  94443. return serializationObject;
  94444. };
  94445. /**
  94446. * Creates a new skeleton from serialized data
  94447. * @param parsedSkeleton defines the serialized data
  94448. * @param scene defines the hosting scene
  94449. * @returns a new skeleton
  94450. */
  94451. Skeleton.Parse = function (parsedSkeleton, scene) {
  94452. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94453. if (parsedSkeleton.dimensionsAtRest) {
  94454. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94455. }
  94456. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94457. var index;
  94458. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94459. var parsedBone = parsedSkeleton.bones[index];
  94460. var parentBone = null;
  94461. if (parsedBone.parentBoneIndex > -1) {
  94462. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94463. }
  94464. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94465. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94466. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94467. bone.id = parsedBone.id;
  94468. }
  94469. if (parsedBone.length) {
  94470. bone.length = parsedBone.length;
  94471. }
  94472. if (parsedBone.metadata) {
  94473. bone.metadata = parsedBone.metadata;
  94474. }
  94475. if (parsedBone.animation) {
  94476. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94477. }
  94478. }
  94479. // placed after bones, so createAnimationRange can cascade down
  94480. if (parsedSkeleton.ranges) {
  94481. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94482. var data = parsedSkeleton.ranges[index];
  94483. skeleton.createAnimationRange(data.name, data.from, data.to);
  94484. }
  94485. }
  94486. return skeleton;
  94487. };
  94488. /**
  94489. * Compute all node absolute transforms
  94490. * @param forceUpdate defines if computation must be done even if cache is up to date
  94491. */
  94492. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94493. if (forceUpdate === void 0) { forceUpdate = false; }
  94494. var renderId = this._scene.getRenderId();
  94495. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94496. this.bones[0].computeAbsoluteTransforms();
  94497. this._lastAbsoluteTransformsUpdateId = renderId;
  94498. }
  94499. };
  94500. /**
  94501. * Gets the root pose matrix
  94502. * @returns a matrix
  94503. */
  94504. Skeleton.prototype.getPoseMatrix = function () {
  94505. var poseMatrix = null;
  94506. if (this._meshesWithPoseMatrix.length > 0) {
  94507. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94508. }
  94509. return poseMatrix;
  94510. };
  94511. /**
  94512. * Sorts bones per internal index
  94513. */
  94514. Skeleton.prototype.sortBones = function () {
  94515. var bones = new Array();
  94516. var visited = new Array(this.bones.length);
  94517. for (var index = 0; index < this.bones.length; index++) {
  94518. this._sortBones(index, bones, visited);
  94519. }
  94520. this.bones = bones;
  94521. };
  94522. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94523. if (visited[index]) {
  94524. return;
  94525. }
  94526. visited[index] = true;
  94527. var bone = this.bones[index];
  94528. if (bone._index === undefined) {
  94529. bone._index = index;
  94530. }
  94531. var parentBone = bone.getParent();
  94532. if (parentBone) {
  94533. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94534. }
  94535. bones.push(bone);
  94536. };
  94537. return Skeleton;
  94538. }());
  94539. BABYLON.Skeleton = Skeleton;
  94540. })(BABYLON || (BABYLON = {}));
  94541. //# sourceMappingURL=babylon.skeleton.js.map
  94542. var BABYLON;
  94543. (function (BABYLON) {
  94544. /**
  94545. * This groups tools to convert HDR texture to native colors array.
  94546. */
  94547. var HDRTools = /** @class */ (function () {
  94548. function HDRTools() {
  94549. }
  94550. HDRTools.Ldexp = function (mantissa, exponent) {
  94551. if (exponent > 1023) {
  94552. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94553. }
  94554. if (exponent < -1074) {
  94555. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94556. }
  94557. return mantissa * Math.pow(2, exponent);
  94558. };
  94559. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94560. if (exponent > 0) { /*nonzero pixel*/
  94561. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94562. float32array[index + 0] = red * exponent;
  94563. float32array[index + 1] = green * exponent;
  94564. float32array[index + 2] = blue * exponent;
  94565. }
  94566. else {
  94567. float32array[index + 0] = 0;
  94568. float32array[index + 1] = 0;
  94569. float32array[index + 2] = 0;
  94570. }
  94571. };
  94572. HDRTools.readStringLine = function (uint8array, startIndex) {
  94573. var line = "";
  94574. var character = "";
  94575. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94576. character = String.fromCharCode(uint8array[i]);
  94577. if (character == "\n") {
  94578. break;
  94579. }
  94580. line += character;
  94581. }
  94582. return line;
  94583. };
  94584. /**
  94585. * Reads header information from an RGBE texture stored in a native array.
  94586. * More information on this format are available here:
  94587. * https://en.wikipedia.org/wiki/RGBE_image_format
  94588. *
  94589. * @param uint8array The binary file stored in native array.
  94590. * @return The header information.
  94591. */
  94592. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94593. var height = 0;
  94594. var width = 0;
  94595. var line = this.readStringLine(uint8array, 0);
  94596. if (line[0] != '#' || line[1] != '?') {
  94597. throw "Bad HDR Format.";
  94598. }
  94599. var endOfHeader = false;
  94600. var findFormat = false;
  94601. var lineIndex = 0;
  94602. do {
  94603. lineIndex += (line.length + 1);
  94604. line = this.readStringLine(uint8array, lineIndex);
  94605. if (line == "FORMAT=32-bit_rle_rgbe") {
  94606. findFormat = true;
  94607. }
  94608. else if (line.length == 0) {
  94609. endOfHeader = true;
  94610. }
  94611. } while (!endOfHeader);
  94612. if (!findFormat) {
  94613. throw "HDR Bad header format, unsupported FORMAT";
  94614. }
  94615. lineIndex += (line.length + 1);
  94616. line = this.readStringLine(uint8array, lineIndex);
  94617. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94618. var match = sizeRegexp.exec(line);
  94619. // TODO. Support +Y and -X if needed.
  94620. if (!match || match.length < 3) {
  94621. throw "HDR Bad header format, no size";
  94622. }
  94623. width = parseInt(match[2]);
  94624. height = parseInt(match[1]);
  94625. if (width < 8 || width > 0x7fff) {
  94626. throw "HDR Bad header format, unsupported size";
  94627. }
  94628. lineIndex += (line.length + 1);
  94629. return {
  94630. height: height,
  94631. width: width,
  94632. dataPosition: lineIndex
  94633. };
  94634. };
  94635. /**
  94636. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94637. * This RGBE texture needs to store the information as a panorama.
  94638. *
  94639. * More information on this format are available here:
  94640. * https://en.wikipedia.org/wiki/RGBE_image_format
  94641. *
  94642. * @param buffer The binary file stored in an array buffer.
  94643. * @param size The expected size of the extracted cubemap.
  94644. * @return The Cube Map information.
  94645. */
  94646. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94647. var uint8array = new Uint8Array(buffer);
  94648. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94649. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94650. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94651. return cubeMapData;
  94652. };
  94653. /**
  94654. * Returns the pixels data extracted from an RGBE texture.
  94655. * This pixels will be stored left to right up to down in the R G B order in one array.
  94656. *
  94657. * More information on this format are available here:
  94658. * https://en.wikipedia.org/wiki/RGBE_image_format
  94659. *
  94660. * @param uint8array The binary file stored in an array buffer.
  94661. * @param hdrInfo The header information of the file.
  94662. * @return The pixels data in RGB right to left up to down order.
  94663. */
  94664. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94665. // Keep for multi format supports.
  94666. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94667. };
  94668. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94669. var num_scanlines = hdrInfo.height;
  94670. var scanline_width = hdrInfo.width;
  94671. var a, b, c, d, count;
  94672. var dataIndex = hdrInfo.dataPosition;
  94673. var index = 0, endIndex = 0, i = 0;
  94674. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94675. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94676. // 3 channels of 4 bytes per pixel in float.
  94677. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94678. var resultArray = new Float32Array(resultBuffer);
  94679. // read in each successive scanline
  94680. while (num_scanlines > 0) {
  94681. a = uint8array[dataIndex++];
  94682. b = uint8array[dataIndex++];
  94683. c = uint8array[dataIndex++];
  94684. d = uint8array[dataIndex++];
  94685. if (a != 2 || b != 2 || (c & 0x80)) {
  94686. // this file is not run length encoded
  94687. throw "HDR Bad header format, not RLE";
  94688. }
  94689. if (((c << 8) | d) != scanline_width) {
  94690. throw "HDR Bad header format, wrong scan line width";
  94691. }
  94692. index = 0;
  94693. // read each of the four channels for the scanline into the buffer
  94694. for (i = 0; i < 4; i++) {
  94695. endIndex = (i + 1) * scanline_width;
  94696. while (index < endIndex) {
  94697. a = uint8array[dataIndex++];
  94698. b = uint8array[dataIndex++];
  94699. if (a > 128) {
  94700. // a run of the same value
  94701. count = a - 128;
  94702. if ((count == 0) || (count > endIndex - index)) {
  94703. throw "HDR Bad Format, bad scanline data (run)";
  94704. }
  94705. while (count-- > 0) {
  94706. scanLineArray[index++] = b;
  94707. }
  94708. }
  94709. else {
  94710. // a non-run
  94711. count = a;
  94712. if ((count == 0) || (count > endIndex - index)) {
  94713. throw "HDR Bad Format, bad scanline data (non-run)";
  94714. }
  94715. scanLineArray[index++] = b;
  94716. if (--count > 0) {
  94717. for (var j = 0; j < count; j++) {
  94718. scanLineArray[index++] = uint8array[dataIndex++];
  94719. }
  94720. }
  94721. }
  94722. }
  94723. }
  94724. // now convert data from buffer into floats
  94725. for (i = 0; i < scanline_width; i++) {
  94726. a = scanLineArray[i];
  94727. b = scanLineArray[i + scanline_width];
  94728. c = scanLineArray[i + 2 * scanline_width];
  94729. d = scanLineArray[i + 3 * scanline_width];
  94730. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94731. }
  94732. num_scanlines--;
  94733. }
  94734. return resultArray;
  94735. };
  94736. return HDRTools;
  94737. }());
  94738. BABYLON.HDRTools = HDRTools;
  94739. })(BABYLON || (BABYLON = {}));
  94740. //# sourceMappingURL=babylon.hdr.js.map
  94741. var BABYLON;
  94742. (function (BABYLON) {
  94743. /**
  94744. * This represents a texture coming from an HDR input.
  94745. *
  94746. * The only supported format is currently panorama picture stored in RGBE format.
  94747. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94748. */
  94749. var HDRCubeTexture = /** @class */ (function (_super) {
  94750. __extends(HDRCubeTexture, _super);
  94751. /**
  94752. * Instantiates an HDRTexture from the following parameters.
  94753. *
  94754. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94755. * @param scene The scene the texture will be used in
  94756. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94757. * @param noMipmap Forces to not generate the mipmap if true
  94758. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94759. * @param gammaSpace Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  94760. * @param reserved Reserved flag for internal use.
  94761. */
  94762. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94763. if (noMipmap === void 0) { noMipmap = false; }
  94764. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94765. if (gammaSpace === void 0) { gammaSpace = false; }
  94766. if (reserved === void 0) { reserved = false; }
  94767. if (onLoad === void 0) { onLoad = null; }
  94768. if (onError === void 0) { onError = null; }
  94769. var _this = _super.call(this, scene) || this;
  94770. _this._generateHarmonics = true;
  94771. _this._onLoad = null;
  94772. _this._onError = null;
  94773. /**
  94774. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94775. */
  94776. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94777. _this._isBlocking = true;
  94778. _this._rotationY = 0;
  94779. /**
  94780. * Gets or sets the center of the bounding box associated with the cube texture
  94781. * It must define where the camera used to render the texture was set
  94782. */
  94783. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94784. if (!url) {
  94785. return _this;
  94786. }
  94787. _this.name = url;
  94788. _this.url = url;
  94789. _this.hasAlpha = false;
  94790. _this.isCube = true;
  94791. _this._textureMatrix = BABYLON.Matrix.Identity();
  94792. _this._onLoad = onLoad;
  94793. _this._onError = onError;
  94794. _this.gammaSpace = gammaSpace;
  94795. _this._noMipmap = noMipmap;
  94796. _this._size = size;
  94797. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94798. if (!_this._texture) {
  94799. if (!scene.useDelayedTextureLoading) {
  94800. _this.loadTexture();
  94801. }
  94802. else {
  94803. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94804. }
  94805. }
  94806. return _this;
  94807. }
  94808. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94809. /**
  94810. * Gets wether or not the texture is blocking during loading.
  94811. */
  94812. get: function () {
  94813. return this._isBlocking;
  94814. },
  94815. /**
  94816. * Sets wether or not the texture is blocking during loading.
  94817. */
  94818. set: function (value) {
  94819. this._isBlocking = value;
  94820. },
  94821. enumerable: true,
  94822. configurable: true
  94823. });
  94824. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94825. /**
  94826. * Gets texture matrix rotation angle around Y axis radians.
  94827. */
  94828. get: function () {
  94829. return this._rotationY;
  94830. },
  94831. /**
  94832. * Sets texture matrix rotation angle around Y axis in radians.
  94833. */
  94834. set: function (value) {
  94835. this._rotationY = value;
  94836. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94837. },
  94838. enumerable: true,
  94839. configurable: true
  94840. });
  94841. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94842. get: function () {
  94843. return this._boundingBoxSize;
  94844. },
  94845. /**
  94846. * Gets or sets the size of the bounding box associated with the cube texture
  94847. * When defined, the cubemap will switch to local mode
  94848. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94849. * @example https://www.babylonjs-playground.com/#RNASML
  94850. */
  94851. set: function (value) {
  94852. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94853. return;
  94854. }
  94855. this._boundingBoxSize = value;
  94856. var scene = this.getScene();
  94857. if (scene) {
  94858. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94859. }
  94860. },
  94861. enumerable: true,
  94862. configurable: true
  94863. });
  94864. /**
  94865. * Get the current class name of the texture useful for serialization or dynamic coding.
  94866. * @returns "HDRCubeTexture"
  94867. */
  94868. HDRCubeTexture.prototype.getClassName = function () {
  94869. return "HDRCubeTexture";
  94870. };
  94871. /**
  94872. * Occurs when the file is raw .hdr file.
  94873. */
  94874. HDRCubeTexture.prototype.loadTexture = function () {
  94875. var _this = this;
  94876. var callback = function (buffer) {
  94877. _this.lodGenerationOffset = 0.0;
  94878. _this.lodGenerationScale = 0.8;
  94879. var scene = _this.getScene();
  94880. if (!scene) {
  94881. return null;
  94882. }
  94883. // Extract the raw linear data.
  94884. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94885. // Generate harmonics if needed.
  94886. if (_this._generateHarmonics) {
  94887. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94888. _this.sphericalPolynomial = sphericalPolynomial;
  94889. }
  94890. var results = [];
  94891. var byteArray = null;
  94892. // Push each faces.
  94893. for (var j = 0; j < 6; j++) {
  94894. // Create uintarray fallback.
  94895. if (!scene.getEngine().getCaps().textureFloat) {
  94896. // 3 channels of 1 bytes per pixel in bytes.
  94897. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94898. byteArray = new Uint8Array(byteBuffer);
  94899. }
  94900. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94901. // If special cases.
  94902. if (_this.gammaSpace || byteArray) {
  94903. for (var i = 0; i < _this._size * _this._size; i++) {
  94904. // Put in gamma space if requested.
  94905. if (_this.gammaSpace) {
  94906. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94907. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94908. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94909. }
  94910. // Convert to int texture for fallback.
  94911. if (byteArray) {
  94912. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94913. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94914. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94915. // May use luminance instead if the result is not accurate.
  94916. var max = Math.max(Math.max(r, g), b);
  94917. if (max > 255) {
  94918. var scale = 255 / max;
  94919. r *= scale;
  94920. g *= scale;
  94921. b *= scale;
  94922. }
  94923. byteArray[(i * 3) + 0] = r;
  94924. byteArray[(i * 3) + 1] = g;
  94925. byteArray[(i * 3) + 2] = b;
  94926. }
  94927. }
  94928. }
  94929. if (byteArray) {
  94930. results.push(byteArray);
  94931. }
  94932. else {
  94933. results.push(dataFace);
  94934. }
  94935. }
  94936. return results;
  94937. };
  94938. var scene = this.getScene();
  94939. if (scene) {
  94940. this._texture = scene.getEngine().createRawCubeTextureFromUrl(this.url, scene, this._size, BABYLON.Engine.TEXTUREFORMAT_RGB, scene.getEngine().getCaps().textureFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, this._noMipmap, callback, null, this._onLoad, this._onError);
  94941. }
  94942. };
  94943. HDRCubeTexture.prototype.clone = function () {
  94944. var scene = this.getScene();
  94945. if (!scene) {
  94946. return this;
  94947. }
  94948. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94949. // Base texture
  94950. newTexture.level = this.level;
  94951. newTexture.wrapU = this.wrapU;
  94952. newTexture.wrapV = this.wrapV;
  94953. newTexture.coordinatesIndex = this.coordinatesIndex;
  94954. newTexture.coordinatesMode = this.coordinatesMode;
  94955. return newTexture;
  94956. };
  94957. // Methods
  94958. HDRCubeTexture.prototype.delayLoad = function () {
  94959. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94960. return;
  94961. }
  94962. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94963. this._texture = this._getFromCache(this.url, this._noMipmap);
  94964. if (!this._texture) {
  94965. this.loadTexture();
  94966. }
  94967. };
  94968. /**
  94969. * Get the texture reflection matrix used to rotate/transform the reflection.
  94970. * @returns the reflection matrix
  94971. */
  94972. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  94973. return this._textureMatrix;
  94974. };
  94975. /**
  94976. * Set the texture reflection matrix used to rotate/transform the reflection.
  94977. * @param value Define the reflection matrix to set
  94978. */
  94979. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  94980. var _this = this;
  94981. this._textureMatrix = value;
  94982. if (value.updateFlag === this._textureMatrix.updateFlag) {
  94983. return;
  94984. }
  94985. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  94986. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  94987. }
  94988. };
  94989. /**
  94990. * Parses a JSON representation of an HDR Texture in order to create the texture
  94991. * @param parsedTexture Define the JSON representation
  94992. * @param scene Define the scene the texture should be created in
  94993. * @param rootUrl Define the root url in case we need to load relative dependencies
  94994. * @returns the newly created texture after parsing
  94995. */
  94996. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  94997. var texture = null;
  94998. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  94999. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  95000. texture.name = parsedTexture.name;
  95001. texture.hasAlpha = parsedTexture.hasAlpha;
  95002. texture.level = parsedTexture.level;
  95003. texture.coordinatesMode = parsedTexture.coordinatesMode;
  95004. texture.isBlocking = parsedTexture.isBlocking;
  95005. }
  95006. if (texture) {
  95007. if (parsedTexture.boundingBoxPosition) {
  95008. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  95009. }
  95010. if (parsedTexture.boundingBoxSize) {
  95011. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  95012. }
  95013. if (parsedTexture.rotationY) {
  95014. texture.rotationY = parsedTexture.rotationY;
  95015. }
  95016. }
  95017. return texture;
  95018. };
  95019. HDRCubeTexture.prototype.serialize = function () {
  95020. if (!this.name) {
  95021. return null;
  95022. }
  95023. var serializationObject = {};
  95024. serializationObject.name = this.name;
  95025. serializationObject.hasAlpha = this.hasAlpha;
  95026. serializationObject.isCube = true;
  95027. serializationObject.level = this.level;
  95028. serializationObject.size = this._size;
  95029. serializationObject.coordinatesMode = this.coordinatesMode;
  95030. serializationObject.useInGammaSpace = this.gammaSpace;
  95031. serializationObject.generateHarmonics = this._generateHarmonics;
  95032. serializationObject.customType = "BABYLON.HDRCubeTexture";
  95033. serializationObject.noMipmap = this._noMipmap;
  95034. serializationObject.isBlocking = this._isBlocking;
  95035. serializationObject.rotationY = this._rotationY;
  95036. return serializationObject;
  95037. };
  95038. HDRCubeTexture._facesMapping = [
  95039. "right",
  95040. "left",
  95041. "up",
  95042. "down",
  95043. "front",
  95044. "back"
  95045. ];
  95046. return HDRCubeTexture;
  95047. }(BABYLON.BaseTexture));
  95048. BABYLON.HDRCubeTexture = HDRCubeTexture;
  95049. })(BABYLON || (BABYLON = {}));
  95050. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  95051. var BABYLON;
  95052. (function (BABYLON) {
  95053. /**
  95054. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  95055. */
  95056. var PanoramaToCubeMapTools = /** @class */ (function () {
  95057. function PanoramaToCubeMapTools() {
  95058. }
  95059. /**
  95060. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  95061. *
  95062. * @param float32Array The source data.
  95063. * @param inputWidth The width of the input panorama.
  95064. * @param inputHeight The height of the input panorama.
  95065. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  95066. * @return The cubemap data
  95067. */
  95068. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  95069. if (!float32Array) {
  95070. throw "ConvertPanoramaToCubemap: input cannot be null";
  95071. }
  95072. if (float32Array.length != inputWidth * inputHeight * 3) {
  95073. throw "ConvertPanoramaToCubemap: input size is wrong";
  95074. }
  95075. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  95076. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  95077. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  95078. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  95079. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  95080. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  95081. return {
  95082. front: textureFront,
  95083. back: textureBack,
  95084. left: textureLeft,
  95085. right: textureRight,
  95086. up: textureUp,
  95087. down: textureDown,
  95088. size: size,
  95089. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  95090. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  95091. gammaSpace: false,
  95092. };
  95093. };
  95094. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  95095. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  95096. var textureArray = new Float32Array(buffer);
  95097. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  95098. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  95099. var dy = 1 / texSize;
  95100. var fy = 0;
  95101. for (var y = 0; y < texSize; y++) {
  95102. var xv1 = faceData[0];
  95103. var xv2 = faceData[2];
  95104. for (var x = 0; x < texSize; x++) {
  95105. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  95106. v.normalize();
  95107. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  95108. // 3 channels per pixels
  95109. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  95110. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  95111. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  95112. xv1 = xv1.add(rotDX1);
  95113. xv2 = xv2.add(rotDX2);
  95114. }
  95115. fy += dy;
  95116. }
  95117. return textureArray;
  95118. };
  95119. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  95120. var theta = Math.atan2(vDir.z, vDir.x);
  95121. var phi = Math.acos(vDir.y);
  95122. while (theta < -Math.PI) {
  95123. theta += 2 * Math.PI;
  95124. }
  95125. while (theta > Math.PI) {
  95126. theta -= 2 * Math.PI;
  95127. }
  95128. var dx = theta / Math.PI;
  95129. var dy = phi / Math.PI;
  95130. // recenter.
  95131. dx = dx * 0.5 + 0.5;
  95132. var px = Math.round(dx * inputWidth);
  95133. if (px < 0) {
  95134. px = 0;
  95135. }
  95136. else if (px >= inputWidth) {
  95137. px = inputWidth - 1;
  95138. }
  95139. var py = Math.round(dy * inputHeight);
  95140. if (py < 0) {
  95141. py = 0;
  95142. }
  95143. else if (py >= inputHeight) {
  95144. py = inputHeight - 1;
  95145. }
  95146. var inputY = (inputHeight - py - 1);
  95147. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  95148. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  95149. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  95150. return {
  95151. r: r,
  95152. g: g,
  95153. b: b
  95154. };
  95155. };
  95156. PanoramaToCubeMapTools.FACE_FRONT = [
  95157. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95158. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95159. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95160. new BABYLON.Vector3(1.0, 1.0, -1.0)
  95161. ];
  95162. PanoramaToCubeMapTools.FACE_BACK = [
  95163. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95164. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95165. new BABYLON.Vector3(1.0, 1.0, 1.0),
  95166. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  95167. ];
  95168. PanoramaToCubeMapTools.FACE_RIGHT = [
  95169. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95170. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95171. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95172. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95173. ];
  95174. PanoramaToCubeMapTools.FACE_LEFT = [
  95175. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95176. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95177. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95178. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  95179. ];
  95180. PanoramaToCubeMapTools.FACE_DOWN = [
  95181. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95182. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95183. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95184. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95185. ];
  95186. PanoramaToCubeMapTools.FACE_UP = [
  95187. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95188. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95189. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95190. new BABYLON.Vector3(1.0, -1.0, -1.0)
  95191. ];
  95192. return PanoramaToCubeMapTools;
  95193. }());
  95194. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  95195. })(BABYLON || (BABYLON = {}));
  95196. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  95197. var BABYLON;
  95198. (function (BABYLON) {
  95199. /**
  95200. * Vector2 wth index property
  95201. */
  95202. var IndexedVector2 = /** @class */ (function (_super) {
  95203. __extends(IndexedVector2, _super);
  95204. function IndexedVector2(original,
  95205. /** Index of the vector2 */
  95206. index) {
  95207. var _this = _super.call(this, original.x, original.y) || this;
  95208. _this.index = index;
  95209. return _this;
  95210. }
  95211. return IndexedVector2;
  95212. }(BABYLON.Vector2));
  95213. /**
  95214. * Defines points to create a polygon
  95215. */
  95216. var PolygonPoints = /** @class */ (function () {
  95217. function PolygonPoints() {
  95218. this.elements = new Array();
  95219. }
  95220. PolygonPoints.prototype.add = function (originalPoints) {
  95221. var _this = this;
  95222. var result = new Array();
  95223. originalPoints.forEach(function (point) {
  95224. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  95225. var newPoint = new IndexedVector2(point, _this.elements.length);
  95226. result.push(newPoint);
  95227. _this.elements.push(newPoint);
  95228. }
  95229. });
  95230. return result;
  95231. };
  95232. PolygonPoints.prototype.computeBounds = function () {
  95233. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95234. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95235. this.elements.forEach(function (point) {
  95236. // x
  95237. if (point.x < lmin.x) {
  95238. lmin.x = point.x;
  95239. }
  95240. else if (point.x > lmax.x) {
  95241. lmax.x = point.x;
  95242. }
  95243. // y
  95244. if (point.y < lmin.y) {
  95245. lmin.y = point.y;
  95246. }
  95247. else if (point.y > lmax.y) {
  95248. lmax.y = point.y;
  95249. }
  95250. });
  95251. return {
  95252. min: lmin,
  95253. max: lmax,
  95254. width: lmax.x - lmin.x,
  95255. height: lmax.y - lmin.y
  95256. };
  95257. };
  95258. return PolygonPoints;
  95259. }());
  95260. /**
  95261. * Polygon
  95262. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95263. */
  95264. var Polygon = /** @class */ (function () {
  95265. function Polygon() {
  95266. }
  95267. /**
  95268. * Creates a rectangle
  95269. * @param xmin bottom X coord
  95270. * @param ymin bottom Y coord
  95271. * @param xmax top X coord
  95272. * @param ymax top Y coord
  95273. * @returns points that make the resulting rectation
  95274. */
  95275. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95276. return [
  95277. new BABYLON.Vector2(xmin, ymin),
  95278. new BABYLON.Vector2(xmax, ymin),
  95279. new BABYLON.Vector2(xmax, ymax),
  95280. new BABYLON.Vector2(xmin, ymax)
  95281. ];
  95282. };
  95283. /**
  95284. * Creates a circle
  95285. * @param radius radius of circle
  95286. * @param cx scale in x
  95287. * @param cy scale in y
  95288. * @param numberOfSides number of sides that make up the circle
  95289. * @returns points that make the resulting circle
  95290. */
  95291. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95292. if (cx === void 0) { cx = 0; }
  95293. if (cy === void 0) { cy = 0; }
  95294. if (numberOfSides === void 0) { numberOfSides = 32; }
  95295. var result = new Array();
  95296. var angle = 0;
  95297. var increment = (Math.PI * 2) / numberOfSides;
  95298. for (var i = 0; i < numberOfSides; i++) {
  95299. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95300. angle -= increment;
  95301. }
  95302. return result;
  95303. };
  95304. /**
  95305. * Creates a polygon from input string
  95306. * @param input Input polygon data
  95307. * @returns the parsed points
  95308. */
  95309. Polygon.Parse = function (input) {
  95310. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95311. var i, result = [];
  95312. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95313. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95314. }
  95315. return result;
  95316. };
  95317. /**
  95318. * Starts building a polygon from x and y coordinates
  95319. * @param x x coordinate
  95320. * @param y y coordinate
  95321. * @returns the started path2
  95322. */
  95323. Polygon.StartingAt = function (x, y) {
  95324. return BABYLON.Path2.StartingAt(x, y);
  95325. };
  95326. return Polygon;
  95327. }());
  95328. BABYLON.Polygon = Polygon;
  95329. /**
  95330. * Builds a polygon
  95331. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95332. */
  95333. var PolygonMeshBuilder = /** @class */ (function () {
  95334. /**
  95335. * Creates a PolygonMeshBuilder
  95336. * @param name name of the builder
  95337. * @param contours Path of the polygon
  95338. * @param scene scene to add to
  95339. */
  95340. function PolygonMeshBuilder(name, contours, scene) {
  95341. this._points = new PolygonPoints();
  95342. this._outlinepoints = new PolygonPoints();
  95343. this._holes = new Array();
  95344. this._epoints = new Array();
  95345. this._eholes = new Array();
  95346. this._name = name;
  95347. this._scene = scene;
  95348. var points;
  95349. if (contours instanceof BABYLON.Path2) {
  95350. points = contours.getPoints();
  95351. }
  95352. else {
  95353. points = contours;
  95354. }
  95355. this._addToepoint(points);
  95356. this._points.add(points);
  95357. this._outlinepoints.add(points);
  95358. if (typeof earcut === 'undefined') {
  95359. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95360. }
  95361. }
  95362. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95363. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95364. var p = points_1[_i];
  95365. this._epoints.push(p.x, p.y);
  95366. }
  95367. };
  95368. /**
  95369. * Adds a whole within the polygon
  95370. * @param hole Array of points defining the hole
  95371. * @returns this
  95372. */
  95373. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95374. this._points.add(hole);
  95375. var holepoints = new PolygonPoints();
  95376. holepoints.add(hole);
  95377. this._holes.push(holepoints);
  95378. this._eholes.push(this._epoints.length / 2);
  95379. this._addToepoint(hole);
  95380. return this;
  95381. };
  95382. /**
  95383. * Creates the polygon
  95384. * @param updatable If the mesh should be updatable
  95385. * @param depth The depth of the mesh created
  95386. * @returns the created mesh
  95387. */
  95388. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95389. var _this = this;
  95390. if (updatable === void 0) { updatable = false; }
  95391. if (depth === void 0) { depth = 0; }
  95392. var result = new BABYLON.Mesh(this._name, this._scene);
  95393. var normals = new Array();
  95394. var positions = new Array();
  95395. var uvs = new Array();
  95396. var bounds = this._points.computeBounds();
  95397. this._points.elements.forEach(function (p) {
  95398. normals.push(0, 1.0, 0);
  95399. positions.push(p.x, 0, p.y);
  95400. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95401. });
  95402. var indices = new Array();
  95403. var res = earcut(this._epoints, this._eholes, 2);
  95404. for (var i = 0; i < res.length; i++) {
  95405. indices.push(res[i]);
  95406. }
  95407. if (depth > 0) {
  95408. var positionscount = (positions.length / 3); //get the current pointcount
  95409. this._points.elements.forEach(function (p) {
  95410. normals.push(0, -1.0, 0);
  95411. positions.push(p.x, -depth, p.y);
  95412. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95413. });
  95414. var totalCount = indices.length;
  95415. for (var i = 0; i < totalCount; i += 3) {
  95416. var i0 = indices[i + 0];
  95417. var i1 = indices[i + 1];
  95418. var i2 = indices[i + 2];
  95419. indices.push(i2 + positionscount);
  95420. indices.push(i1 + positionscount);
  95421. indices.push(i0 + positionscount);
  95422. }
  95423. //Add the sides
  95424. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95425. this._holes.forEach(function (hole) {
  95426. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95427. });
  95428. }
  95429. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95430. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95431. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95432. result.setIndices(indices);
  95433. return result;
  95434. };
  95435. /**
  95436. * Adds a side to the polygon
  95437. * @param positions points that make the polygon
  95438. * @param normals normals of the polygon
  95439. * @param uvs uvs of the polygon
  95440. * @param indices indices of the polygon
  95441. * @param bounds bounds of the polygon
  95442. * @param points points of the polygon
  95443. * @param depth depth of the polygon
  95444. * @param flip flip of the polygon
  95445. */
  95446. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95447. var StartIndex = positions.length / 3;
  95448. var ulength = 0;
  95449. for (var i = 0; i < points.elements.length; i++) {
  95450. var p = points.elements[i];
  95451. var p1;
  95452. if ((i + 1) > points.elements.length - 1) {
  95453. p1 = points.elements[0];
  95454. }
  95455. else {
  95456. p1 = points.elements[i + 1];
  95457. }
  95458. positions.push(p.x, 0, p.y);
  95459. positions.push(p.x, -depth, p.y);
  95460. positions.push(p1.x, 0, p1.y);
  95461. positions.push(p1.x, -depth, p1.y);
  95462. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95463. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95464. var v3 = v2.subtract(v1);
  95465. var v4 = new BABYLON.Vector3(0, 1, 0);
  95466. var vn = BABYLON.Vector3.Cross(v3, v4);
  95467. vn = vn.normalize();
  95468. uvs.push(ulength / bounds.width, 0);
  95469. uvs.push(ulength / bounds.width, 1);
  95470. ulength += v3.length();
  95471. uvs.push((ulength / bounds.width), 0);
  95472. uvs.push((ulength / bounds.width), 1);
  95473. if (!flip) {
  95474. normals.push(-vn.x, -vn.y, -vn.z);
  95475. normals.push(-vn.x, -vn.y, -vn.z);
  95476. normals.push(-vn.x, -vn.y, -vn.z);
  95477. normals.push(-vn.x, -vn.y, -vn.z);
  95478. indices.push(StartIndex);
  95479. indices.push(StartIndex + 1);
  95480. indices.push(StartIndex + 2);
  95481. indices.push(StartIndex + 1);
  95482. indices.push(StartIndex + 3);
  95483. indices.push(StartIndex + 2);
  95484. }
  95485. else {
  95486. normals.push(vn.x, vn.y, vn.z);
  95487. normals.push(vn.x, vn.y, vn.z);
  95488. normals.push(vn.x, vn.y, vn.z);
  95489. normals.push(vn.x, vn.y, vn.z);
  95490. indices.push(StartIndex);
  95491. indices.push(StartIndex + 2);
  95492. indices.push(StartIndex + 1);
  95493. indices.push(StartIndex + 1);
  95494. indices.push(StartIndex + 2);
  95495. indices.push(StartIndex + 3);
  95496. }
  95497. StartIndex += 4;
  95498. }
  95499. };
  95500. return PolygonMeshBuilder;
  95501. }());
  95502. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95503. })(BABYLON || (BABYLON = {}));
  95504. //# sourceMappingURL=babylon.polygonMesh.js.map
  95505. var BABYLON;
  95506. (function (BABYLON) {
  95507. /**
  95508. * Unique ID when we import meshes from Babylon to CSG
  95509. */
  95510. var currentCSGMeshId = 0;
  95511. /**
  95512. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95513. * one to provide additional features like texture coordinates and vertex
  95514. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95515. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95516. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95517. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95518. * is not used anywhere else.
  95519. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95520. */
  95521. var Vertex = /** @class */ (function () {
  95522. /**
  95523. * Initializes the vertex
  95524. * @param pos The position of the vertex
  95525. * @param normal The normal of the vertex
  95526. * @param uv The texture coordinate of the vertex
  95527. */
  95528. function Vertex(
  95529. /**
  95530. * The position of the vertex
  95531. */
  95532. pos,
  95533. /**
  95534. * The normal of the vertex
  95535. */
  95536. normal,
  95537. /**
  95538. * The texture coordinate of the vertex
  95539. */
  95540. uv) {
  95541. this.pos = pos;
  95542. this.normal = normal;
  95543. this.uv = uv;
  95544. }
  95545. /**
  95546. * Make a clone, or deep copy, of the vertex
  95547. * @returns A new Vertex
  95548. */
  95549. Vertex.prototype.clone = function () {
  95550. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95551. };
  95552. /**
  95553. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95554. * orientation of a polygon is flipped.
  95555. */
  95556. Vertex.prototype.flip = function () {
  95557. this.normal = this.normal.scale(-1);
  95558. };
  95559. /**
  95560. * Create a new vertex between this vertex and `other` by linearly
  95561. * interpolating all properties using a parameter of `t`. Subclasses should
  95562. * override this to interpolate additional properties.
  95563. * @param other the vertex to interpolate against
  95564. * @param t The factor used to linearly interpolate between the vertices
  95565. */
  95566. Vertex.prototype.interpolate = function (other, t) {
  95567. 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));
  95568. };
  95569. return Vertex;
  95570. }());
  95571. /**
  95572. * Represents a plane in 3D space.
  95573. */
  95574. var Plane = /** @class */ (function () {
  95575. /**
  95576. * Initializes the plane
  95577. * @param normal The normal for the plane
  95578. * @param w
  95579. */
  95580. function Plane(normal, w) {
  95581. this.normal = normal;
  95582. this.w = w;
  95583. }
  95584. /**
  95585. * Construct a plane from three points
  95586. * @param a Point a
  95587. * @param b Point b
  95588. * @param c Point c
  95589. */
  95590. Plane.FromPoints = function (a, b, c) {
  95591. var v0 = c.subtract(a);
  95592. var v1 = b.subtract(a);
  95593. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95594. return null;
  95595. }
  95596. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95597. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95598. };
  95599. /**
  95600. * Clone, or make a deep copy of the plane
  95601. * @returns a new Plane
  95602. */
  95603. Plane.prototype.clone = function () {
  95604. return new Plane(this.normal.clone(), this.w);
  95605. };
  95606. /**
  95607. * Flip the face of the plane
  95608. */
  95609. Plane.prototype.flip = function () {
  95610. this.normal.scaleInPlace(-1);
  95611. this.w = -this.w;
  95612. };
  95613. /**
  95614. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95615. * fragments in the appropriate lists. Coplanar polygons go into either
  95616. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95617. * respect to this plane. Polygons in front or in back of this plane go into
  95618. * either `front` or `back`
  95619. * @param polygon The polygon to be split
  95620. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95621. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95622. * @param front Will contain the polygons in front of the plane
  95623. * @param back Will contain the polygons begind the plane
  95624. */
  95625. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95626. var COPLANAR = 0;
  95627. var FRONT = 1;
  95628. var BACK = 2;
  95629. var SPANNING = 3;
  95630. // Classify each point as well as the entire polygon into one of the above
  95631. // four classes.
  95632. var polygonType = 0;
  95633. var types = [];
  95634. var i;
  95635. var t;
  95636. for (i = 0; i < polygon.vertices.length; i++) {
  95637. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95638. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95639. polygonType |= type;
  95640. types.push(type);
  95641. }
  95642. // Put the polygon in the correct list, splitting it when necessary
  95643. switch (polygonType) {
  95644. case COPLANAR:
  95645. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95646. break;
  95647. case FRONT:
  95648. front.push(polygon);
  95649. break;
  95650. case BACK:
  95651. back.push(polygon);
  95652. break;
  95653. case SPANNING:
  95654. var f = [], b = [];
  95655. for (i = 0; i < polygon.vertices.length; i++) {
  95656. var j = (i + 1) % polygon.vertices.length;
  95657. var ti = types[i], tj = types[j];
  95658. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95659. if (ti !== BACK) {
  95660. f.push(vi);
  95661. }
  95662. if (ti !== FRONT) {
  95663. b.push(ti !== BACK ? vi.clone() : vi);
  95664. }
  95665. if ((ti | tj) === SPANNING) {
  95666. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95667. var v = vi.interpolate(vj, t);
  95668. f.push(v);
  95669. b.push(v.clone());
  95670. }
  95671. }
  95672. var poly;
  95673. if (f.length >= 3) {
  95674. poly = new Polygon(f, polygon.shared);
  95675. if (poly.plane) {
  95676. front.push(poly);
  95677. }
  95678. }
  95679. if (b.length >= 3) {
  95680. poly = new Polygon(b, polygon.shared);
  95681. if (poly.plane) {
  95682. back.push(poly);
  95683. }
  95684. }
  95685. break;
  95686. }
  95687. };
  95688. /**
  95689. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95690. * point is on the plane
  95691. */
  95692. Plane.EPSILON = 1e-5;
  95693. return Plane;
  95694. }());
  95695. /**
  95696. * Represents a convex polygon. The vertices used to initialize a polygon must
  95697. * be coplanar and form a convex loop.
  95698. *
  95699. * Each convex polygon has a `shared` property, which is shared between all
  95700. * polygons that are clones of each other or were split from the same polygon.
  95701. * This can be used to define per-polygon properties (such as surface color)
  95702. */
  95703. var Polygon = /** @class */ (function () {
  95704. /**
  95705. * Initializes the polygon
  95706. * @param vertices The vertices of the polygon
  95707. * @param shared The properties shared across all polygons
  95708. */
  95709. function Polygon(vertices, shared) {
  95710. this.vertices = vertices;
  95711. this.shared = shared;
  95712. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95713. }
  95714. /**
  95715. * Clones, or makes a deep copy, or the polygon
  95716. */
  95717. Polygon.prototype.clone = function () {
  95718. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95719. return new Polygon(vertices, this.shared);
  95720. };
  95721. /**
  95722. * Flips the faces of the polygon
  95723. */
  95724. Polygon.prototype.flip = function () {
  95725. this.vertices.reverse().map(function (v) { v.flip(); });
  95726. this.plane.flip();
  95727. };
  95728. return Polygon;
  95729. }());
  95730. /**
  95731. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95732. * by picking a polygon to split along. That polygon (and all other coplanar
  95733. * polygons) are added directly to that node and the other polygons are added to
  95734. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95735. * no distinction between internal and leaf nodes
  95736. */
  95737. var Node = /** @class */ (function () {
  95738. /**
  95739. * Initializes the node
  95740. * @param polygons A collection of polygons held in the node
  95741. */
  95742. function Node(polygons) {
  95743. this.plane = null;
  95744. this.front = null;
  95745. this.back = null;
  95746. this.polygons = new Array();
  95747. if (polygons) {
  95748. this.build(polygons);
  95749. }
  95750. }
  95751. /**
  95752. * Clones, or makes a deep copy, of the node
  95753. * @returns The cloned node
  95754. */
  95755. Node.prototype.clone = function () {
  95756. var node = new Node();
  95757. node.plane = this.plane && this.plane.clone();
  95758. node.front = this.front && this.front.clone();
  95759. node.back = this.back && this.back.clone();
  95760. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95761. return node;
  95762. };
  95763. /**
  95764. * Convert solid space to empty space and empty space to solid space
  95765. */
  95766. Node.prototype.invert = function () {
  95767. for (var i = 0; i < this.polygons.length; i++) {
  95768. this.polygons[i].flip();
  95769. }
  95770. if (this.plane) {
  95771. this.plane.flip();
  95772. }
  95773. if (this.front) {
  95774. this.front.invert();
  95775. }
  95776. if (this.back) {
  95777. this.back.invert();
  95778. }
  95779. var temp = this.front;
  95780. this.front = this.back;
  95781. this.back = temp;
  95782. };
  95783. /**
  95784. * Recursively remove all polygons in `polygons` that are inside this BSP
  95785. * tree.
  95786. * @param polygons Polygons to remove from the BSP
  95787. * @returns Polygons clipped from the BSP
  95788. */
  95789. Node.prototype.clipPolygons = function (polygons) {
  95790. if (!this.plane) {
  95791. return polygons.slice();
  95792. }
  95793. var front = new Array(), back = new Array();
  95794. for (var i = 0; i < polygons.length; i++) {
  95795. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95796. }
  95797. if (this.front) {
  95798. front = this.front.clipPolygons(front);
  95799. }
  95800. if (this.back) {
  95801. back = this.back.clipPolygons(back);
  95802. }
  95803. else {
  95804. back = [];
  95805. }
  95806. return front.concat(back);
  95807. };
  95808. /**
  95809. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95810. * `bsp`.
  95811. * @param bsp BSP containing polygons to remove from this BSP
  95812. */
  95813. Node.prototype.clipTo = function (bsp) {
  95814. this.polygons = bsp.clipPolygons(this.polygons);
  95815. if (this.front) {
  95816. this.front.clipTo(bsp);
  95817. }
  95818. if (this.back) {
  95819. this.back.clipTo(bsp);
  95820. }
  95821. };
  95822. /**
  95823. * Return a list of all polygons in this BSP tree
  95824. * @returns List of all polygons in this BSP tree
  95825. */
  95826. Node.prototype.allPolygons = function () {
  95827. var polygons = this.polygons.slice();
  95828. if (this.front) {
  95829. polygons = polygons.concat(this.front.allPolygons());
  95830. }
  95831. if (this.back) {
  95832. polygons = polygons.concat(this.back.allPolygons());
  95833. }
  95834. return polygons;
  95835. };
  95836. /**
  95837. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95838. * new polygons are filtered down to the bottom of the tree and become new
  95839. * nodes there. Each set of polygons is partitioned using the first polygon
  95840. * (no heuristic is used to pick a good split)
  95841. * @param polygons Polygons used to construct the BSP tree
  95842. */
  95843. Node.prototype.build = function (polygons) {
  95844. if (!polygons.length) {
  95845. return;
  95846. }
  95847. if (!this.plane) {
  95848. this.plane = polygons[0].plane.clone();
  95849. }
  95850. var front = new Array(), back = new Array();
  95851. for (var i = 0; i < polygons.length; i++) {
  95852. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95853. }
  95854. if (front.length) {
  95855. if (!this.front) {
  95856. this.front = new Node();
  95857. }
  95858. this.front.build(front);
  95859. }
  95860. if (back.length) {
  95861. if (!this.back) {
  95862. this.back = new Node();
  95863. }
  95864. this.back.build(back);
  95865. }
  95866. };
  95867. return Node;
  95868. }());
  95869. /**
  95870. * Class for building Constructive Solid Geometry
  95871. */
  95872. var CSG = /** @class */ (function () {
  95873. function CSG() {
  95874. this.polygons = new Array();
  95875. }
  95876. /**
  95877. * Convert the BABYLON.Mesh to BABYLON.CSG
  95878. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95879. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95880. */
  95881. CSG.FromMesh = function (mesh) {
  95882. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95883. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95884. if (mesh instanceof BABYLON.Mesh) {
  95885. mesh.computeWorldMatrix(true);
  95886. matrix = mesh.getWorldMatrix();
  95887. meshPosition = mesh.position.clone();
  95888. meshRotation = mesh.rotation.clone();
  95889. if (mesh.rotationQuaternion) {
  95890. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95891. }
  95892. meshScaling = mesh.scaling.clone();
  95893. }
  95894. else {
  95895. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95896. }
  95897. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95898. var subMeshes = mesh.subMeshes;
  95899. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95900. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95901. vertices = [];
  95902. for (var j = 0; j < 3; j++) {
  95903. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95904. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95905. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95906. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95907. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95908. vertex = new Vertex(position, normal, uv);
  95909. vertices.push(vertex);
  95910. }
  95911. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95912. // To handle the case of degenerated triangle
  95913. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95914. if (polygon.plane) {
  95915. polygons.push(polygon);
  95916. }
  95917. }
  95918. }
  95919. var csg = CSG.FromPolygons(polygons);
  95920. csg.matrix = matrix;
  95921. csg.position = meshPosition;
  95922. csg.rotation = meshRotation;
  95923. csg.scaling = meshScaling;
  95924. csg.rotationQuaternion = meshRotationQuaternion;
  95925. currentCSGMeshId++;
  95926. return csg;
  95927. };
  95928. /**
  95929. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95930. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95931. */
  95932. CSG.FromPolygons = function (polygons) {
  95933. var csg = new CSG();
  95934. csg.polygons = polygons;
  95935. return csg;
  95936. };
  95937. /**
  95938. * Clones, or makes a deep copy, of the BABYLON.CSG
  95939. * @returns A new BABYLON.CSG
  95940. */
  95941. CSG.prototype.clone = function () {
  95942. var csg = new CSG();
  95943. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95944. csg.copyTransformAttributes(this);
  95945. return csg;
  95946. };
  95947. /**
  95948. * Unions this CSG with another CSG
  95949. * @param csg The CSG to union against this CSG
  95950. * @returns The unioned CSG
  95951. */
  95952. CSG.prototype.union = function (csg) {
  95953. var a = new Node(this.clone().polygons);
  95954. var b = new Node(csg.clone().polygons);
  95955. a.clipTo(b);
  95956. b.clipTo(a);
  95957. b.invert();
  95958. b.clipTo(a);
  95959. b.invert();
  95960. a.build(b.allPolygons());
  95961. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95962. };
  95963. /**
  95964. * Unions this CSG with another CSG in place
  95965. * @param csg The CSG to union against this CSG
  95966. */
  95967. CSG.prototype.unionInPlace = function (csg) {
  95968. var a = new Node(this.polygons);
  95969. var b = new Node(csg.polygons);
  95970. a.clipTo(b);
  95971. b.clipTo(a);
  95972. b.invert();
  95973. b.clipTo(a);
  95974. b.invert();
  95975. a.build(b.allPolygons());
  95976. this.polygons = a.allPolygons();
  95977. };
  95978. /**
  95979. * Subtracts this CSG with another CSG
  95980. * @param csg The CSG to subtract against this CSG
  95981. * @returns A new BABYLON.CSG
  95982. */
  95983. CSG.prototype.subtract = function (csg) {
  95984. var a = new Node(this.clone().polygons);
  95985. var b = new Node(csg.clone().polygons);
  95986. a.invert();
  95987. a.clipTo(b);
  95988. b.clipTo(a);
  95989. b.invert();
  95990. b.clipTo(a);
  95991. b.invert();
  95992. a.build(b.allPolygons());
  95993. a.invert();
  95994. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95995. };
  95996. /**
  95997. * Subtracts this CSG with another CSG in place
  95998. * @param csg The CSG to subtact against this CSG
  95999. */
  96000. CSG.prototype.subtractInPlace = function (csg) {
  96001. var a = new Node(this.polygons);
  96002. var b = new Node(csg.polygons);
  96003. a.invert();
  96004. a.clipTo(b);
  96005. b.clipTo(a);
  96006. b.invert();
  96007. b.clipTo(a);
  96008. b.invert();
  96009. a.build(b.allPolygons());
  96010. a.invert();
  96011. this.polygons = a.allPolygons();
  96012. };
  96013. /**
  96014. * Intersect this CSG with another CSG
  96015. * @param csg The CSG to intersect against this CSG
  96016. * @returns A new BABYLON.CSG
  96017. */
  96018. CSG.prototype.intersect = function (csg) {
  96019. var a = new Node(this.clone().polygons);
  96020. var b = new Node(csg.clone().polygons);
  96021. a.invert();
  96022. b.clipTo(a);
  96023. b.invert();
  96024. a.clipTo(b);
  96025. b.clipTo(a);
  96026. a.build(b.allPolygons());
  96027. a.invert();
  96028. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96029. };
  96030. /**
  96031. * Intersects this CSG with another CSG in place
  96032. * @param csg The CSG to intersect against this CSG
  96033. */
  96034. CSG.prototype.intersectInPlace = function (csg) {
  96035. var a = new Node(this.polygons);
  96036. var b = new Node(csg.polygons);
  96037. a.invert();
  96038. b.clipTo(a);
  96039. b.invert();
  96040. a.clipTo(b);
  96041. b.clipTo(a);
  96042. a.build(b.allPolygons());
  96043. a.invert();
  96044. this.polygons = a.allPolygons();
  96045. };
  96046. /**
  96047. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  96048. * not modified.
  96049. * @returns A new BABYLON.CSG solid with solid and empty space switched
  96050. */
  96051. CSG.prototype.inverse = function () {
  96052. var csg = this.clone();
  96053. csg.inverseInPlace();
  96054. return csg;
  96055. };
  96056. /**
  96057. * Inverses the BABYLON.CSG in place
  96058. */
  96059. CSG.prototype.inverseInPlace = function () {
  96060. this.polygons.map(function (p) { p.flip(); });
  96061. };
  96062. /**
  96063. * This is used to keep meshes transformations so they can be restored
  96064. * when we build back a Babylon Mesh
  96065. * NB : All CSG operations are performed in world coordinates
  96066. * @param csg The BABYLON.CSG to copy the transform attributes from
  96067. * @returns This BABYLON.CSG
  96068. */
  96069. CSG.prototype.copyTransformAttributes = function (csg) {
  96070. this.matrix = csg.matrix;
  96071. this.position = csg.position;
  96072. this.rotation = csg.rotation;
  96073. this.scaling = csg.scaling;
  96074. this.rotationQuaternion = csg.rotationQuaternion;
  96075. return this;
  96076. };
  96077. /**
  96078. * Build Raw mesh from CSG
  96079. * Coordinates here are in world space
  96080. * @param name The name of the mesh geometry
  96081. * @param scene The BABYLON.Scene
  96082. * @param keepSubMeshes Specifies if the submeshes should be kept
  96083. * @returns A new BABYLON.Mesh
  96084. */
  96085. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  96086. var matrix = this.matrix.clone();
  96087. matrix.invert();
  96088. 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;
  96089. if (keepSubMeshes) {
  96090. // Sort Polygons, since subMeshes are indices range
  96091. polygons.sort(function (a, b) {
  96092. if (a.shared.meshId === b.shared.meshId) {
  96093. return a.shared.subMeshId - b.shared.subMeshId;
  96094. }
  96095. else {
  96096. return a.shared.meshId - b.shared.meshId;
  96097. }
  96098. });
  96099. }
  96100. for (var i = 0, il = polygons.length; i < il; i++) {
  96101. polygon = polygons[i];
  96102. // Building SubMeshes
  96103. if (!subMesh_dict[polygon.shared.meshId]) {
  96104. subMesh_dict[polygon.shared.meshId] = {};
  96105. }
  96106. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  96107. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  96108. indexStart: +Infinity,
  96109. indexEnd: -Infinity,
  96110. materialIndex: polygon.shared.materialIndex
  96111. };
  96112. }
  96113. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  96114. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  96115. polygonIndices[0] = 0;
  96116. polygonIndices[1] = j - 1;
  96117. polygonIndices[2] = j;
  96118. for (var k = 0; k < 3; k++) {
  96119. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  96120. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  96121. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  96122. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  96123. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  96124. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  96125. // Check if 2 points can be merged
  96126. if (!(typeof vertex_idx !== 'undefined' &&
  96127. normals[vertex_idx * 3] === localNormal.x &&
  96128. normals[vertex_idx * 3 + 1] === localNormal.y &&
  96129. normals[vertex_idx * 3 + 2] === localNormal.z &&
  96130. uvs[vertex_idx * 2] === uv.x &&
  96131. uvs[vertex_idx * 2 + 1] === uv.y)) {
  96132. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  96133. uvs.push(uv.x, uv.y);
  96134. normals.push(normal.x, normal.y, normal.z);
  96135. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  96136. }
  96137. indices.push(vertex_idx);
  96138. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  96139. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  96140. currentIndex++;
  96141. }
  96142. }
  96143. }
  96144. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  96145. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  96146. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  96147. mesh.setIndices(indices, null);
  96148. if (keepSubMeshes) {
  96149. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  96150. var materialIndexOffset = 0, materialMaxIndex;
  96151. mesh.subMeshes = new Array();
  96152. for (var m in subMesh_dict) {
  96153. materialMaxIndex = -1;
  96154. for (var sm in subMesh_dict[m]) {
  96155. subMesh_obj = subMesh_dict[m][sm];
  96156. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  96157. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  96158. }
  96159. materialIndexOffset += ++materialMaxIndex;
  96160. }
  96161. }
  96162. return mesh;
  96163. };
  96164. /**
  96165. * Build Mesh from CSG taking material and transforms into account
  96166. * @param name The name of the BABYLON.Mesh
  96167. * @param material The material of the BABYLON.Mesh
  96168. * @param scene The BABYLON.Scene
  96169. * @param keepSubMeshes Specifies if submeshes should be kept
  96170. * @returns The new BABYLON.Mesh
  96171. */
  96172. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  96173. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  96174. mesh.material = material;
  96175. mesh.position.copyFrom(this.position);
  96176. mesh.rotation.copyFrom(this.rotation);
  96177. if (this.rotationQuaternion) {
  96178. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  96179. }
  96180. mesh.scaling.copyFrom(this.scaling);
  96181. mesh.computeWorldMatrix(true);
  96182. return mesh;
  96183. };
  96184. return CSG;
  96185. }());
  96186. BABYLON.CSG = CSG;
  96187. })(BABYLON || (BABYLON = {}));
  96188. //# sourceMappingURL=babylon.csg.js.map
  96189. var BABYLON;
  96190. (function (BABYLON) {
  96191. /**
  96192. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96193. * It controls one of the indiviual texture used in the effect.
  96194. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96195. */
  96196. var LensFlare = /** @class */ (function () {
  96197. /**
  96198. * Instantiates a new Lens Flare.
  96199. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96200. * It controls one of the indiviual texture used in the effect.
  96201. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96202. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  96203. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  96204. * @param color Define the lens color
  96205. * @param imgUrl Define the lens texture url
  96206. * @param system Define the `lensFlareSystem` this flare is part of
  96207. */
  96208. function LensFlare(
  96209. /**
  96210. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  96211. */
  96212. size,
  96213. /**
  96214. * Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  96215. */
  96216. position, color, imgUrl, system) {
  96217. this.size = size;
  96218. this.position = position;
  96219. /**
  96220. * Define the alpha mode to render this particular lens.
  96221. */
  96222. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  96223. this.color = color || new BABYLON.Color3(1, 1, 1);
  96224. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  96225. this._system = system;
  96226. system.lensFlares.push(this);
  96227. }
  96228. /**
  96229. * Creates a new Lens Flare.
  96230. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96231. * It controls one of the indiviual texture used in the effect.
  96232. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96233. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  96234. * @param position Define the position of the lens flare in the system. (a floating value between -1 and 1). A value of 0 is located on the emitter. A value greater than 0 is beyond the emitter and a value lesser than 0 is behind.
  96235. * @param color Define the lens color
  96236. * @param imgUrl Define the lens texture url
  96237. * @param system Define the `lensFlareSystem` this flare is part of
  96238. * @returns The newly created Lens Flare
  96239. */
  96240. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  96241. return new LensFlare(size, position, color, imgUrl, system);
  96242. };
  96243. /**
  96244. * Dispose and release the lens flare with its associated resources.
  96245. */
  96246. LensFlare.prototype.dispose = function () {
  96247. if (this.texture) {
  96248. this.texture.dispose();
  96249. }
  96250. // Remove from scene
  96251. var index = this._system.lensFlares.indexOf(this);
  96252. this._system.lensFlares.splice(index, 1);
  96253. };
  96254. return LensFlare;
  96255. }());
  96256. BABYLON.LensFlare = LensFlare;
  96257. })(BABYLON || (BABYLON = {}));
  96258. //# sourceMappingURL=babylon.lensFlare.js.map
  96259. var BABYLON;
  96260. (function (BABYLON) {
  96261. // Adds the parser to the scene parsers.
  96262. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96263. // Lens flares
  96264. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96265. if (!container.lensFlareSystems) {
  96266. container.lensFlareSystems = new Array();
  96267. }
  96268. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96269. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96270. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96271. container.lensFlareSystems.push(lf);
  96272. }
  96273. }
  96274. });
  96275. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96276. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96277. if (this.lensFlareSystems[index].name === name) {
  96278. return this.lensFlareSystems[index];
  96279. }
  96280. }
  96281. return null;
  96282. };
  96283. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96284. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96285. if (this.lensFlareSystems[index].id === id) {
  96286. return this.lensFlareSystems[index];
  96287. }
  96288. }
  96289. return null;
  96290. };
  96291. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96292. var index = this.lensFlareSystems.indexOf(toRemove);
  96293. if (index !== -1) {
  96294. this.lensFlareSystems.splice(index, 1);
  96295. }
  96296. return index;
  96297. };
  96298. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96299. this.lensFlareSystems.push(newLensFlareSystem);
  96300. };
  96301. /**
  96302. * Defines the lens flare scene component responsible to manage any lens flares
  96303. * in a given scene.
  96304. */
  96305. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96306. /**
  96307. * Creates a new instance of the component for the given scene
  96308. * @param scene Defines the scene to register the component in
  96309. */
  96310. function LensFlareSystemSceneComponent(scene) {
  96311. /**
  96312. * The component name helpfull to identify the component in the list of scene components.
  96313. */
  96314. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96315. this.scene = scene;
  96316. scene.lensFlareSystems = new Array();
  96317. }
  96318. /**
  96319. * Registers the component in a given scene
  96320. */
  96321. LensFlareSystemSceneComponent.prototype.register = function () {
  96322. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96323. };
  96324. /**
  96325. * Rebuilds the elements related to this component in case of
  96326. * context lost for instance.
  96327. */
  96328. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96329. // Nothing to do for lens flare
  96330. };
  96331. /**
  96332. * Adds all the element from the container to the scene
  96333. * @param container the container holding the elements
  96334. */
  96335. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96336. var _this = this;
  96337. if (!container.lensFlareSystems) {
  96338. return;
  96339. }
  96340. container.lensFlareSystems.forEach(function (o) {
  96341. _this.scene.addLensFlareSystem(o);
  96342. });
  96343. };
  96344. /**
  96345. * Removes all the elements in the container from the scene
  96346. * @param container contains the elements to remove
  96347. */
  96348. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96349. var _this = this;
  96350. if (!container.lensFlareSystems) {
  96351. return;
  96352. }
  96353. container.lensFlareSystems.forEach(function (o) {
  96354. _this.scene.removeLensFlareSystem(o);
  96355. });
  96356. };
  96357. /**
  96358. * Serializes the component data to the specified json object
  96359. * @param serializationObject The object to serialize to
  96360. */
  96361. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96362. // Lens flares
  96363. serializationObject.lensFlareSystems = [];
  96364. var lensFlareSystems = this.scene.lensFlareSystems;
  96365. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96366. var lensFlareSystem = lensFlareSystems_1[_i];
  96367. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96368. }
  96369. };
  96370. /**
  96371. * Disposes the component and the associated ressources.
  96372. */
  96373. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96374. var lensFlareSystems = this.scene.lensFlareSystems;
  96375. while (lensFlareSystems.length) {
  96376. lensFlareSystems[0].dispose();
  96377. }
  96378. };
  96379. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96380. // Lens flares
  96381. if (this.scene.lensFlaresEnabled) {
  96382. var lensFlareSystems = this.scene.lensFlareSystems;
  96383. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96384. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96385. var lensFlareSystem = lensFlareSystems_2[_i];
  96386. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96387. lensFlareSystem.render();
  96388. }
  96389. }
  96390. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96391. }
  96392. };
  96393. return LensFlareSystemSceneComponent;
  96394. }());
  96395. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96396. })(BABYLON || (BABYLON = {}));
  96397. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96398. var BABYLON;
  96399. (function (BABYLON) {
  96400. /**
  96401. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96402. * It is usually composed of several `BABYLON.lensFlare`.
  96403. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96404. */
  96405. var LensFlareSystem = /** @class */ (function () {
  96406. /**
  96407. * Instantiates a lens flare system.
  96408. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96409. * It is usually composed of several `BABYLON.lensFlare`.
  96410. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96411. * @param name Define the name of the lens flare system in the scene
  96412. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96413. * @param scene Define the scene the lens flare system belongs to
  96414. */
  96415. function LensFlareSystem(
  96416. /**
  96417. * Define the name of the lens flare system
  96418. */
  96419. name, emitter, scene) {
  96420. this.name = name;
  96421. /**
  96422. * List of lens flares used in this system.
  96423. */
  96424. this.lensFlares = new Array();
  96425. /**
  96426. * Define a limit from the border the lens flare can be visible.
  96427. */
  96428. this.borderLimit = 300;
  96429. /**
  96430. * Define a viewport border we do not want to see the lens flare in.
  96431. */
  96432. this.viewportBorder = 0;
  96433. /**
  96434. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96435. */
  96436. this.layerMask = 0x0FFFFFFF;
  96437. this._vertexBuffers = {};
  96438. this._isEnabled = true;
  96439. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96440. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96441. if (!component) {
  96442. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96443. scene._addComponent(component);
  96444. }
  96445. this._emitter = emitter;
  96446. this.id = name;
  96447. scene.lensFlareSystems.push(this);
  96448. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96449. var engine = scene.getEngine();
  96450. // VBO
  96451. var vertices = [];
  96452. vertices.push(1, 1);
  96453. vertices.push(-1, 1);
  96454. vertices.push(-1, -1);
  96455. vertices.push(1, -1);
  96456. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96457. // Indices
  96458. var indices = [];
  96459. indices.push(0);
  96460. indices.push(1);
  96461. indices.push(2);
  96462. indices.push(0);
  96463. indices.push(2);
  96464. indices.push(3);
  96465. this._indexBuffer = engine.createIndexBuffer(indices);
  96466. // Effects
  96467. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96468. }
  96469. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96470. /**
  96471. * Define if the lens flare system is enabled.
  96472. */
  96473. get: function () {
  96474. return this._isEnabled;
  96475. },
  96476. set: function (value) {
  96477. this._isEnabled = value;
  96478. },
  96479. enumerable: true,
  96480. configurable: true
  96481. });
  96482. /**
  96483. * Get the scene the effects belongs to.
  96484. * @returns the scene holding the lens flare system
  96485. */
  96486. LensFlareSystem.prototype.getScene = function () {
  96487. return this._scene;
  96488. };
  96489. /**
  96490. * Get the emitter of the lens flare system.
  96491. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96492. * @returns the emitter of the lens flare system
  96493. */
  96494. LensFlareSystem.prototype.getEmitter = function () {
  96495. return this._emitter;
  96496. };
  96497. /**
  96498. * Set the emitter of the lens flare system.
  96499. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96500. * @param newEmitter Define the new emitter of the system
  96501. */
  96502. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96503. this._emitter = newEmitter;
  96504. };
  96505. /**
  96506. * Get the lens flare system emitter position.
  96507. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96508. * @returns the position
  96509. */
  96510. LensFlareSystem.prototype.getEmitterPosition = function () {
  96511. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96512. };
  96513. /**
  96514. * @hidden
  96515. */
  96516. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96517. var position = this.getEmitterPosition();
  96518. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96519. this._positionX = position.x;
  96520. this._positionY = position.y;
  96521. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96522. if (this.viewportBorder > 0) {
  96523. globalViewport.x -= this.viewportBorder;
  96524. globalViewport.y -= this.viewportBorder;
  96525. globalViewport.width += this.viewportBorder * 2;
  96526. globalViewport.height += this.viewportBorder * 2;
  96527. position.x += this.viewportBorder;
  96528. position.y += this.viewportBorder;
  96529. this._positionX += this.viewportBorder;
  96530. this._positionY += this.viewportBorder;
  96531. }
  96532. if (position.z > 0) {
  96533. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96534. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96535. return true;
  96536. }
  96537. }
  96538. return true;
  96539. }
  96540. return false;
  96541. };
  96542. /** @hidden */
  96543. LensFlareSystem.prototype._isVisible = function () {
  96544. if (!this._isEnabled || !this._scene.activeCamera) {
  96545. return false;
  96546. }
  96547. var emitterPosition = this.getEmitterPosition();
  96548. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96549. var distance = direction.length();
  96550. direction.normalize();
  96551. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96552. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96553. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96554. };
  96555. /**
  96556. * @hidden
  96557. */
  96558. LensFlareSystem.prototype.render = function () {
  96559. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96560. return false;
  96561. }
  96562. var engine = this._scene.getEngine();
  96563. var viewport = this._scene.activeCamera.viewport;
  96564. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96565. // Position
  96566. if (!this.computeEffectivePosition(globalViewport)) {
  96567. return false;
  96568. }
  96569. // Visibility
  96570. if (!this._isVisible()) {
  96571. return false;
  96572. }
  96573. // Intensity
  96574. var awayX;
  96575. var awayY;
  96576. if (this._positionX < this.borderLimit + globalViewport.x) {
  96577. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96578. }
  96579. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96580. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96581. }
  96582. else {
  96583. awayX = 0;
  96584. }
  96585. if (this._positionY < this.borderLimit + globalViewport.y) {
  96586. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96587. }
  96588. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96589. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96590. }
  96591. else {
  96592. awayY = 0;
  96593. }
  96594. var away = (awayX > awayY) ? awayX : awayY;
  96595. away -= this.viewportBorder;
  96596. if (away > this.borderLimit) {
  96597. away = this.borderLimit;
  96598. }
  96599. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96600. if (intensity < 0) {
  96601. return false;
  96602. }
  96603. if (intensity > 1.0) {
  96604. intensity = 1.0;
  96605. }
  96606. if (this.viewportBorder > 0) {
  96607. globalViewport.x += this.viewportBorder;
  96608. globalViewport.y += this.viewportBorder;
  96609. globalViewport.width -= this.viewportBorder * 2;
  96610. globalViewport.height -= this.viewportBorder * 2;
  96611. this._positionX -= this.viewportBorder;
  96612. this._positionY -= this.viewportBorder;
  96613. }
  96614. // Position
  96615. var centerX = globalViewport.x + globalViewport.width / 2;
  96616. var centerY = globalViewport.y + globalViewport.height / 2;
  96617. var distX = centerX - this._positionX;
  96618. var distY = centerY - this._positionY;
  96619. // Effects
  96620. engine.enableEffect(this._effect);
  96621. engine.setState(false);
  96622. engine.setDepthBuffer(false);
  96623. // VBOs
  96624. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96625. // Flares
  96626. for (var index = 0; index < this.lensFlares.length; index++) {
  96627. var flare = this.lensFlares[index];
  96628. engine.setAlphaMode(flare.alphaMode);
  96629. var x = centerX - (distX * flare.position);
  96630. var y = centerY - (distY * flare.position);
  96631. var cw = flare.size;
  96632. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96633. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96634. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96635. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96636. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96637. // Texture
  96638. this._effect.setTexture("textureSampler", flare.texture);
  96639. // Color
  96640. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96641. // Draw order
  96642. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96643. }
  96644. engine.setDepthBuffer(true);
  96645. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96646. return true;
  96647. };
  96648. /**
  96649. * Dispose and release the lens flare with its associated resources.
  96650. */
  96651. LensFlareSystem.prototype.dispose = function () {
  96652. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96653. if (vertexBuffer) {
  96654. vertexBuffer.dispose();
  96655. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96656. }
  96657. if (this._indexBuffer) {
  96658. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96659. this._indexBuffer = null;
  96660. }
  96661. while (this.lensFlares.length) {
  96662. this.lensFlares[0].dispose();
  96663. }
  96664. // Remove from scene
  96665. var index = this._scene.lensFlareSystems.indexOf(this);
  96666. this._scene.lensFlareSystems.splice(index, 1);
  96667. };
  96668. /**
  96669. * Parse a lens flare system from a JSON repressentation
  96670. * @param parsedLensFlareSystem Define the JSON to parse
  96671. * @param scene Define the scene the parsed system should be instantiated in
  96672. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96673. * @returns the parsed system
  96674. */
  96675. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96676. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96677. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96678. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96679. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96680. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96681. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96682. var parsedFlare = parsedLensFlareSystem.flares[index];
  96683. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96684. }
  96685. return lensFlareSystem;
  96686. };
  96687. /**
  96688. * Serialize the current Lens Flare System into a JSON representation.
  96689. * @returns the serialized JSON
  96690. */
  96691. LensFlareSystem.prototype.serialize = function () {
  96692. var serializationObject = {};
  96693. serializationObject.id = this.id;
  96694. serializationObject.name = this.name;
  96695. serializationObject.emitterId = this.getEmitter().id;
  96696. serializationObject.borderLimit = this.borderLimit;
  96697. serializationObject.flares = [];
  96698. for (var index = 0; index < this.lensFlares.length; index++) {
  96699. var flare = this.lensFlares[index];
  96700. serializationObject.flares.push({
  96701. size: flare.size,
  96702. position: flare.position,
  96703. color: flare.color.asArray(),
  96704. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96705. });
  96706. }
  96707. return serializationObject;
  96708. };
  96709. return LensFlareSystem;
  96710. }());
  96711. BABYLON.LensFlareSystem = LensFlareSystem;
  96712. })(BABYLON || (BABYLON = {}));
  96713. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96714. var BABYLON;
  96715. (function (BABYLON) {
  96716. /**
  96717. * This is a holder class for the physics joint created by the physics plugin
  96718. * It holds a set of functions to control the underlying joint
  96719. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96720. */
  96721. var PhysicsJoint = /** @class */ (function () {
  96722. /**
  96723. * Initializes the physics joint
  96724. * @param type The type of the physics joint
  96725. * @param jointData The data for the physics joint
  96726. */
  96727. function PhysicsJoint(
  96728. /**
  96729. * The type of the physics joint
  96730. */
  96731. type,
  96732. /**
  96733. * The data for the physics joint
  96734. */
  96735. jointData) {
  96736. this.type = type;
  96737. this.jointData = jointData;
  96738. jointData.nativeParams = jointData.nativeParams || {};
  96739. }
  96740. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96741. /**
  96742. * Gets the physics joint
  96743. */
  96744. get: function () {
  96745. return this._physicsJoint;
  96746. },
  96747. /**
  96748. * Sets the physics joint
  96749. */
  96750. set: function (newJoint) {
  96751. if (this._physicsJoint) {
  96752. //remove from the wolrd
  96753. }
  96754. this._physicsJoint = newJoint;
  96755. },
  96756. enumerable: true,
  96757. configurable: true
  96758. });
  96759. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96760. /**
  96761. * Sets the physics plugin
  96762. */
  96763. set: function (physicsPlugin) {
  96764. this._physicsPlugin = physicsPlugin;
  96765. },
  96766. enumerable: true,
  96767. configurable: true
  96768. });
  96769. /**
  96770. * Execute a function that is physics-plugin specific.
  96771. * @param {Function} func the function that will be executed.
  96772. * It accepts two parameters: the physics world and the physics joint
  96773. */
  96774. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96775. func(this._physicsPlugin.world, this._physicsJoint);
  96776. };
  96777. //TODO check if the native joints are the same
  96778. //Joint Types
  96779. /**
  96780. * Distance-Joint type
  96781. */
  96782. PhysicsJoint.DistanceJoint = 0;
  96783. /**
  96784. * Hinge-Joint type
  96785. */
  96786. PhysicsJoint.HingeJoint = 1;
  96787. /**
  96788. * Ball-and-Socket joint type
  96789. */
  96790. PhysicsJoint.BallAndSocketJoint = 2;
  96791. /**
  96792. * Wheel-Joint type
  96793. */
  96794. PhysicsJoint.WheelJoint = 3;
  96795. /**
  96796. * Slider-Joint type
  96797. */
  96798. PhysicsJoint.SliderJoint = 4;
  96799. //OIMO
  96800. /**
  96801. * Prismatic-Joint type
  96802. */
  96803. PhysicsJoint.PrismaticJoint = 5;
  96804. //
  96805. /**
  96806. * Universal-Joint type
  96807. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96808. */
  96809. PhysicsJoint.UniversalJoint = 6;
  96810. /**
  96811. * Hinge-Joint 2 type
  96812. */
  96813. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96814. //Cannon
  96815. /**
  96816. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96817. */
  96818. PhysicsJoint.PointToPointJoint = 8;
  96819. //Cannon only at the moment
  96820. /**
  96821. * Spring-Joint type
  96822. */
  96823. PhysicsJoint.SpringJoint = 9;
  96824. /**
  96825. * Lock-Joint type
  96826. */
  96827. PhysicsJoint.LockJoint = 10;
  96828. return PhysicsJoint;
  96829. }());
  96830. BABYLON.PhysicsJoint = PhysicsJoint;
  96831. /**
  96832. * A class representing a physics distance joint
  96833. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96834. */
  96835. var DistanceJoint = /** @class */ (function (_super) {
  96836. __extends(DistanceJoint, _super);
  96837. /**
  96838. *
  96839. * @param jointData The data for the Distance-Joint
  96840. */
  96841. function DistanceJoint(jointData) {
  96842. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96843. }
  96844. /**
  96845. * Update the predefined distance.
  96846. * @param maxDistance The maximum preferred distance
  96847. * @param minDistance The minimum preferred distance
  96848. */
  96849. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96850. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96851. };
  96852. return DistanceJoint;
  96853. }(PhysicsJoint));
  96854. BABYLON.DistanceJoint = DistanceJoint;
  96855. /**
  96856. * Represents a Motor-Enabled Joint
  96857. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96858. */
  96859. var MotorEnabledJoint = /** @class */ (function (_super) {
  96860. __extends(MotorEnabledJoint, _super);
  96861. /**
  96862. * Initializes the Motor-Enabled Joint
  96863. * @param type The type of the joint
  96864. * @param jointData The physica joint data for the joint
  96865. */
  96866. function MotorEnabledJoint(type, jointData) {
  96867. return _super.call(this, type, jointData) || this;
  96868. }
  96869. /**
  96870. * Set the motor values.
  96871. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96872. * @param force the force to apply
  96873. * @param maxForce max force for this motor.
  96874. */
  96875. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96876. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96877. };
  96878. /**
  96879. * Set the motor's limits.
  96880. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96881. * @param upperLimit The upper limit of the motor
  96882. * @param lowerLimit The lower limit of the motor
  96883. */
  96884. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96885. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96886. };
  96887. return MotorEnabledJoint;
  96888. }(PhysicsJoint));
  96889. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96890. /**
  96891. * This class represents a single physics Hinge-Joint
  96892. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96893. */
  96894. var HingeJoint = /** @class */ (function (_super) {
  96895. __extends(HingeJoint, _super);
  96896. /**
  96897. * Initializes the Hinge-Joint
  96898. * @param jointData The joint data for the Hinge-Joint
  96899. */
  96900. function HingeJoint(jointData) {
  96901. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96902. }
  96903. /**
  96904. * Set the motor values.
  96905. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96906. * @param {number} force the force to apply
  96907. * @param {number} maxForce max force for this motor.
  96908. */
  96909. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96910. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96911. };
  96912. /**
  96913. * Set the motor's limits.
  96914. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96915. * @param upperLimit The upper limit of the motor
  96916. * @param lowerLimit The lower limit of the motor
  96917. */
  96918. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96919. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96920. };
  96921. return HingeJoint;
  96922. }(MotorEnabledJoint));
  96923. BABYLON.HingeJoint = HingeJoint;
  96924. /**
  96925. * This class represents a dual hinge physics joint (same as wheel joint)
  96926. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96927. */
  96928. var Hinge2Joint = /** @class */ (function (_super) {
  96929. __extends(Hinge2Joint, _super);
  96930. /**
  96931. * Initializes the Hinge2-Joint
  96932. * @param jointData The joint data for the Hinge2-Joint
  96933. */
  96934. function Hinge2Joint(jointData) {
  96935. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96936. }
  96937. /**
  96938. * Set the motor values.
  96939. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96940. * @param {number} force the force to apply
  96941. * @param {number} maxForce max force for this motor.
  96942. * @param {motorIndex} the motor's index, 0 or 1.
  96943. */
  96944. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96945. if (motorIndex === void 0) { motorIndex = 0; }
  96946. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96947. };
  96948. /**
  96949. * Set the motor limits.
  96950. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96951. * @param {number} upperLimit the upper limit
  96952. * @param {number} lowerLimit lower limit
  96953. * @param {motorIndex} the motor's index, 0 or 1.
  96954. */
  96955. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96956. if (motorIndex === void 0) { motorIndex = 0; }
  96957. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96958. };
  96959. return Hinge2Joint;
  96960. }(MotorEnabledJoint));
  96961. BABYLON.Hinge2Joint = Hinge2Joint;
  96962. })(BABYLON || (BABYLON = {}));
  96963. //# sourceMappingURL=babylon.physicsJoint.js.map
  96964. var BABYLON;
  96965. (function (BABYLON) {
  96966. /**
  96967. * Represents a physics imposter
  96968. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96969. */
  96970. var PhysicsImpostor = /** @class */ (function () {
  96971. /**
  96972. * Initializes the physics imposter
  96973. * @param object The physics-enabled object used as the physics imposter
  96974. * @param type The type of the physics imposter
  96975. * @param _options The options for the physics imposter
  96976. * @param _scene The Babylon scene
  96977. */
  96978. function PhysicsImpostor(
  96979. /**
  96980. * The physics-enabled object used as the physics imposter
  96981. */
  96982. object,
  96983. /**
  96984. * The type of the physics imposter
  96985. */
  96986. type, _options, _scene) {
  96987. if (_options === void 0) { _options = { mass: 0 }; }
  96988. var _this = this;
  96989. this.object = object;
  96990. this.type = type;
  96991. this._options = _options;
  96992. this._scene = _scene;
  96993. this._bodyUpdateRequired = false;
  96994. this._onBeforePhysicsStepCallbacks = new Array();
  96995. this._onAfterPhysicsStepCallbacks = new Array();
  96996. /** @hidden */
  96997. this._onPhysicsCollideCallbacks = [];
  96998. this._deltaPosition = BABYLON.Vector3.Zero();
  96999. this._isDisposed = false;
  97000. //temp variables for parent rotation calculations
  97001. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  97002. this._tmpQuat = new BABYLON.Quaternion();
  97003. this._tmpQuat2 = new BABYLON.Quaternion();
  97004. /**
  97005. * this function is executed by the physics engine.
  97006. */
  97007. this.beforeStep = function () {
  97008. if (!_this._physicsEngine) {
  97009. return;
  97010. }
  97011. _this.object.translate(_this._deltaPosition, -1);
  97012. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  97013. _this.object.computeWorldMatrix(false);
  97014. if (_this.object.parent && _this.object.rotationQuaternion) {
  97015. _this.getParentsRotation();
  97016. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  97017. }
  97018. else {
  97019. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  97020. }
  97021. if (!_this._options.disableBidirectionalTransformation) {
  97022. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePivotPoint(), _this._tmpQuat);
  97023. }
  97024. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  97025. func(_this);
  97026. });
  97027. };
  97028. /**
  97029. * this function is executed by the physics engine
  97030. */
  97031. this.afterStep = function () {
  97032. if (!_this._physicsEngine) {
  97033. return;
  97034. }
  97035. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  97036. func(_this);
  97037. });
  97038. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  97039. // object has now its world rotation. needs to be converted to local.
  97040. if (_this.object.parent && _this.object.rotationQuaternion) {
  97041. _this.getParentsRotation();
  97042. _this._tmpQuat.conjugateInPlace();
  97043. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  97044. }
  97045. // take the position set and make it the absolute position of this object.
  97046. _this.object.setAbsolutePosition(_this.object.position);
  97047. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  97048. _this.object.translate(_this._deltaPosition, 1);
  97049. };
  97050. /**
  97051. * Legacy collision detection event support
  97052. */
  97053. this.onCollideEvent = null;
  97054. /**
  97055. * event and body object due to cannon's event-based architecture.
  97056. */
  97057. this.onCollide = function (e) {
  97058. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  97059. return;
  97060. }
  97061. if (!_this._physicsEngine) {
  97062. return;
  97063. }
  97064. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  97065. if (otherImpostor) {
  97066. // Legacy collision detection event support
  97067. if (_this.onCollideEvent) {
  97068. _this.onCollideEvent(_this, otherImpostor);
  97069. }
  97070. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  97071. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  97072. }).forEach(function (obj) {
  97073. obj.callback(_this, otherImpostor);
  97074. });
  97075. }
  97076. };
  97077. //sanity check!
  97078. if (!this.object) {
  97079. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  97080. return;
  97081. }
  97082. // Legacy support for old syntax.
  97083. if (!this._scene && object.getScene) {
  97084. this._scene = object.getScene();
  97085. }
  97086. if (!this._scene) {
  97087. return;
  97088. }
  97089. this._physicsEngine = this._scene.getPhysicsEngine();
  97090. if (!this._physicsEngine) {
  97091. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  97092. }
  97093. else {
  97094. //set the object's quaternion, if not set
  97095. if (!this.object.rotationQuaternion) {
  97096. if (this.object.rotation) {
  97097. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  97098. }
  97099. else {
  97100. this.object.rotationQuaternion = new BABYLON.Quaternion();
  97101. }
  97102. }
  97103. //default options params
  97104. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  97105. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  97106. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  97107. this._joints = [];
  97108. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  97109. if (!this.object.parent || this._options.ignoreParent) {
  97110. this._init();
  97111. }
  97112. else if (this.object.parent.physicsImpostor) {
  97113. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  97114. }
  97115. }
  97116. }
  97117. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  97118. /**
  97119. * Specifies if the physics imposter is disposed
  97120. */
  97121. get: function () {
  97122. return this._isDisposed;
  97123. },
  97124. enumerable: true,
  97125. configurable: true
  97126. });
  97127. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  97128. /**
  97129. * Gets the mass of the physics imposter
  97130. */
  97131. get: function () {
  97132. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  97133. },
  97134. set: function (value) {
  97135. this.setMass(value);
  97136. },
  97137. enumerable: true,
  97138. configurable: true
  97139. });
  97140. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  97141. /**
  97142. * Gets the coefficient of friction
  97143. */
  97144. get: function () {
  97145. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  97146. },
  97147. /**
  97148. * Sets the coefficient of friction
  97149. */
  97150. set: function (value) {
  97151. if (!this._physicsEngine) {
  97152. return;
  97153. }
  97154. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  97155. },
  97156. enumerable: true,
  97157. configurable: true
  97158. });
  97159. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  97160. /**
  97161. * Gets the coefficient of restitution
  97162. */
  97163. get: function () {
  97164. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  97165. },
  97166. /**
  97167. * Sets the coefficient of restitution
  97168. */
  97169. set: function (value) {
  97170. if (!this._physicsEngine) {
  97171. return;
  97172. }
  97173. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  97174. },
  97175. enumerable: true,
  97176. configurable: true
  97177. });
  97178. /**
  97179. * This function will completly initialize this impostor.
  97180. * It will create a new body - but only if this mesh has no parent.
  97181. * If it has, this impostor will not be used other than to define the impostor
  97182. * of the child mesh.
  97183. * @hidden
  97184. */
  97185. PhysicsImpostor.prototype._init = function () {
  97186. if (!this._physicsEngine) {
  97187. return;
  97188. }
  97189. this._physicsEngine.removeImpostor(this);
  97190. this.physicsBody = null;
  97191. this._parent = this._parent || this._getPhysicsParent();
  97192. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  97193. this._physicsEngine.addImpostor(this);
  97194. }
  97195. };
  97196. PhysicsImpostor.prototype._getPhysicsParent = function () {
  97197. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  97198. var parentMesh = this.object.parent;
  97199. return parentMesh.physicsImpostor;
  97200. }
  97201. return null;
  97202. };
  97203. /**
  97204. * Should a new body be generated.
  97205. * @returns boolean specifying if body initialization is required
  97206. */
  97207. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  97208. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  97209. };
  97210. /**
  97211. * Sets the updated scaling
  97212. * @param updated Specifies if the scaling is updated
  97213. */
  97214. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  97215. this.forceUpdate();
  97216. };
  97217. /**
  97218. * Force a regeneration of this or the parent's impostor's body.
  97219. * Use under cautious - This will remove all joints already implemented.
  97220. */
  97221. PhysicsImpostor.prototype.forceUpdate = function () {
  97222. this._init();
  97223. if (this.parent && !this._options.ignoreParent) {
  97224. this.parent.forceUpdate();
  97225. }
  97226. };
  97227. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  97228. /*public get mesh(): AbstractMesh {
  97229. return this._mesh;
  97230. }*/
  97231. /**
  97232. * Gets the body that holds this impostor. Either its own, or its parent.
  97233. */
  97234. get: function () {
  97235. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  97236. },
  97237. /**
  97238. * Set the physics body. Used mainly by the physics engine/plugin
  97239. */
  97240. set: function (physicsBody) {
  97241. if (this._physicsBody && this._physicsEngine) {
  97242. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  97243. }
  97244. this._physicsBody = physicsBody;
  97245. this.resetUpdateFlags();
  97246. },
  97247. enumerable: true,
  97248. configurable: true
  97249. });
  97250. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  97251. /**
  97252. * Get the parent of the physics imposter
  97253. * @returns Physics imposter or null
  97254. */
  97255. get: function () {
  97256. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97257. },
  97258. /**
  97259. * Sets the parent of the physics imposter
  97260. */
  97261. set: function (value) {
  97262. this._parent = value;
  97263. },
  97264. enumerable: true,
  97265. configurable: true
  97266. });
  97267. /**
  97268. * Resets the update flags
  97269. */
  97270. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97271. this._bodyUpdateRequired = false;
  97272. };
  97273. /**
  97274. * Gets the object extend size
  97275. * @returns the object extend size
  97276. */
  97277. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97278. if (this.object.getBoundingInfo) {
  97279. var q = this.object.rotationQuaternion;
  97280. //reset rotation
  97281. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97282. //calculate the world matrix with no rotation
  97283. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97284. var boundingInfo = this.object.getBoundingInfo();
  97285. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97286. //bring back the rotation
  97287. this.object.rotationQuaternion = q;
  97288. //calculate the world matrix with the new rotation
  97289. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97290. return size;
  97291. }
  97292. else {
  97293. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97294. }
  97295. };
  97296. /**
  97297. * Gets the object center
  97298. * @returns The object center
  97299. */
  97300. PhysicsImpostor.prototype.getObjectCenter = function () {
  97301. if (this.object.getBoundingInfo) {
  97302. var boundingInfo = this.object.getBoundingInfo();
  97303. return boundingInfo.boundingBox.centerWorld;
  97304. }
  97305. else {
  97306. return this.object.position;
  97307. }
  97308. };
  97309. /**
  97310. * Get a specific parametes from the options parameter
  97311. * @param paramName The object parameter name
  97312. * @returns The object parameter
  97313. */
  97314. PhysicsImpostor.prototype.getParam = function (paramName) {
  97315. return this._options[paramName];
  97316. };
  97317. /**
  97318. * Sets a specific parameter in the options given to the physics plugin
  97319. * @param paramName The parameter name
  97320. * @param value The value of the parameter
  97321. */
  97322. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97323. this._options[paramName] = value;
  97324. this._bodyUpdateRequired = true;
  97325. };
  97326. /**
  97327. * Specifically change the body's mass option. Won't recreate the physics body object
  97328. * @param mass The mass of the physics imposter
  97329. */
  97330. PhysicsImpostor.prototype.setMass = function (mass) {
  97331. if (this.getParam("mass") !== mass) {
  97332. this.setParam("mass", mass);
  97333. }
  97334. if (this._physicsEngine) {
  97335. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97336. }
  97337. };
  97338. /**
  97339. * Gets the linear velocity
  97340. * @returns linear velocity or null
  97341. */
  97342. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97343. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97344. };
  97345. /**
  97346. * Sets the linear velocity
  97347. * @param velocity linear velocity or null
  97348. */
  97349. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97350. if (this._physicsEngine) {
  97351. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97352. }
  97353. };
  97354. /**
  97355. * Gets the angular velocity
  97356. * @returns angular velocity or null
  97357. */
  97358. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97359. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97360. };
  97361. /**
  97362. * Sets the angular velocity
  97363. * @param velocity The velocity or null
  97364. */
  97365. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97366. if (this._physicsEngine) {
  97367. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97368. }
  97369. };
  97370. /**
  97371. * Execute a function with the physics plugin native code
  97372. * Provide a function the will have two variables - the world object and the physics body object
  97373. * @param func The function to execute with the physics plugin native code
  97374. */
  97375. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97376. if (this._physicsEngine) {
  97377. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97378. }
  97379. };
  97380. /**
  97381. * Register a function that will be executed before the physics world is stepping forward
  97382. * @param func The function to execute before the physics world is stepped forward
  97383. */
  97384. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97385. this._onBeforePhysicsStepCallbacks.push(func);
  97386. };
  97387. /**
  97388. * Unregister a function that will be executed before the physics world is stepping forward
  97389. * @param func The function to execute before the physics world is stepped forward
  97390. */
  97391. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97392. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97393. if (index > -1) {
  97394. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97395. }
  97396. else {
  97397. BABYLON.Tools.Warn("Function to remove was not found");
  97398. }
  97399. };
  97400. /**
  97401. * Register a function that will be executed after the physics step
  97402. * @param func The function to execute after physics step
  97403. */
  97404. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97405. this._onAfterPhysicsStepCallbacks.push(func);
  97406. };
  97407. /**
  97408. * Unregisters a function that will be executed after the physics step
  97409. * @param func The function to execute after physics step
  97410. */
  97411. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97412. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97413. if (index > -1) {
  97414. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97415. }
  97416. else {
  97417. BABYLON.Tools.Warn("Function to remove was not found");
  97418. }
  97419. };
  97420. /**
  97421. * register a function that will be executed when this impostor collides against a different body
  97422. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97423. * @param func Callback that is executed on collision
  97424. */
  97425. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97426. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97427. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97428. };
  97429. /**
  97430. * Unregisters the physics imposter on contact
  97431. * @param collideAgainst The physics object to collide against
  97432. * @param func Callback to execute on collision
  97433. */
  97434. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97435. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97436. var index = -1;
  97437. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97438. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97439. // chcek the arrays match
  97440. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97441. return collidedAgainstList.indexOf(impostor) > -1;
  97442. });
  97443. if (sameList) {
  97444. index = idx;
  97445. }
  97446. return sameList;
  97447. }
  97448. return false;
  97449. });
  97450. if (found) {
  97451. this._onPhysicsCollideCallbacks.splice(index, 1);
  97452. }
  97453. else {
  97454. BABYLON.Tools.Warn("Function to remove was not found");
  97455. }
  97456. };
  97457. /**
  97458. * Get the parent rotation
  97459. * @returns The parent rotation
  97460. */
  97461. PhysicsImpostor.prototype.getParentsRotation = function () {
  97462. var parent = this.object.parent;
  97463. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97464. while (parent) {
  97465. if (parent.rotationQuaternion) {
  97466. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97467. }
  97468. else {
  97469. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97470. }
  97471. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97472. parent = parent.parent;
  97473. }
  97474. return this._tmpQuat;
  97475. };
  97476. /**
  97477. * Apply a force
  97478. * @param force The force to apply
  97479. * @param contactPoint The contact point for the force
  97480. * @returns The physics imposter
  97481. */
  97482. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97483. if (this._physicsEngine) {
  97484. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97485. }
  97486. return this;
  97487. };
  97488. /**
  97489. * Apply an impulse
  97490. * @param force The impulse force
  97491. * @param contactPoint The contact point for the impulse force
  97492. * @returns The physics imposter
  97493. */
  97494. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97495. if (this._physicsEngine) {
  97496. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97497. }
  97498. return this;
  97499. };
  97500. /**
  97501. * A help function to create a joint
  97502. * @param otherImpostor A physics imposter used to create a joint
  97503. * @param jointType The type of joint
  97504. * @param jointData The data for the joint
  97505. * @returns The physics imposter
  97506. */
  97507. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97508. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97509. this.addJoint(otherImpostor, joint);
  97510. return this;
  97511. };
  97512. /**
  97513. * Add a joint to this impostor with a different impostor
  97514. * @param otherImpostor A physics imposter used to add a joint
  97515. * @param joint The joint to add
  97516. * @returns The physics imposter
  97517. */
  97518. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97519. this._joints.push({
  97520. otherImpostor: otherImpostor,
  97521. joint: joint
  97522. });
  97523. if (this._physicsEngine) {
  97524. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97525. }
  97526. return this;
  97527. };
  97528. /**
  97529. * Will keep this body still, in a sleep mode.
  97530. * @returns the physics imposter
  97531. */
  97532. PhysicsImpostor.prototype.sleep = function () {
  97533. if (this._physicsEngine) {
  97534. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97535. }
  97536. return this;
  97537. };
  97538. /**
  97539. * Wake the body up.
  97540. * @returns The physics imposter
  97541. */
  97542. PhysicsImpostor.prototype.wakeUp = function () {
  97543. if (this._physicsEngine) {
  97544. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97545. }
  97546. return this;
  97547. };
  97548. /**
  97549. * Clones the physics imposter
  97550. * @param newObject The physics imposter clones to this physics-enabled object
  97551. * @returns A nullable physics imposter
  97552. */
  97553. PhysicsImpostor.prototype.clone = function (newObject) {
  97554. if (!newObject) {
  97555. return null;
  97556. }
  97557. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97558. };
  97559. /**
  97560. * Disposes the physics imposter
  97561. */
  97562. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97563. var _this = this;
  97564. //no dispose if no physics engine is available.
  97565. if (!this._physicsEngine) {
  97566. return;
  97567. }
  97568. this._joints.forEach(function (j) {
  97569. if (_this._physicsEngine) {
  97570. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97571. }
  97572. });
  97573. //dispose the physics body
  97574. this._physicsEngine.removeImpostor(this);
  97575. if (this.parent) {
  97576. this.parent.forceUpdate();
  97577. }
  97578. else {
  97579. /*this._object.getChildMeshes().forEach(function(mesh) {
  97580. if (mesh.physicsImpostor) {
  97581. if (disposeChildren) {
  97582. mesh.physicsImpostor.dispose();
  97583. mesh.physicsImpostor = null;
  97584. }
  97585. }
  97586. })*/
  97587. }
  97588. this._isDisposed = true;
  97589. };
  97590. /**
  97591. * Sets the delta position
  97592. * @param position The delta position amount
  97593. */
  97594. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97595. this._deltaPosition.copyFrom(position);
  97596. };
  97597. /**
  97598. * Sets the delta rotation
  97599. * @param rotation The delta rotation amount
  97600. */
  97601. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97602. if (!this._deltaRotation) {
  97603. this._deltaRotation = new BABYLON.Quaternion();
  97604. }
  97605. this._deltaRotation.copyFrom(rotation);
  97606. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97607. };
  97608. /**
  97609. * Gets the box size of the physics imposter and stores the result in the input parameter
  97610. * @param result Stores the box size
  97611. * @returns The physics imposter
  97612. */
  97613. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97614. if (this._physicsEngine) {
  97615. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97616. }
  97617. return this;
  97618. };
  97619. /**
  97620. * Gets the radius of the physics imposter
  97621. * @returns Radius of the physics imposter
  97622. */
  97623. PhysicsImpostor.prototype.getRadius = function () {
  97624. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97625. };
  97626. /**
  97627. * Sync a bone with this impostor
  97628. * @param bone The bone to sync to the impostor.
  97629. * @param boneMesh The mesh that the bone is influencing.
  97630. * @param jointPivot The pivot of the joint / bone in local space.
  97631. * @param distToJoint Optional distance from the impostor to the joint.
  97632. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97633. */
  97634. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97635. var tempVec = PhysicsImpostor._tmpVecs[0];
  97636. var mesh = this.object;
  97637. if (mesh.rotationQuaternion) {
  97638. if (adjustRotation) {
  97639. var tempQuat = PhysicsImpostor._tmpQuat;
  97640. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97641. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97642. }
  97643. else {
  97644. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97645. }
  97646. }
  97647. tempVec.x = 0;
  97648. tempVec.y = 0;
  97649. tempVec.z = 0;
  97650. if (jointPivot) {
  97651. tempVec.x = jointPivot.x;
  97652. tempVec.y = jointPivot.y;
  97653. tempVec.z = jointPivot.z;
  97654. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97655. if (distToJoint === undefined || distToJoint === null) {
  97656. distToJoint = jointPivot.length();
  97657. }
  97658. tempVec.x *= distToJoint;
  97659. tempVec.y *= distToJoint;
  97660. tempVec.z *= distToJoint;
  97661. }
  97662. if (bone.getParent()) {
  97663. tempVec.addInPlace(mesh.getAbsolutePosition());
  97664. bone.setAbsolutePosition(tempVec, boneMesh);
  97665. }
  97666. else {
  97667. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97668. boneMesh.position.x -= tempVec.x;
  97669. boneMesh.position.y -= tempVec.y;
  97670. boneMesh.position.z -= tempVec.z;
  97671. }
  97672. };
  97673. /**
  97674. * Sync impostor to a bone
  97675. * @param bone The bone that the impostor will be synced to.
  97676. * @param boneMesh The mesh that the bone is influencing.
  97677. * @param jointPivot The pivot of the joint / bone in local space.
  97678. * @param distToJoint Optional distance from the impostor to the joint.
  97679. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97680. * @param boneAxis Optional vector3 axis the bone is aligned with
  97681. */
  97682. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97683. var mesh = this.object;
  97684. if (mesh.rotationQuaternion) {
  97685. if (adjustRotation) {
  97686. var tempQuat = PhysicsImpostor._tmpQuat;
  97687. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97688. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97689. }
  97690. else {
  97691. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97692. }
  97693. }
  97694. var pos = PhysicsImpostor._tmpVecs[0];
  97695. var boneDir = PhysicsImpostor._tmpVecs[1];
  97696. if (!boneAxis) {
  97697. boneAxis = PhysicsImpostor._tmpVecs[2];
  97698. boneAxis.x = 0;
  97699. boneAxis.y = 1;
  97700. boneAxis.z = 0;
  97701. }
  97702. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97703. bone.getAbsolutePositionToRef(boneMesh, pos);
  97704. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97705. distToJoint = jointPivot.length();
  97706. }
  97707. if (distToJoint !== undefined && distToJoint !== null) {
  97708. pos.x += boneDir.x * distToJoint;
  97709. pos.y += boneDir.y * distToJoint;
  97710. pos.z += boneDir.z * distToJoint;
  97711. }
  97712. mesh.setAbsolutePosition(pos);
  97713. };
  97714. /**
  97715. * The default object size of the imposter
  97716. */
  97717. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97718. /**
  97719. * The identity quaternion of the imposter
  97720. */
  97721. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97722. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97723. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97724. //Impostor types
  97725. /**
  97726. * No-Imposter type
  97727. */
  97728. PhysicsImpostor.NoImpostor = 0;
  97729. /**
  97730. * Sphere-Imposter type
  97731. */
  97732. PhysicsImpostor.SphereImpostor = 1;
  97733. /**
  97734. * Box-Imposter type
  97735. */
  97736. PhysicsImpostor.BoxImpostor = 2;
  97737. /**
  97738. * Plane-Imposter type
  97739. */
  97740. PhysicsImpostor.PlaneImpostor = 3;
  97741. /**
  97742. * Mesh-imposter type
  97743. */
  97744. PhysicsImpostor.MeshImpostor = 4;
  97745. /**
  97746. * Cylinder-Imposter type
  97747. */
  97748. PhysicsImpostor.CylinderImpostor = 7;
  97749. /**
  97750. * Particle-Imposter type
  97751. */
  97752. PhysicsImpostor.ParticleImpostor = 8;
  97753. /**
  97754. * Heightmap-Imposter type
  97755. */
  97756. PhysicsImpostor.HeightmapImpostor = 9;
  97757. return PhysicsImpostor;
  97758. }());
  97759. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97760. })(BABYLON || (BABYLON = {}));
  97761. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97762. var BABYLON;
  97763. (function (BABYLON) {
  97764. /**
  97765. * Class used to control physics engine
  97766. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97767. */
  97768. var PhysicsEngine = /** @class */ (function () {
  97769. /**
  97770. * Creates a new Physics Engine
  97771. * @param gravity defines the gravity vector used by the simulation
  97772. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97773. */
  97774. function PhysicsEngine(gravity, _physicsPlugin) {
  97775. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97776. this._physicsPlugin = _physicsPlugin;
  97777. this._impostors = [];
  97778. this._joints = [];
  97779. if (!this._physicsPlugin.isSupported()) {
  97780. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97781. + "Please make sure it is included.");
  97782. }
  97783. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97784. this.setGravity(gravity);
  97785. this.setTimeStep();
  97786. }
  97787. /**
  97788. * Sets the gravity vector used by the simulation
  97789. * @param gravity defines the gravity vector to use
  97790. */
  97791. PhysicsEngine.prototype.setGravity = function (gravity) {
  97792. this.gravity = gravity;
  97793. this._physicsPlugin.setGravity(this.gravity);
  97794. };
  97795. /**
  97796. * Set the time step of the physics engine.
  97797. * Default is 1/60.
  97798. * To slow it down, enter 1/600 for example.
  97799. * To speed it up, 1/30
  97800. * @param newTimeStep defines the new timestep to apply to this world.
  97801. */
  97802. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97803. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97804. this._physicsPlugin.setTimeStep(newTimeStep);
  97805. };
  97806. /**
  97807. * Get the time step of the physics engine.
  97808. * @returns the current time step
  97809. */
  97810. PhysicsEngine.prototype.getTimeStep = function () {
  97811. return this._physicsPlugin.getTimeStep();
  97812. };
  97813. /**
  97814. * Release all resources
  97815. */
  97816. PhysicsEngine.prototype.dispose = function () {
  97817. this._impostors.forEach(function (impostor) {
  97818. impostor.dispose();
  97819. });
  97820. this._physicsPlugin.dispose();
  97821. };
  97822. /**
  97823. * Gets the name of the current physics plugin
  97824. * @returns the name of the plugin
  97825. */
  97826. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97827. return this._physicsPlugin.name;
  97828. };
  97829. /**
  97830. * Adding a new impostor for the impostor tracking.
  97831. * This will be done by the impostor itself.
  97832. * @param impostor the impostor to add
  97833. */
  97834. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97835. impostor.uniqueId = this._impostors.push(impostor);
  97836. //if no parent, generate the body
  97837. if (!impostor.parent) {
  97838. this._physicsPlugin.generatePhysicsBody(impostor);
  97839. }
  97840. };
  97841. /**
  97842. * Remove an impostor from the engine.
  97843. * This impostor and its mesh will not longer be updated by the physics engine.
  97844. * @param impostor the impostor to remove
  97845. */
  97846. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97847. var index = this._impostors.indexOf(impostor);
  97848. if (index > -1) {
  97849. var removed = this._impostors.splice(index, 1);
  97850. //Is it needed?
  97851. if (removed.length) {
  97852. //this will also remove it from the world.
  97853. removed[0].physicsBody = null;
  97854. }
  97855. }
  97856. };
  97857. /**
  97858. * Add a joint to the physics engine
  97859. * @param mainImpostor defines the main impostor to which the joint is added.
  97860. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97861. * @param joint defines the joint that will connect both impostors.
  97862. */
  97863. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97864. var impostorJoint = {
  97865. mainImpostor: mainImpostor,
  97866. connectedImpostor: connectedImpostor,
  97867. joint: joint
  97868. };
  97869. joint.physicsPlugin = this._physicsPlugin;
  97870. this._joints.push(impostorJoint);
  97871. this._physicsPlugin.generateJoint(impostorJoint);
  97872. };
  97873. /**
  97874. * Removes a joint from the simulation
  97875. * @param mainImpostor defines the impostor used with the joint
  97876. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97877. * @param joint defines the joint to remove
  97878. */
  97879. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97880. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97881. return (impostorJoint.connectedImpostor === connectedImpostor
  97882. && impostorJoint.joint === joint
  97883. && impostorJoint.mainImpostor === mainImpostor);
  97884. });
  97885. if (matchingJoints.length) {
  97886. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97887. //TODO remove it from the list as well
  97888. }
  97889. };
  97890. /**
  97891. * Called by the scene. No need to call it.
  97892. * @param delta defines the timespam between frames
  97893. */
  97894. PhysicsEngine.prototype._step = function (delta) {
  97895. var _this = this;
  97896. //check if any mesh has no body / requires an update
  97897. this._impostors.forEach(function (impostor) {
  97898. if (impostor.isBodyInitRequired()) {
  97899. _this._physicsPlugin.generatePhysicsBody(impostor);
  97900. }
  97901. });
  97902. if (delta > 0.1) {
  97903. delta = 0.1;
  97904. }
  97905. else if (delta <= 0) {
  97906. delta = 1.0 / 60.0;
  97907. }
  97908. this._physicsPlugin.executeStep(delta, this._impostors);
  97909. };
  97910. /**
  97911. * Gets the current plugin used to run the simulation
  97912. * @returns current plugin
  97913. */
  97914. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97915. return this._physicsPlugin;
  97916. };
  97917. /**
  97918. * Gets the list of physic impostors
  97919. * @returns an array of PhysicsImpostor
  97920. */
  97921. PhysicsEngine.prototype.getImpostors = function () {
  97922. return this._impostors;
  97923. };
  97924. /**
  97925. * Gets the impostor for a physics enabled object
  97926. * @param object defines the object impersonated by the impostor
  97927. * @returns the PhysicsImpostor or null if not found
  97928. */
  97929. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97930. for (var i = 0; i < this._impostors.length; ++i) {
  97931. if (this._impostors[i].object === object) {
  97932. return this._impostors[i];
  97933. }
  97934. }
  97935. return null;
  97936. };
  97937. /**
  97938. * Gets the impostor for a physics body object
  97939. * @param body defines physics body used by the impostor
  97940. * @returns the PhysicsImpostor or null if not found
  97941. */
  97942. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97943. for (var i = 0; i < this._impostors.length; ++i) {
  97944. if (this._impostors[i].physicsBody === body) {
  97945. return this._impostors[i];
  97946. }
  97947. }
  97948. return null;
  97949. };
  97950. /**
  97951. * Global value used to control the smallest number supported by the simulation
  97952. */
  97953. PhysicsEngine.Epsilon = 0.001;
  97954. return PhysicsEngine;
  97955. }());
  97956. BABYLON.PhysicsEngine = PhysicsEngine;
  97957. })(BABYLON || (BABYLON = {}));
  97958. //# sourceMappingURL=babylon.physicsEngine.js.map
  97959. var BABYLON;
  97960. (function (BABYLON) {
  97961. /**
  97962. * A helper for physics simulations
  97963. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97964. */
  97965. var PhysicsHelper = /** @class */ (function () {
  97966. /**
  97967. * Initializes the Physics helper
  97968. * @param scene Babylon.js scene
  97969. */
  97970. function PhysicsHelper(scene) {
  97971. this._scene = scene;
  97972. this._physicsEngine = this._scene.getPhysicsEngine();
  97973. if (!this._physicsEngine) {
  97974. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  97975. }
  97976. }
  97977. /**
  97978. * Applies a radial explosion impulse
  97979. * @param origin the origin of the explosion
  97980. * @param radius the explosion radius
  97981. * @param strength the explosion strength
  97982. * @param falloff possible options: Constant & Linear. Defaults to Constant
  97983. * @returns A physics radial explosion event, or null
  97984. */
  97985. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  97986. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  97987. if (!this._physicsEngine) {
  97988. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  97989. return null;
  97990. }
  97991. var impostors = this._physicsEngine.getImpostors();
  97992. if (impostors.length === 0) {
  97993. return null;
  97994. }
  97995. var event = new PhysicsRadialExplosionEvent(this._scene);
  97996. impostors.forEach(function (impostor) {
  97997. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  97998. if (!impostorForceAndContactPoint) {
  97999. return;
  98000. }
  98001. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98002. });
  98003. event.dispose(false);
  98004. return event;
  98005. };
  98006. /**
  98007. * Applies a radial explosion force
  98008. * @param origin the origin of the explosion
  98009. * @param radius the explosion radius
  98010. * @param strength the explosion strength
  98011. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98012. * @returns A physics radial explosion event, or null
  98013. */
  98014. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  98015. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98016. if (!this._physicsEngine) {
  98017. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98018. return null;
  98019. }
  98020. var impostors = this._physicsEngine.getImpostors();
  98021. if (impostors.length === 0) {
  98022. return null;
  98023. }
  98024. var event = new PhysicsRadialExplosionEvent(this._scene);
  98025. impostors.forEach(function (impostor) {
  98026. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98027. if (!impostorForceAndContactPoint) {
  98028. return;
  98029. }
  98030. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98031. });
  98032. event.dispose(false);
  98033. return event;
  98034. };
  98035. /**
  98036. * Creates a gravitational field
  98037. * @param origin the origin of the explosion
  98038. * @param radius the explosion radius
  98039. * @param strength the explosion strength
  98040. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98041. * @returns A physics gravitational field event, or null
  98042. */
  98043. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  98044. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98045. if (!this._physicsEngine) {
  98046. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98047. return null;
  98048. }
  98049. var impostors = this._physicsEngine.getImpostors();
  98050. if (impostors.length === 0) {
  98051. return null;
  98052. }
  98053. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  98054. event.dispose(false);
  98055. return event;
  98056. };
  98057. /**
  98058. * Creates a physics updraft event
  98059. * @param origin the origin of the updraft
  98060. * @param radius the radius of the updraft
  98061. * @param strength the strength of the updraft
  98062. * @param height the height of the updraft
  98063. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  98064. * @returns A physics updraft event, or null
  98065. */
  98066. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  98067. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  98068. if (!this._physicsEngine) {
  98069. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98070. return null;
  98071. }
  98072. if (this._physicsEngine.getImpostors().length === 0) {
  98073. return null;
  98074. }
  98075. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  98076. event.dispose(false);
  98077. return event;
  98078. };
  98079. /**
  98080. * Creates a physics vortex event
  98081. * @param origin the of the vortex
  98082. * @param radius the radius of the vortex
  98083. * @param strength the strength of the vortex
  98084. * @param height the height of the vortex
  98085. * @returns a Physics vortex event, or null
  98086. * A physics vortex event or null
  98087. */
  98088. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  98089. if (!this._physicsEngine) {
  98090. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98091. return null;
  98092. }
  98093. if (this._physicsEngine.getImpostors().length === 0) {
  98094. return null;
  98095. }
  98096. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  98097. event.dispose(false);
  98098. return event;
  98099. };
  98100. return PhysicsHelper;
  98101. }());
  98102. BABYLON.PhysicsHelper = PhysicsHelper;
  98103. /**
  98104. * Represents a physics radial explosion event
  98105. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98106. */
  98107. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  98108. /**
  98109. * Initializes a radial explosioin event
  98110. * @param scene BabylonJS scene
  98111. */
  98112. function PhysicsRadialExplosionEvent(scene) {
  98113. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  98114. this._rays = [];
  98115. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  98116. this._scene = scene;
  98117. }
  98118. /**
  98119. * Returns the data related to the radial explosion event (sphere & rays).
  98120. * @returns The radial explosion event data
  98121. */
  98122. PhysicsRadialExplosionEvent.prototype.getData = function () {
  98123. this._dataFetched = true;
  98124. return {
  98125. sphere: this._sphere,
  98126. rays: this._rays,
  98127. };
  98128. };
  98129. /**
  98130. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  98131. * @param impostor A physics imposter
  98132. * @param origin the origin of the explosion
  98133. * @param radius the explosion radius
  98134. * @param strength the explosion strength
  98135. * @param falloff possible options: Constant & Linear
  98136. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  98137. */
  98138. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  98139. if (impostor.mass === 0) {
  98140. return null;
  98141. }
  98142. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  98143. return null;
  98144. }
  98145. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98146. return null;
  98147. }
  98148. var impostorObjectCenter = impostor.getObjectCenter();
  98149. var direction = impostorObjectCenter.subtract(origin);
  98150. var ray = new BABYLON.Ray(origin, direction, radius);
  98151. this._rays.push(ray);
  98152. var hit = ray.intersectsMesh(impostor.object);
  98153. var contactPoint = hit.pickedPoint;
  98154. if (!contactPoint) {
  98155. return null;
  98156. }
  98157. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  98158. if (distanceFromOrigin > radius) {
  98159. return null;
  98160. }
  98161. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  98162. ? strength
  98163. : strength * (1 - (distanceFromOrigin / radius));
  98164. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98165. return { force: force, contactPoint: contactPoint };
  98166. };
  98167. /**
  98168. * Disposes the sphere.
  98169. * @param force Specifies if the sphere should be disposed by force
  98170. */
  98171. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  98172. var _this = this;
  98173. if (force === void 0) { force = true; }
  98174. if (force) {
  98175. this._sphere.dispose();
  98176. }
  98177. else {
  98178. setTimeout(function () {
  98179. if (!_this._dataFetched) {
  98180. _this._sphere.dispose();
  98181. }
  98182. }, 0);
  98183. }
  98184. };
  98185. /*** Helpers ***/
  98186. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  98187. if (!this._sphere) {
  98188. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  98189. this._sphere.isVisible = false;
  98190. }
  98191. };
  98192. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  98193. var impostorObject = impostor.object;
  98194. this._prepareSphere();
  98195. this._sphere.position = origin;
  98196. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  98197. this._sphere._updateBoundingInfo();
  98198. this._sphere.computeWorldMatrix(true);
  98199. return this._sphere.intersectsMesh(impostorObject, true);
  98200. };
  98201. return PhysicsRadialExplosionEvent;
  98202. }());
  98203. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  98204. /**
  98205. * Represents a gravitational field event
  98206. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98207. */
  98208. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  98209. /**
  98210. * Initializes the physics gravitational field event
  98211. * @param physicsHelper A physics helper
  98212. * @param scene BabylonJS scene
  98213. * @param origin The origin position of the gravitational field event
  98214. * @param radius The radius of the gravitational field event
  98215. * @param strength The strength of the gravitational field event
  98216. * @param falloff The falloff for the gravitational field event
  98217. */
  98218. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  98219. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98220. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98221. this._physicsHelper = physicsHelper;
  98222. this._scene = scene;
  98223. this._origin = origin;
  98224. this._radius = radius;
  98225. this._strength = strength;
  98226. this._falloff = falloff;
  98227. this._tickCallback = this._tick.bind(this);
  98228. }
  98229. /**
  98230. * Returns the data related to the gravitational field event (sphere).
  98231. * @returns A gravitational field event
  98232. */
  98233. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  98234. this._dataFetched = true;
  98235. return {
  98236. sphere: this._sphere,
  98237. };
  98238. };
  98239. /**
  98240. * Enables the gravitational field.
  98241. */
  98242. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  98243. this._tickCallback.call(this);
  98244. this._scene.registerBeforeRender(this._tickCallback);
  98245. };
  98246. /**
  98247. * Disables the gravitational field.
  98248. */
  98249. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  98250. this._scene.unregisterBeforeRender(this._tickCallback);
  98251. };
  98252. /**
  98253. * Disposes the sphere.
  98254. * @param force The force to dispose from the gravitational field event
  98255. */
  98256. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98257. var _this = this;
  98258. if (force === void 0) { force = true; }
  98259. if (force) {
  98260. this._sphere.dispose();
  98261. }
  98262. else {
  98263. setTimeout(function () {
  98264. if (!_this._dataFetched) {
  98265. _this._sphere.dispose();
  98266. }
  98267. }, 0);
  98268. }
  98269. };
  98270. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98271. // Since the params won't change, we fetch the event only once
  98272. if (this._sphere) {
  98273. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98274. }
  98275. else {
  98276. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98277. if (radialExplosionEvent) {
  98278. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98279. }
  98280. }
  98281. };
  98282. return PhysicsGravitationalFieldEvent;
  98283. }());
  98284. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98285. /**
  98286. * Represents a physics updraft event
  98287. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98288. */
  98289. var PhysicsUpdraftEvent = /** @class */ (function () {
  98290. /**
  98291. * Initializes the physics updraft event
  98292. * @param _scene BabylonJS scene
  98293. * @param _origin The origin position of the updraft
  98294. * @param _radius The radius of the updraft
  98295. * @param _strength The strength of the updraft
  98296. * @param _height The height of the updraft
  98297. * @param _updraftMode The mode of the updraft
  98298. */
  98299. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98300. this._scene = _scene;
  98301. this._origin = _origin;
  98302. this._radius = _radius;
  98303. this._strength = _strength;
  98304. this._height = _height;
  98305. this._updraftMode = _updraftMode;
  98306. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98307. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98308. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98309. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98310. this._physicsEngine = this._scene.getPhysicsEngine();
  98311. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98312. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98313. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98314. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98315. }
  98316. this._tickCallback = this._tick.bind(this);
  98317. this._prepareCylinder();
  98318. }
  98319. /**
  98320. * Returns the data related to the updraft event (cylinder).
  98321. * @returns A physics updraft event
  98322. */
  98323. PhysicsUpdraftEvent.prototype.getData = function () {
  98324. this._dataFetched = true;
  98325. return {
  98326. cylinder: this._cylinder,
  98327. };
  98328. };
  98329. /**
  98330. * Enables the updraft.
  98331. */
  98332. PhysicsUpdraftEvent.prototype.enable = function () {
  98333. this._tickCallback.call(this);
  98334. this._scene.registerBeforeRender(this._tickCallback);
  98335. };
  98336. /**
  98337. * Disables the cortex.
  98338. */
  98339. PhysicsUpdraftEvent.prototype.disable = function () {
  98340. this._scene.unregisterBeforeRender(this._tickCallback);
  98341. };
  98342. /**
  98343. * Disposes the sphere.
  98344. * @param force Specifies if the updraft should be disposed by force
  98345. */
  98346. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98347. var _this = this;
  98348. if (force === void 0) { force = true; }
  98349. if (!this._cylinder) {
  98350. return;
  98351. }
  98352. if (force) {
  98353. this._cylinder.dispose();
  98354. }
  98355. else {
  98356. setTimeout(function () {
  98357. if (!_this._dataFetched) {
  98358. _this._cylinder.dispose();
  98359. }
  98360. }, 0);
  98361. }
  98362. };
  98363. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98364. if (impostor.mass === 0) {
  98365. return null;
  98366. }
  98367. if (!this._intersectsWithCylinder(impostor)) {
  98368. return null;
  98369. }
  98370. var impostorObjectCenter = impostor.getObjectCenter();
  98371. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98372. var direction = this._originDirection;
  98373. }
  98374. else {
  98375. var direction = impostorObjectCenter.subtract(this._originTop);
  98376. }
  98377. var multiplier = this._strength * -1;
  98378. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98379. return { force: force, contactPoint: impostorObjectCenter };
  98380. };
  98381. PhysicsUpdraftEvent.prototype._tick = function () {
  98382. var _this = this;
  98383. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98384. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98385. if (!impostorForceAndContactPoint) {
  98386. return;
  98387. }
  98388. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98389. });
  98390. };
  98391. /*** Helpers ***/
  98392. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98393. if (!this._cylinder) {
  98394. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98395. height: this._height,
  98396. diameter: this._radius * 2,
  98397. }, this._scene);
  98398. this._cylinder.isVisible = false;
  98399. }
  98400. };
  98401. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98402. var impostorObject = impostor.object;
  98403. this._cylinder.position = this._cylinderPosition;
  98404. return this._cylinder.intersectsMesh(impostorObject, true);
  98405. };
  98406. return PhysicsUpdraftEvent;
  98407. }());
  98408. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98409. /**
  98410. * Represents a physics vortex event
  98411. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98412. */
  98413. var PhysicsVortexEvent = /** @class */ (function () {
  98414. /**
  98415. * Initializes the physics vortex event
  98416. * @param _scene The BabylonJS scene
  98417. * @param _origin The origin position of the vortex
  98418. * @param _radius The radius of the vortex
  98419. * @param _strength The strength of the vortex
  98420. * @param _height The height of the vortex
  98421. */
  98422. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98423. this._scene = _scene;
  98424. this._origin = _origin;
  98425. this._radius = _radius;
  98426. this._strength = _strength;
  98427. this._height = _height;
  98428. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98429. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98430. this._updraftMultiplier = 0.02;
  98431. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98432. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98433. this._physicsEngine = this._scene.getPhysicsEngine();
  98434. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98435. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98436. this._tickCallback = this._tick.bind(this);
  98437. this._prepareCylinder();
  98438. }
  98439. /**
  98440. * Returns the data related to the vortex event (cylinder).
  98441. * @returns The physics vortex event data
  98442. */
  98443. PhysicsVortexEvent.prototype.getData = function () {
  98444. this._dataFetched = true;
  98445. return {
  98446. cylinder: this._cylinder,
  98447. };
  98448. };
  98449. /**
  98450. * Enables the vortex.
  98451. */
  98452. PhysicsVortexEvent.prototype.enable = function () {
  98453. this._tickCallback.call(this);
  98454. this._scene.registerBeforeRender(this._tickCallback);
  98455. };
  98456. /**
  98457. * Disables the cortex.
  98458. */
  98459. PhysicsVortexEvent.prototype.disable = function () {
  98460. this._scene.unregisterBeforeRender(this._tickCallback);
  98461. };
  98462. /**
  98463. * Disposes the sphere.
  98464. * @param force
  98465. */
  98466. PhysicsVortexEvent.prototype.dispose = function (force) {
  98467. var _this = this;
  98468. if (force === void 0) { force = true; }
  98469. if (force) {
  98470. this._cylinder.dispose();
  98471. }
  98472. else {
  98473. setTimeout(function () {
  98474. if (!_this._dataFetched) {
  98475. _this._cylinder.dispose();
  98476. }
  98477. }, 0);
  98478. }
  98479. };
  98480. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98481. if (impostor.mass === 0) {
  98482. return null;
  98483. }
  98484. if (!this._intersectsWithCylinder(impostor)) {
  98485. return null;
  98486. }
  98487. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98488. return null;
  98489. }
  98490. var impostorObjectCenter = impostor.getObjectCenter();
  98491. 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)
  98492. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98493. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98494. var hit = ray.intersectsMesh(impostor.object);
  98495. var contactPoint = hit.pickedPoint;
  98496. if (!contactPoint) {
  98497. return null;
  98498. }
  98499. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98500. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98501. var directionToOrigin = contactPoint.normalize();
  98502. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98503. directionToOrigin = directionToOrigin.negate();
  98504. }
  98505. // TODO: find a more physically based solution
  98506. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98507. var forceX = directionToOrigin.x * this._strength / 8;
  98508. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98509. var forceZ = directionToOrigin.z * this._strength / 8;
  98510. }
  98511. else {
  98512. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98513. var forceY = this._originTop.y * this._updraftMultiplier;
  98514. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98515. }
  98516. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98517. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98518. return { force: force, contactPoint: impostorObjectCenter };
  98519. };
  98520. PhysicsVortexEvent.prototype._tick = function () {
  98521. var _this = this;
  98522. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98523. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98524. if (!impostorForceAndContactPoint) {
  98525. return;
  98526. }
  98527. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98528. });
  98529. };
  98530. /*** Helpers ***/
  98531. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98532. if (!this._cylinder) {
  98533. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98534. height: this._height,
  98535. diameter: this._radius * 2,
  98536. }, this._scene);
  98537. this._cylinder.isVisible = false;
  98538. }
  98539. };
  98540. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98541. var impostorObject = impostor.object;
  98542. this._cylinder.position = this._cylinderPosition;
  98543. return this._cylinder.intersectsMesh(impostorObject, true);
  98544. };
  98545. return PhysicsVortexEvent;
  98546. }());
  98547. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98548. /**
  98549. * The strenght of the force in correspondence to the distance of the affected object
  98550. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98551. */
  98552. var PhysicsRadialImpulseFalloff;
  98553. (function (PhysicsRadialImpulseFalloff) {
  98554. /** Defines that impulse is constant in strength across it's whole radius */
  98555. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98556. /** DEfines that impulse gets weaker if it's further from the origin */
  98557. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98558. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98559. /**
  98560. * The strength of the force in correspondence to the distance of the affected object
  98561. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98562. */
  98563. var PhysicsUpdraftMode;
  98564. (function (PhysicsUpdraftMode) {
  98565. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98566. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98567. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98568. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98569. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98570. })(BABYLON || (BABYLON = {}));
  98571. //# sourceMappingURL=babylon.physicsHelper.js.map
  98572. var BABYLON;
  98573. (function (BABYLON) {
  98574. /** @hidden */
  98575. var CannonJSPlugin = /** @class */ (function () {
  98576. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98577. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98578. if (iterations === void 0) { iterations = 10; }
  98579. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98580. this.name = "CannonJSPlugin";
  98581. this._physicsMaterials = new Array();
  98582. this._fixedTimeStep = 1 / 60;
  98583. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98584. this.BJSCANNON = CANNON;
  98585. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98586. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98587. this._tmpPosition = BABYLON.Vector3.Zero();
  98588. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98589. this._tmpUnityRotation = new BABYLON.Quaternion();
  98590. if (!this.isSupported()) {
  98591. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98592. return;
  98593. }
  98594. this._extendNamespace();
  98595. this.world = new this.BJSCANNON.World();
  98596. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98597. this.world.solver.iterations = iterations;
  98598. }
  98599. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98600. this.world.gravity.copy(gravity);
  98601. };
  98602. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98603. this._fixedTimeStep = timeStep;
  98604. };
  98605. CannonJSPlugin.prototype.getTimeStep = function () {
  98606. return this._fixedTimeStep;
  98607. };
  98608. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98609. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98610. };
  98611. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98612. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98613. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98614. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98615. };
  98616. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98617. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98618. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98619. impostor.physicsBody.applyForce(impulse, worldPoint);
  98620. };
  98621. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98622. //parent-child relationship. Does this impostor has a parent impostor?
  98623. if (impostor.parent) {
  98624. if (impostor.physicsBody) {
  98625. this.removePhysicsBody(impostor);
  98626. //TODO is that needed?
  98627. impostor.forceUpdate();
  98628. }
  98629. return;
  98630. }
  98631. //should a new body be created for this impostor?
  98632. if (impostor.isBodyInitRequired()) {
  98633. var shape = this._createShape(impostor);
  98634. //unregister events, if body is being changed
  98635. var oldBody = impostor.physicsBody;
  98636. if (oldBody) {
  98637. this.removePhysicsBody(impostor);
  98638. }
  98639. //create the body and material
  98640. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98641. var bodyCreationObject = {
  98642. mass: impostor.getParam("mass"),
  98643. material: material
  98644. };
  98645. // A simple extend, in case native options were used.
  98646. var nativeOptions = impostor.getParam("nativeOptions");
  98647. for (var key in nativeOptions) {
  98648. if (nativeOptions.hasOwnProperty(key)) {
  98649. bodyCreationObject[key] = nativeOptions[key];
  98650. }
  98651. }
  98652. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98653. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98654. this.world.addEventListener("preStep", impostor.beforeStep);
  98655. this.world.addEventListener("postStep", impostor.afterStep);
  98656. impostor.physicsBody.addShape(shape);
  98657. this.world.add(impostor.physicsBody);
  98658. //try to keep the body moving in the right direction by taking old properties.
  98659. //Should be tested!
  98660. if (oldBody) {
  98661. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98662. impostor.physicsBody[param].copy(oldBody[param]);
  98663. });
  98664. }
  98665. this._processChildMeshes(impostor);
  98666. }
  98667. //now update the body's transformation
  98668. this._updatePhysicsBodyTransformation(impostor);
  98669. };
  98670. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98671. var _this = this;
  98672. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98673. var currentRotation = mainImpostor.object.rotationQuaternion;
  98674. if (meshChildren.length) {
  98675. var processMesh = function (localPosition, mesh) {
  98676. if (!currentRotation || !mesh.rotationQuaternion) {
  98677. return;
  98678. }
  98679. var childImpostor = mesh.getPhysicsImpostor();
  98680. if (childImpostor) {
  98681. var parent = childImpostor.parent;
  98682. if (parent !== mainImpostor) {
  98683. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98684. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98685. if (childImpostor.physicsBody) {
  98686. _this.removePhysicsBody(childImpostor);
  98687. childImpostor.physicsBody = null;
  98688. }
  98689. childImpostor.parent = mainImpostor;
  98690. childImpostor.resetUpdateFlags();
  98691. 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));
  98692. //Add the mass of the children.
  98693. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98694. }
  98695. }
  98696. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98697. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98698. };
  98699. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98700. }
  98701. };
  98702. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98703. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98704. this.world.removeEventListener("preStep", impostor.beforeStep);
  98705. this.world.removeEventListener("postStep", impostor.afterStep);
  98706. this.world.remove(impostor.physicsBody);
  98707. };
  98708. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98709. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98710. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98711. if (!mainBody || !connectedBody) {
  98712. return;
  98713. }
  98714. var constraint;
  98715. var jointData = impostorJoint.joint.jointData;
  98716. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98717. var constraintData = {
  98718. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98719. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98720. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98721. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98722. maxForce: jointData.nativeParams.maxForce,
  98723. collideConnected: !!jointData.collision
  98724. };
  98725. switch (impostorJoint.joint.type) {
  98726. case BABYLON.PhysicsJoint.HingeJoint:
  98727. case BABYLON.PhysicsJoint.Hinge2Joint:
  98728. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98729. break;
  98730. case BABYLON.PhysicsJoint.DistanceJoint:
  98731. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98732. break;
  98733. case BABYLON.PhysicsJoint.SpringJoint:
  98734. var springData = jointData;
  98735. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98736. restLength: springData.length,
  98737. stiffness: springData.stiffness,
  98738. damping: springData.damping,
  98739. localAnchorA: constraintData.pivotA,
  98740. localAnchorB: constraintData.pivotB
  98741. });
  98742. break;
  98743. case BABYLON.PhysicsJoint.LockJoint:
  98744. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98745. break;
  98746. case BABYLON.PhysicsJoint.PointToPointJoint:
  98747. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98748. default:
  98749. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98750. break;
  98751. }
  98752. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98753. constraint.collideConnected = !!jointData.collision;
  98754. impostorJoint.joint.physicsJoint = constraint;
  98755. //don't add spring as constraint, as it is not one.
  98756. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98757. this.world.addConstraint(constraint);
  98758. }
  98759. else {
  98760. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98761. constraint.applyForce();
  98762. };
  98763. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98764. }
  98765. };
  98766. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98767. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98768. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98769. }
  98770. else {
  98771. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98772. }
  98773. };
  98774. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98775. var index;
  98776. var mat;
  98777. for (index = 0; index < this._physicsMaterials.length; index++) {
  98778. mat = this._physicsMaterials[index];
  98779. if (mat.friction === friction && mat.restitution === restitution) {
  98780. return mat;
  98781. }
  98782. }
  98783. var currentMat = new this.BJSCANNON.Material(name);
  98784. currentMat.friction = friction;
  98785. currentMat.restitution = restitution;
  98786. this._physicsMaterials.push(currentMat);
  98787. return currentMat;
  98788. };
  98789. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98790. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98791. };
  98792. CannonJSPlugin.prototype._createShape = function (impostor) {
  98793. var object = impostor.object;
  98794. var returnValue;
  98795. var extendSize = impostor.getObjectExtendSize();
  98796. switch (impostor.type) {
  98797. case BABYLON.PhysicsImpostor.SphereImpostor:
  98798. var radiusX = extendSize.x;
  98799. var radiusY = extendSize.y;
  98800. var radiusZ = extendSize.z;
  98801. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98802. break;
  98803. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98804. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98805. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98806. break;
  98807. case BABYLON.PhysicsImpostor.BoxImpostor:
  98808. var box = extendSize.scale(0.5);
  98809. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98810. break;
  98811. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98812. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98813. returnValue = new this.BJSCANNON.Plane();
  98814. break;
  98815. case BABYLON.PhysicsImpostor.MeshImpostor:
  98816. // should transform the vertex data to world coordinates!!
  98817. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98818. var rawFaces = object.getIndices ? object.getIndices() : [];
  98819. if (!rawVerts) {
  98820. return;
  98821. }
  98822. // get only scale! so the object could transform correctly.
  98823. var oldPosition = object.position.clone();
  98824. var oldRotation = object.rotation && object.rotation.clone();
  98825. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98826. object.position.copyFromFloats(0, 0, 0);
  98827. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98828. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98829. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98830. var transform = object.computeWorldMatrix(true);
  98831. // convert rawVerts to object space
  98832. var temp = new Array();
  98833. var index;
  98834. for (index = 0; index < rawVerts.length; index += 3) {
  98835. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98836. }
  98837. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98838. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98839. //now set back the transformation!
  98840. object.position.copyFrom(oldPosition);
  98841. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98842. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98843. break;
  98844. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98845. var oldPosition2 = object.position.clone();
  98846. var oldRotation2 = object.rotation && object.rotation.clone();
  98847. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98848. object.position.copyFromFloats(0, 0, 0);
  98849. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98850. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98851. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98852. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98853. returnValue = this._createHeightmap(object);
  98854. object.position.copyFrom(oldPosition2);
  98855. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98856. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98857. object.computeWorldMatrix(true);
  98858. break;
  98859. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98860. returnValue = new this.BJSCANNON.Particle();
  98861. break;
  98862. }
  98863. return returnValue;
  98864. };
  98865. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98866. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98867. var transform = object.computeWorldMatrix(true);
  98868. // convert rawVerts to object space
  98869. var temp = new Array();
  98870. var index;
  98871. for (index = 0; index < pos.length; index += 3) {
  98872. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98873. }
  98874. pos = temp;
  98875. var matrix = new Array();
  98876. //For now pointDepth will not be used and will be automatically calculated.
  98877. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98878. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98879. var boundingInfo = object.getBoundingInfo();
  98880. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98881. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98882. var elementSize = dim * 2 / arraySize;
  98883. for (var i = 0; i < pos.length; i = i + 3) {
  98884. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98885. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98886. var y = -pos[i + 2] + minY;
  98887. if (!matrix[x]) {
  98888. matrix[x] = [];
  98889. }
  98890. if (!matrix[x][z]) {
  98891. matrix[x][z] = y;
  98892. }
  98893. matrix[x][z] = Math.max(y, matrix[x][z]);
  98894. }
  98895. for (var x = 0; x <= arraySize; ++x) {
  98896. if (!matrix[x]) {
  98897. var loc = 1;
  98898. while (!matrix[(x + loc) % arraySize]) {
  98899. loc++;
  98900. }
  98901. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98902. //console.log("missing x", x);
  98903. }
  98904. for (var z = 0; z <= arraySize; ++z) {
  98905. if (!matrix[x][z]) {
  98906. var loc = 1;
  98907. var newValue;
  98908. while (newValue === undefined) {
  98909. newValue = matrix[x][(z + loc++) % arraySize];
  98910. }
  98911. matrix[x][z] = newValue;
  98912. }
  98913. }
  98914. }
  98915. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98916. elementSize: elementSize
  98917. });
  98918. //For future reference, needed for body transformation
  98919. shape.minY = minY;
  98920. return shape;
  98921. };
  98922. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98923. var object = impostor.object;
  98924. //make sure it is updated...
  98925. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98926. // The delta between the mesh position and the mesh bounding box center
  98927. var bInfo = object.getBoundingInfo();
  98928. if (!bInfo) {
  98929. return;
  98930. }
  98931. var center = impostor.getObjectCenter();
  98932. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98933. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98934. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98935. this._tmpPosition.copyFrom(center);
  98936. var quaternion = object.rotationQuaternion;
  98937. if (!quaternion) {
  98938. return;
  98939. }
  98940. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98941. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98942. //-90 DEG in X, precalculated
  98943. quaternion = quaternion.multiply(this._minus90X);
  98944. //Invert! (Precalculated, 90 deg in X)
  98945. //No need to clone. this will never change.
  98946. impostor.setDeltaRotation(this._plus90X);
  98947. }
  98948. //If it is a heightfield, if should be centered.
  98949. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98950. var mesh = object;
  98951. var boundingInfo = mesh.getBoundingInfo();
  98952. //calculate the correct body position:
  98953. var rotationQuaternion = mesh.rotationQuaternion;
  98954. mesh.rotationQuaternion = this._tmpUnityRotation;
  98955. mesh.computeWorldMatrix(true);
  98956. //get original center with no rotation
  98957. var c = center.clone();
  98958. var oldPivot = mesh.getPivotMatrix();
  98959. if (oldPivot) {
  98960. // create a copy the pivot Matrix as it is modified in place
  98961. oldPivot = oldPivot.clone();
  98962. }
  98963. else {
  98964. oldPivot = BABYLON.Matrix.Identity();
  98965. }
  98966. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  98967. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  98968. mesh.setPreTransformMatrix(p);
  98969. mesh.computeWorldMatrix(true);
  98970. //calculate the translation
  98971. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  98972. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  98973. //add it inverted to the delta
  98974. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  98975. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  98976. //rotation is back
  98977. mesh.rotationQuaternion = rotationQuaternion;
  98978. mesh.setPreTransformMatrix(oldPivot);
  98979. mesh.computeWorldMatrix(true);
  98980. }
  98981. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  98982. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  98983. //this._tmpPosition.copyFrom(object.position);
  98984. }
  98985. impostor.setDeltaPosition(this._tmpDeltaPosition);
  98986. //Now update the impostor object
  98987. impostor.physicsBody.position.copy(this._tmpPosition);
  98988. impostor.physicsBody.quaternion.copy(quaternion);
  98989. };
  98990. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  98991. impostor.object.position.copyFrom(impostor.physicsBody.position);
  98992. if (impostor.object.rotationQuaternion) {
  98993. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  98994. }
  98995. };
  98996. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  98997. impostor.physicsBody.position.copy(newPosition);
  98998. impostor.physicsBody.quaternion.copy(newRotation);
  98999. };
  99000. CannonJSPlugin.prototype.isSupported = function () {
  99001. return this.BJSCANNON !== undefined;
  99002. };
  99003. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99004. impostor.physicsBody.velocity.copy(velocity);
  99005. };
  99006. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99007. impostor.physicsBody.angularVelocity.copy(velocity);
  99008. };
  99009. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99010. var v = impostor.physicsBody.velocity;
  99011. if (!v) {
  99012. return null;
  99013. }
  99014. return new BABYLON.Vector3(v.x, v.y, v.z);
  99015. };
  99016. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99017. var v = impostor.physicsBody.angularVelocity;
  99018. if (!v) {
  99019. return null;
  99020. }
  99021. return new BABYLON.Vector3(v.x, v.y, v.z);
  99022. };
  99023. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99024. impostor.physicsBody.mass = mass;
  99025. impostor.physicsBody.updateMassProperties();
  99026. };
  99027. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  99028. return impostor.physicsBody.mass;
  99029. };
  99030. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  99031. return impostor.physicsBody.material.friction;
  99032. };
  99033. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99034. impostor.physicsBody.material.friction = friction;
  99035. };
  99036. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99037. return impostor.physicsBody.material.restitution;
  99038. };
  99039. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99040. impostor.physicsBody.material.restitution = restitution;
  99041. };
  99042. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  99043. impostor.physicsBody.sleep();
  99044. };
  99045. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  99046. impostor.physicsBody.wakeUp();
  99047. };
  99048. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99049. joint.physicsJoint.distance = maxDistance;
  99050. };
  99051. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99052. // if (!motorIndex) {
  99053. // joint.physicsJoint.enableMotor();
  99054. // }
  99055. // }
  99056. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99057. // if (!motorIndex) {
  99058. // joint.physicsJoint.disableMotor();
  99059. // }
  99060. // }
  99061. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99062. if (!motorIndex) {
  99063. joint.physicsJoint.enableMotor();
  99064. joint.physicsJoint.setMotorSpeed(speed);
  99065. if (maxForce) {
  99066. this.setLimit(joint, maxForce);
  99067. }
  99068. }
  99069. };
  99070. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99071. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  99072. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  99073. };
  99074. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99075. var body = impostor.physicsBody;
  99076. mesh.position.x = body.position.x;
  99077. mesh.position.y = body.position.y;
  99078. mesh.position.z = body.position.z;
  99079. if (mesh.rotationQuaternion) {
  99080. mesh.rotationQuaternion.x = body.quaternion.x;
  99081. mesh.rotationQuaternion.y = body.quaternion.y;
  99082. mesh.rotationQuaternion.z = body.quaternion.z;
  99083. mesh.rotationQuaternion.w = body.quaternion.w;
  99084. }
  99085. };
  99086. CannonJSPlugin.prototype.getRadius = function (impostor) {
  99087. var shape = impostor.physicsBody.shapes[0];
  99088. return shape.boundingSphereRadius;
  99089. };
  99090. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99091. var shape = impostor.physicsBody.shapes[0];
  99092. result.x = shape.halfExtents.x * 2;
  99093. result.y = shape.halfExtents.y * 2;
  99094. result.z = shape.halfExtents.z * 2;
  99095. };
  99096. CannonJSPlugin.prototype.dispose = function () {
  99097. };
  99098. CannonJSPlugin.prototype._extendNamespace = function () {
  99099. //this will force cannon to execute at least one step when using interpolation
  99100. var step_tmp1 = new this.BJSCANNON.Vec3();
  99101. var Engine = this.BJSCANNON;
  99102. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  99103. maxSubSteps = maxSubSteps || 10;
  99104. timeSinceLastCalled = timeSinceLastCalled || 0;
  99105. if (timeSinceLastCalled === 0) {
  99106. this.internalStep(dt);
  99107. this.time += dt;
  99108. }
  99109. else {
  99110. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  99111. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  99112. var t0 = performance.now();
  99113. for (var i = 0; i !== internalSteps; i++) {
  99114. this.internalStep(dt);
  99115. if (performance.now() - t0 > dt * 1000) {
  99116. break;
  99117. }
  99118. }
  99119. this.time += timeSinceLastCalled;
  99120. var h = this.time % dt;
  99121. var h_div_dt = h / dt;
  99122. var interpvelo = step_tmp1;
  99123. var bodies = this.bodies;
  99124. for (var j = 0; j !== bodies.length; j++) {
  99125. var b = bodies[j];
  99126. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  99127. b.position.vsub(b.previousPosition, interpvelo);
  99128. interpvelo.scale(h_div_dt, interpvelo);
  99129. b.position.vadd(interpvelo, b.interpolatedPosition);
  99130. }
  99131. else {
  99132. b.interpolatedPosition.copy(b.position);
  99133. b.interpolatedQuaternion.copy(b.quaternion);
  99134. }
  99135. }
  99136. }
  99137. };
  99138. };
  99139. return CannonJSPlugin;
  99140. }());
  99141. BABYLON.CannonJSPlugin = CannonJSPlugin;
  99142. })(BABYLON || (BABYLON = {}));
  99143. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  99144. var BABYLON;
  99145. (function (BABYLON) {
  99146. /**
  99147. * AmmoJS Physics plugin
  99148. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  99149. * @see https://github.com/kripken/ammo.js/
  99150. */
  99151. var AmmoJSPlugin = /** @class */ (function () {
  99152. /**
  99153. * Initializes the ammoJS plugin
  99154. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  99155. */
  99156. function AmmoJSPlugin(_useDeltaForWorldStep) {
  99157. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  99158. var _this = this;
  99159. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  99160. /**
  99161. * Name of the plugin
  99162. */
  99163. this.name = "AmmoJSPlugin";
  99164. this._timeStep = 1 / 60;
  99165. this._fixedTimeStep = 1 / 60;
  99166. this._maxSteps = 5;
  99167. this._tmpQuaternion = new BABYLON.Quaternion();
  99168. this._tmpContactCallbackResult = false;
  99169. if (typeof Ammo === "function") {
  99170. Ammo();
  99171. }
  99172. this.bjsAMMO = Ammo;
  99173. if (!this.isSupported()) {
  99174. BABYLON.Tools.Error("AmmoJS is not available. Please make sure you included the js file.");
  99175. return;
  99176. }
  99177. // Initialize the physics world
  99178. this._collisionConfiguration = new this.bjsAMMO.btDefaultCollisionConfiguration();
  99179. this._dispatcher = new this.bjsAMMO.btCollisionDispatcher(this._collisionConfiguration);
  99180. this._overlappingPairCache = new this.bjsAMMO.btDbvtBroadphase();
  99181. this._solver = new this.bjsAMMO.btSequentialImpulseConstraintSolver();
  99182. this.world = new this.bjsAMMO.btDiscreteDynamicsWorld(this._dispatcher, this._overlappingPairCache, this._solver, this._collisionConfiguration);
  99183. this._tmpAmmoConcreteContactResultCallback = new this.bjsAMMO.ConcreteContactResultCallback();
  99184. this._tmpAmmoConcreteContactResultCallback.addSingleResult = function () { _this._tmpContactCallbackResult = true; };
  99185. // Create temp ammo variables
  99186. this._tmpAmmoTransform = new this.bjsAMMO.btTransform();
  99187. this._tmpAmmoTransform.setIdentity();
  99188. this._tmpAmmoQuaternion = new this.bjsAMMO.btQuaternion(0, 0, 0, 1);
  99189. this._tmpAmmoVectorA = new this.bjsAMMO.btVector3(0, 0, 0);
  99190. this._tmpAmmoVectorB = new this.bjsAMMO.btVector3(0, 0, 0);
  99191. this._tmpAmmoVectorC = new this.bjsAMMO.btVector3(0, 0, 0);
  99192. }
  99193. /**
  99194. * Sets the gravity of the physics world (m/(s^2))
  99195. * @param gravity Gravity to set
  99196. */
  99197. AmmoJSPlugin.prototype.setGravity = function (gravity) {
  99198. this._tmpAmmoVectorA.setValue(gravity.x, gravity.y, gravity.z);
  99199. this.world.setGravity(this._tmpAmmoVectorA);
  99200. };
  99201. /**
  99202. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  99203. * @param timeStep timestep to use in seconds
  99204. */
  99205. AmmoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99206. this._timeStep = timeStep;
  99207. };
  99208. /**
  99209. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  99210. * @param fixedTimeStep fixedTimeStep to use in seconds
  99211. */
  99212. AmmoJSPlugin.prototype.setFixedTimeStep = function (fixedTimeStep) {
  99213. this._fixedTimeStep = fixedTimeStep;
  99214. };
  99215. /**
  99216. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  99217. * @param maxSteps the maximum number of steps by the physics engine per frame
  99218. */
  99219. AmmoJSPlugin.prototype.setMaxSteps = function (maxSteps) {
  99220. this._maxSteps = maxSteps;
  99221. };
  99222. /**
  99223. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  99224. * @returns the current timestep in seconds
  99225. */
  99226. AmmoJSPlugin.prototype.getTimeStep = function () {
  99227. return this._timeStep;
  99228. };
  99229. // Ammo's contactTest and contactPairTest take a callback that runs synchronously, wrap them so that they are easier to consume
  99230. AmmoJSPlugin.prototype._isImpostorInContact = function (impostor) {
  99231. this._tmpContactCallbackResult = false;
  99232. this.world.contactTest(impostor.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99233. return this._tmpContactCallbackResult;
  99234. };
  99235. // Ammo's collision events have some weird quirks
  99236. // contactPairTest fires too many events as it fires events even when objects are close together but contactTest does not
  99237. // so only fire event if both contactTest and contactPairTest have a hit
  99238. AmmoJSPlugin.prototype._isImpostorPairInContact = function (impostorA, impostorB) {
  99239. this._tmpContactCallbackResult = false;
  99240. this.world.contactPairTest(impostorA.physicsBody, impostorB.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99241. return this._tmpContactCallbackResult;
  99242. };
  99243. // Ammo's behavior when maxSteps > 0 does not behave as described in docs
  99244. // @see http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World
  99245. //
  99246. // When maxSteps is 0 do the entire simulation in one step
  99247. // When maxSteps is > 0, run up to maxStep times, if on the last step the (remaining step - fixedTimeStep) is < fixedTimeStep, the remainder will be used for the step. (eg. if remainder is 1.001 and fixedTimeStep is 1 the last step will be 1.001, if instead it did 2 steps (1, 0.001) issues occuered when having a tiny step in ammo)
  99248. // Note: To get deterministic physics, timeStep would always need to be divisible by fixedTimeStep
  99249. AmmoJSPlugin.prototype._stepSimulation = function (timeStep, maxSteps, fixedTimeStep) {
  99250. if (timeStep === void 0) { timeStep = 1 / 60; }
  99251. if (maxSteps === void 0) { maxSteps = 10; }
  99252. if (fixedTimeStep === void 0) { fixedTimeStep = 1 / 60; }
  99253. if (maxSteps == 0) {
  99254. this.world.stepSimulation(timeStep, 0);
  99255. }
  99256. else {
  99257. while (maxSteps > 0 && timeStep > 0) {
  99258. if (timeStep - fixedTimeStep < fixedTimeStep) {
  99259. this.world.stepSimulation(timeStep, 0);
  99260. timeStep = 0;
  99261. }
  99262. else {
  99263. timeStep -= fixedTimeStep;
  99264. this.world.stepSimulation(fixedTimeStep, 0);
  99265. }
  99266. maxSteps--;
  99267. }
  99268. }
  99269. };
  99270. /**
  99271. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  99272. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  99273. * After the step the babylon meshes are set to the position of the physics imposters
  99274. * @param delta amount of time to step forward
  99275. * @param impostors array of imposters to update before/after the step
  99276. */
  99277. AmmoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99278. for (var _i = 0, impostors_1 = impostors; _i < impostors_1.length; _i++) {
  99279. var impostor = impostors_1[_i];
  99280. // Update physics world objects to match babylon world
  99281. impostor.beforeStep();
  99282. }
  99283. this._stepSimulation(this._useDeltaForWorldStep ? delta : this._timeStep, this._maxSteps, this._fixedTimeStep);
  99284. for (var _a = 0, impostors_2 = impostors; _a < impostors_2.length; _a++) {
  99285. var mainImpostor = impostors_2[_a];
  99286. // After physics update make babylon world objects match physics world objects
  99287. mainImpostor.afterStep();
  99288. // Handle collision event
  99289. if (mainImpostor._onPhysicsCollideCallbacks.length > 0) {
  99290. if (this._isImpostorInContact(mainImpostor)) {
  99291. for (var _b = 0, _c = mainImpostor._onPhysicsCollideCallbacks; _b < _c.length; _b++) {
  99292. var collideCallback = _c[_b];
  99293. for (var _d = 0, _e = collideCallback.otherImpostors; _d < _e.length; _d++) {
  99294. var otherImpostor = _e[_d];
  99295. if (mainImpostor.physicsBody.isActive() || otherImpostor.physicsBody.isActive()) {
  99296. if (this._isImpostorPairInContact(mainImpostor, otherImpostor)) {
  99297. mainImpostor.onCollide({ body: otherImpostor.physicsBody });
  99298. otherImpostor.onCollide({ body: mainImpostor.physicsBody });
  99299. }
  99300. }
  99301. }
  99302. }
  99303. }
  99304. }
  99305. }
  99306. };
  99307. /**
  99308. * Applies an implulse on the imposter
  99309. * @param impostor imposter to apply impulse
  99310. * @param force amount of force to be applied to the imposter
  99311. * @param contactPoint the location to apply the impulse on the imposter
  99312. */
  99313. AmmoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99314. var worldPoint = this._tmpAmmoVectorA;
  99315. var impulse = this._tmpAmmoVectorB;
  99316. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99317. impulse.setValue(force.x, force.y, force.z);
  99318. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  99319. };
  99320. /**
  99321. * Applies a force on the imposter
  99322. * @param impostor imposter to apply force
  99323. * @param force amount of force to be applied to the imposter
  99324. * @param contactPoint the location to apply the force on the imposter
  99325. */
  99326. AmmoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99327. var worldPoint = this._tmpAmmoVectorA;
  99328. var impulse = this._tmpAmmoVectorB;
  99329. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99330. impulse.setValue(force.x, force.y, force.z);
  99331. impostor.physicsBody.applyForce(impulse, worldPoint);
  99332. };
  99333. /**
  99334. * Creates a physics body using the plugin
  99335. * @param impostor the imposter to create the physics body on
  99336. */
  99337. AmmoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99338. impostor._pluginData = { toDispose: [] };
  99339. //parent-child relationship
  99340. if (impostor.parent) {
  99341. if (impostor.physicsBody) {
  99342. this.removePhysicsBody(impostor);
  99343. impostor.forceUpdate();
  99344. }
  99345. return;
  99346. }
  99347. if (impostor.isBodyInitRequired()) {
  99348. var colShape = this._createShape(impostor);
  99349. var mass = impostor.getParam("mass");
  99350. impostor._pluginData.mass = mass;
  99351. var localInertia = new Ammo.btVector3(0, 0, 0);
  99352. var startTransform = new Ammo.btTransform();
  99353. startTransform.setIdentity();
  99354. if (mass !== 0) {
  99355. colShape.calculateLocalInertia(mass, localInertia);
  99356. }
  99357. this._tmpAmmoVectorA.setValue(impostor.object.position.x, impostor.object.position.y, impostor.object.position.z);
  99358. this._tmpAmmoQuaternion.setValue(impostor.object.rotationQuaternion.x, impostor.object.rotationQuaternion.y, impostor.object.rotationQuaternion.z, impostor.object.rotationQuaternion.w);
  99359. startTransform.setOrigin(this._tmpAmmoVectorA);
  99360. startTransform.setRotation(this._tmpAmmoQuaternion);
  99361. var myMotionState = new Ammo.btDefaultMotionState(startTransform);
  99362. var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
  99363. var body = new Ammo.btRigidBody(rbInfo);
  99364. // Make objects kinematic if it's mass is 0
  99365. if (mass === 0) {
  99366. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.KINEMATIC_FLAG);
  99367. body.setActivationState(AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG);
  99368. }
  99369. // Disable collision if NoImpostor, but keep collision if shape is btCompoundShape
  99370. if (impostor.type == BABYLON.PhysicsImpostor.NoImpostor && !colShape.getChildShape) {
  99371. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.DISABLE_COLLISION_FLAG);
  99372. }
  99373. body.setRestitution(impostor.getParam("restitution"));
  99374. this.world.addRigidBody(body);
  99375. impostor.physicsBody = body;
  99376. impostor._pluginData.toDispose.concat([body, rbInfo, myMotionState, startTransform, localInertia, colShape]);
  99377. }
  99378. };
  99379. /**
  99380. * Removes the physics body from the imposter and disposes of the body's memory
  99381. * @param impostor imposter to remove the physics body from
  99382. */
  99383. AmmoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99384. var _this = this;
  99385. if (this.world) {
  99386. this.world.removeRigidBody(impostor.physicsBody);
  99387. impostor._pluginData.toDispose.forEach(function (d) {
  99388. _this.bjsAMMO.destroy(d);
  99389. });
  99390. }
  99391. };
  99392. /**
  99393. * Generates a joint
  99394. * @param impostorJoint the imposter joint to create the joint with
  99395. */
  99396. AmmoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99397. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99398. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99399. if (!mainBody || !connectedBody) {
  99400. return;
  99401. }
  99402. var jointData = impostorJoint.joint.jointData;
  99403. if (!jointData.mainPivot) {
  99404. jointData.mainPivot = new BABYLON.Vector3(0, 0, 0);
  99405. }
  99406. if (!jointData.connectedPivot) {
  99407. jointData.connectedPivot = new BABYLON.Vector3(0, 0, 0);
  99408. }
  99409. var joint;
  99410. switch (impostorJoint.joint.type) {
  99411. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99412. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99413. break;
  99414. default:
  99415. BABYLON.Tools.Warn("JointType not currently supported by the Ammo plugin, falling back to PhysicsJoint.BallAndSocketJoint");
  99416. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99417. break;
  99418. }
  99419. this.world.addConstraint(joint, true);
  99420. impostorJoint.joint.physicsJoint = joint;
  99421. };
  99422. /**
  99423. * Removes a joint
  99424. * @param impostorJoint the imposter joint to remove the joint from
  99425. */
  99426. AmmoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99427. if (this.world) {
  99428. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  99429. }
  99430. };
  99431. // adds all verticies (including child verticies) to the triangle mesh
  99432. AmmoJSPlugin.prototype._addMeshVerts = function (btTriangleMesh, topLevelObject, object) {
  99433. var _this = this;
  99434. var triangleCount = 0;
  99435. if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {
  99436. var indices = object.getIndices();
  99437. if (!indices) {
  99438. indices = [];
  99439. }
  99440. var vertexPositions = object.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  99441. if (!vertexPositions) {
  99442. vertexPositions = [];
  99443. }
  99444. object.computeWorldMatrix(false);
  99445. var faceCount = indices.length / 3;
  99446. for (var i = 0; i < faceCount; i++) {
  99447. var triPoints = [];
  99448. for (var point = 0; point < 3; point++) {
  99449. var v = new BABYLON.Vector3(vertexPositions[(indices[(i * 3) + point] * 3) + 0], vertexPositions[(indices[(i * 3) + point] * 3) + 1], vertexPositions[(indices[(i * 3) + point] * 3) + 2]);
  99450. v = BABYLON.Vector3.TransformCoordinates(v, object.getWorldMatrix());
  99451. v.subtractInPlace(topLevelObject.position);
  99452. var vec;
  99453. if (point == 0) {
  99454. vec = this._tmpAmmoVectorA;
  99455. }
  99456. else if (point == 1) {
  99457. vec = this._tmpAmmoVectorB;
  99458. }
  99459. else {
  99460. vec = this._tmpAmmoVectorC;
  99461. }
  99462. vec.setValue(v.x, v.y, v.z);
  99463. triPoints.push(vec);
  99464. }
  99465. btTriangleMesh.addTriangle(triPoints[0], triPoints[1], triPoints[2]);
  99466. triangleCount++;
  99467. }
  99468. object.getChildMeshes().forEach(function (m) {
  99469. triangleCount += _this._addMeshVerts(btTriangleMesh, topLevelObject, m);
  99470. });
  99471. }
  99472. return triangleCount;
  99473. };
  99474. AmmoJSPlugin.prototype._createShape = function (impostor, ignoreChildren) {
  99475. var _this = this;
  99476. if (ignoreChildren === void 0) { ignoreChildren = false; }
  99477. var object = impostor.object;
  99478. var returnValue;
  99479. var extendSize = impostor.getObjectExtendSize();
  99480. if (!ignoreChildren) {
  99481. var meshChildren = impostor.object.getChildMeshes ? impostor.object.getChildMeshes(true) : [];
  99482. if (meshChildren.length > 0) {
  99483. returnValue = new Ammo.btCompoundShape();
  99484. // Add shape of all children to the compound shape
  99485. meshChildren.forEach(function (childMesh) {
  99486. var childImpostor = childMesh.getPhysicsImpostor();
  99487. if (childImpostor) {
  99488. var shape = _this._createShape(childImpostor);
  99489. // Position needs to be scaled based on parent's scaling
  99490. var parentMat = childMesh.parent.getWorldMatrix().clone();
  99491. var s = new BABYLON.Vector3();
  99492. parentMat.decompose(s);
  99493. _this._tmpAmmoTransform.getOrigin().setValue(childMesh.position.x * s.x, childMesh.position.y * s.y, childMesh.position.z * s.z);
  99494. _this._tmpAmmoQuaternion.setValue(childMesh.rotationQuaternion.x, childMesh.rotationQuaternion.y, childMesh.rotationQuaternion.z, childMesh.rotationQuaternion.w);
  99495. _this._tmpAmmoTransform.setRotation(_this._tmpAmmoQuaternion);
  99496. returnValue.addChildShape(_this._tmpAmmoTransform, shape);
  99497. childImpostor.dispose();
  99498. }
  99499. });
  99500. // Add parents shape as a child if present
  99501. var shape = this._createShape(impostor, true);
  99502. if (shape) {
  99503. this._tmpAmmoTransform.getOrigin().setValue(0, 0, 0);
  99504. this._tmpAmmoQuaternion.setValue(0, 0, 0, 1);
  99505. this._tmpAmmoTransform.setRotation(this._tmpAmmoQuaternion);
  99506. returnValue.addChildShape(this._tmpAmmoTransform, shape);
  99507. }
  99508. return returnValue;
  99509. }
  99510. }
  99511. switch (impostor.type) {
  99512. case BABYLON.PhysicsImpostor.SphereImpostor:
  99513. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99514. break;
  99515. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99516. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99517. returnValue = new Ammo.btCylinderShape(this._tmpAmmoVectorA);
  99518. break;
  99519. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99520. case BABYLON.PhysicsImpostor.BoxImpostor:
  99521. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99522. returnValue = new Ammo.btBoxShape(this._tmpAmmoVectorA);
  99523. break;
  99524. case BABYLON.PhysicsImpostor.MeshImpostor:
  99525. var tetraMesh = new Ammo.btTriangleMesh();
  99526. impostor._pluginData.toDispose.concat([tetraMesh]);
  99527. var triangeCount = this._addMeshVerts(tetraMesh, object, object);
  99528. if (triangeCount == 0) {
  99529. returnValue = new Ammo.btCompoundShape();
  99530. }
  99531. else {
  99532. returnValue = new Ammo.btBvhTriangleMeshShape(tetraMesh);
  99533. }
  99534. break;
  99535. case BABYLON.PhysicsImpostor.NoImpostor:
  99536. // Fill with sphere but collision is disabled on the rigid body in generatePhysicsBody, using an empty shape caused unexpected movement with joints
  99537. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99538. break;
  99539. }
  99540. return returnValue;
  99541. };
  99542. /**
  99543. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  99544. * @param impostor imposter containing the physics body and babylon object
  99545. */
  99546. AmmoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99547. impostor.physicsBody.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99548. impostor.object.position.set(this._tmpAmmoTransform.getOrigin().x(), this._tmpAmmoTransform.getOrigin().y(), this._tmpAmmoTransform.getOrigin().z());
  99549. if (!impostor.object.rotationQuaternion) {
  99550. if (impostor.object.rotation) {
  99551. this._tmpQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99552. this._tmpQuaternion.toEulerAnglesToRef(impostor.object.rotation);
  99553. }
  99554. }
  99555. else {
  99556. impostor.object.rotationQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99557. }
  99558. };
  99559. /**
  99560. * Sets the babylon object's position/rotation from the physics body's position/rotation
  99561. * @param impostor imposter containing the physics body and babylon object
  99562. * @param newPosition new position
  99563. * @param newRotation new rotation
  99564. */
  99565. AmmoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99566. var trans = impostor.physicsBody.getWorldTransform();
  99567. // If rotation/position has changed update and activate riged body
  99568. if (trans.getOrigin().x() != newPosition.x ||
  99569. trans.getOrigin().y() != newPosition.y ||
  99570. trans.getOrigin().z() != newPosition.z ||
  99571. trans.getRotation().x() != newRotation.x ||
  99572. trans.getRotation().y() != newRotation.y ||
  99573. trans.getRotation().z() != newRotation.z ||
  99574. trans.getRotation().w() != newRotation.w) {
  99575. this._tmpAmmoVectorA.setValue(newPosition.x, newPosition.y, newPosition.z);
  99576. trans.setOrigin(this._tmpAmmoVectorA);
  99577. this._tmpAmmoQuaternion.setValue(newRotation.x, newRotation.y, newRotation.z, newRotation.w);
  99578. trans.setRotation(this._tmpAmmoQuaternion);
  99579. impostor.physicsBody.setWorldTransform(trans);
  99580. if (impostor.mass == 0) {
  99581. // Kinematic objects must be updated using motion state
  99582. var motionState = impostor.physicsBody.getMotionState();
  99583. if (motionState) {
  99584. motionState.setWorldTransform(trans);
  99585. }
  99586. }
  99587. else {
  99588. impostor.physicsBody.activate();
  99589. }
  99590. }
  99591. };
  99592. /**
  99593. * If this plugin is supported
  99594. * @returns true if its supported
  99595. */
  99596. AmmoJSPlugin.prototype.isSupported = function () {
  99597. return this.bjsAMMO !== undefined;
  99598. };
  99599. /**
  99600. * Sets the linear velocity of the physics body
  99601. * @param impostor imposter to set the velocity on
  99602. * @param velocity velocity to set
  99603. */
  99604. AmmoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99605. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99606. impostor.physicsBody.setLinearVelocity(this._tmpAmmoVectorA);
  99607. };
  99608. /**
  99609. * Sets the angular velocity of the physics body
  99610. * @param impostor imposter to set the velocity on
  99611. * @param velocity velocity to set
  99612. */
  99613. AmmoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99614. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99615. impostor.physicsBody.setAngularVelocity(this._tmpAmmoVectorA);
  99616. };
  99617. /**
  99618. * gets the linear velocity
  99619. * @param impostor imposter to get linear velocity from
  99620. * @returns linear velocity
  99621. */
  99622. AmmoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99623. var v = impostor.physicsBody.getLinearVelocity();
  99624. if (!v) {
  99625. return null;
  99626. }
  99627. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99628. };
  99629. /**
  99630. * gets the angular velocity
  99631. * @param impostor imposter to get angular velocity from
  99632. * @returns angular velocity
  99633. */
  99634. AmmoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99635. var v = impostor.physicsBody.getAngularVelocity();
  99636. if (!v) {
  99637. return null;
  99638. }
  99639. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99640. };
  99641. /**
  99642. * Sets the mass of physics body
  99643. * @param impostor imposter to set the mass on
  99644. * @param mass mass to set
  99645. */
  99646. AmmoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99647. impostor.physicsBody.setMassProps(mass);
  99648. impostor._pluginData.mass = mass;
  99649. };
  99650. /**
  99651. * Gets the mass of the physics body
  99652. * @param impostor imposter to get the mass from
  99653. * @returns mass
  99654. */
  99655. AmmoJSPlugin.prototype.getBodyMass = function (impostor) {
  99656. return impostor._pluginData.mass;
  99657. };
  99658. /**
  99659. * Gets friction of the impostor
  99660. * @param impostor impostor to get friction from
  99661. * @returns friction value
  99662. */
  99663. AmmoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99664. return impostor.physicsBody.getFriction();
  99665. };
  99666. /**
  99667. * Sets friction of the impostor
  99668. * @param impostor impostor to set friction on
  99669. * @param friction friction value
  99670. */
  99671. AmmoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99672. impostor.physicsBody.setFriction(friction);
  99673. };
  99674. /**
  99675. * Gets restitution of the impostor
  99676. * @param impostor impostor to get restitution from
  99677. * @returns restitution value
  99678. */
  99679. AmmoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99680. return impostor.physicsBody.getRestitution();
  99681. };
  99682. /**
  99683. * Sets resitution of the impostor
  99684. * @param impostor impostor to set resitution on
  99685. * @param restitution resitution value
  99686. */
  99687. AmmoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99688. impostor.physicsBody.setRestitution(restitution);
  99689. };
  99690. /**
  99691. * Sleeps the physics body and stops it from being active
  99692. * @param impostor impostor to sleep
  99693. */
  99694. AmmoJSPlugin.prototype.sleepBody = function (impostor) {
  99695. BABYLON.Tools.Warn("sleepBody is not currently supported by the Ammo physics plugin");
  99696. };
  99697. /**
  99698. * Activates the physics body
  99699. * @param impostor impostor to activate
  99700. */
  99701. AmmoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99702. impostor.physicsBody.activate();
  99703. };
  99704. /**
  99705. * Updates the distance parameters of the joint
  99706. * @param joint joint to update
  99707. * @param maxDistance maximum distance of the joint
  99708. * @param minDistance minimum distance of the joint
  99709. */
  99710. AmmoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99711. BABYLON.Tools.Warn("updateDistanceJoint is not currently supported by the Ammo physics plugin");
  99712. };
  99713. /**
  99714. * Sets a motor on the joint
  99715. * @param joint joint to set motor on
  99716. * @param speed speed of the motor
  99717. * @param maxForce maximum force of the motor
  99718. * @param motorIndex index of the motor
  99719. */
  99720. AmmoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99721. BABYLON.Tools.Warn("setMotor is not currently supported by the Ammo physics plugin");
  99722. };
  99723. /**
  99724. * Sets the motors limit
  99725. * @param joint joint to set limit on
  99726. * @param upperLimit upper limit
  99727. * @param lowerLimit lower limit
  99728. */
  99729. AmmoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99730. BABYLON.Tools.Warn("setLimit is not currently supported by the Ammo physics plugin");
  99731. };
  99732. /**
  99733. * Syncs the position and rotation of a mesh with the impostor
  99734. * @param mesh mesh to sync
  99735. * @param impostor impostor to update the mesh with
  99736. */
  99737. AmmoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99738. var body = impostor.physicsBody;
  99739. body.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99740. mesh.position.x = this._tmpAmmoTransform.getOrigin().x();
  99741. mesh.position.y = this._tmpAmmoTransform.getOrigin().y();
  99742. mesh.position.z = this._tmpAmmoTransform.getOrigin().z();
  99743. if (mesh.rotationQuaternion) {
  99744. mesh.rotationQuaternion.x = this._tmpAmmoTransform.getRotation().x();
  99745. mesh.rotationQuaternion.y = this._tmpAmmoTransform.getRotation().y();
  99746. mesh.rotationQuaternion.z = this._tmpAmmoTransform.getRotation().z();
  99747. mesh.rotationQuaternion.w = this._tmpAmmoTransform.getRotation().w();
  99748. }
  99749. };
  99750. /**
  99751. * Gets the radius of the impostor
  99752. * @param impostor impostor to get radius from
  99753. * @returns the radius
  99754. */
  99755. AmmoJSPlugin.prototype.getRadius = function (impostor) {
  99756. var exntend = impostor.getObjectExtendSize();
  99757. return exntend.x / 2;
  99758. };
  99759. /**
  99760. * Gets the box size of the impostor
  99761. * @param impostor impostor to get box size from
  99762. * @param result the resulting box size
  99763. */
  99764. AmmoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99765. var exntend = impostor.getObjectExtendSize();
  99766. result.x = exntend.x;
  99767. result.y = exntend.y;
  99768. result.z = exntend.z;
  99769. };
  99770. /**
  99771. * Disposes of the impostor
  99772. */
  99773. AmmoJSPlugin.prototype.dispose = function () {
  99774. // Dispose of world
  99775. Ammo.destroy(this.world);
  99776. Ammo.destroy(this._solver);
  99777. Ammo.destroy(this._overlappingPairCache);
  99778. Ammo.destroy(this._dispatcher);
  99779. Ammo.destroy(this._collisionConfiguration);
  99780. // Dispose of tmp variables
  99781. Ammo.destroy(this._tmpAmmoVectorA);
  99782. Ammo.destroy(this._tmpAmmoVectorB);
  99783. Ammo.destroy(this._tmpAmmoVectorC);
  99784. Ammo.destroy(this._tmpAmmoTransform);
  99785. Ammo.destroy(this._tmpAmmoQuaternion);
  99786. Ammo.destroy(this._tmpAmmoConcreteContactResultCallback);
  99787. this.world = null;
  99788. };
  99789. AmmoJSPlugin.DISABLE_COLLISION_FLAG = 4;
  99790. AmmoJSPlugin.KINEMATIC_FLAG = 2;
  99791. AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG = 4;
  99792. return AmmoJSPlugin;
  99793. }());
  99794. BABYLON.AmmoJSPlugin = AmmoJSPlugin;
  99795. })(BABYLON || (BABYLON = {}));
  99796. //# sourceMappingURL=babylon.ammoJSPlugin.js.map
  99797. var BABYLON;
  99798. (function (BABYLON) {
  99799. /** @hidden */
  99800. var OimoJSPlugin = /** @class */ (function () {
  99801. function OimoJSPlugin(iterations) {
  99802. this.name = "OimoJSPlugin";
  99803. this._tmpImpostorsArray = [];
  99804. this._tmpPositionVector = BABYLON.Vector3.Zero();
  99805. this.BJSOIMO = OIMO;
  99806. this.world = new this.BJSOIMO.World({
  99807. iterations: iterations
  99808. });
  99809. this.world.clear();
  99810. }
  99811. OimoJSPlugin.prototype.setGravity = function (gravity) {
  99812. this.world.gravity.copy(gravity);
  99813. };
  99814. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99815. this.world.timeStep = timeStep;
  99816. };
  99817. OimoJSPlugin.prototype.getTimeStep = function () {
  99818. return this.world.timeStep;
  99819. };
  99820. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99821. var _this = this;
  99822. impostors.forEach(function (impostor) {
  99823. impostor.beforeStep();
  99824. });
  99825. this.world.step();
  99826. impostors.forEach(function (impostor) {
  99827. impostor.afterStep();
  99828. //update the ordered impostors array
  99829. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  99830. });
  99831. //check for collisions
  99832. var contact = this.world.contacts;
  99833. while (contact !== null) {
  99834. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  99835. contact = contact.next;
  99836. continue;
  99837. }
  99838. //is this body colliding with any other? get the impostor
  99839. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  99840. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  99841. if (!mainImpostor || !collidingImpostor) {
  99842. contact = contact.next;
  99843. continue;
  99844. }
  99845. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  99846. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  99847. contact = contact.next;
  99848. }
  99849. };
  99850. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99851. var mass = impostor.physicsBody.mass;
  99852. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  99853. };
  99854. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99855. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  99856. this.applyImpulse(impostor, force, contactPoint);
  99857. };
  99858. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99859. var _this = this;
  99860. //parent-child relationship. Does this impostor has a parent impostor?
  99861. if (impostor.parent) {
  99862. if (impostor.physicsBody) {
  99863. this.removePhysicsBody(impostor);
  99864. //TODO is that needed?
  99865. impostor.forceUpdate();
  99866. }
  99867. return;
  99868. }
  99869. if (impostor.isBodyInitRequired()) {
  99870. var bodyConfig = {
  99871. name: impostor.uniqueId,
  99872. //Oimo must have mass, also for static objects.
  99873. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  99874. size: [],
  99875. type: [],
  99876. pos: [],
  99877. posShape: [],
  99878. rot: [],
  99879. rotShape: [],
  99880. move: impostor.getParam("mass") !== 0,
  99881. density: impostor.getParam("mass"),
  99882. friction: impostor.getParam("friction"),
  99883. restitution: impostor.getParam("restitution"),
  99884. //Supporting older versions of Oimo
  99885. world: this.world
  99886. };
  99887. var impostors = [impostor];
  99888. var addToArray = function (parent) {
  99889. if (!parent.getChildMeshes) {
  99890. return;
  99891. }
  99892. parent.getChildMeshes().forEach(function (m) {
  99893. if (m.physicsImpostor) {
  99894. impostors.push(m.physicsImpostor);
  99895. //m.physicsImpostor._init();
  99896. }
  99897. });
  99898. };
  99899. addToArray(impostor.object);
  99900. var checkWithEpsilon_1 = function (value) {
  99901. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  99902. };
  99903. var globalQuaternion_1 = new BABYLON.Quaternion();
  99904. impostors.forEach(function (i) {
  99905. if (!i.object.rotationQuaternion) {
  99906. return;
  99907. }
  99908. //get the correct bounding box
  99909. var oldQuaternion = i.object.rotationQuaternion;
  99910. globalQuaternion_1 = oldQuaternion.clone();
  99911. var rot = oldQuaternion.toEulerAngles();
  99912. var extendSize = i.getObjectExtendSize();
  99913. var radToDeg = 57.295779513082320876;
  99914. if (i === impostor) {
  99915. var center = impostor.getObjectCenter();
  99916. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  99917. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  99918. //Can also use Array.prototype.push.apply
  99919. bodyConfig.pos.push(center.x);
  99920. bodyConfig.pos.push(center.y);
  99921. bodyConfig.pos.push(center.z);
  99922. bodyConfig.posShape.push(0, 0, 0);
  99923. bodyConfig.rotShape.push(0, 0, 0);
  99924. }
  99925. else {
  99926. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  99927. bodyConfig.posShape.push(localPosition.x);
  99928. bodyConfig.posShape.push(localPosition.y);
  99929. bodyConfig.posShape.push(localPosition.z);
  99930. bodyConfig.pos.push(0, 0, 0);
  99931. bodyConfig.rotShape.push(rot.x * radToDeg);
  99932. bodyConfig.rotShape.push(rot.y * radToDeg);
  99933. bodyConfig.rotShape.push(rot.z * radToDeg);
  99934. }
  99935. // register mesh
  99936. switch (i.type) {
  99937. case BABYLON.PhysicsImpostor.ParticleImpostor:
  99938. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  99939. case BABYLON.PhysicsImpostor.SphereImpostor:
  99940. var radiusX = extendSize.x;
  99941. var radiusY = extendSize.y;
  99942. var radiusZ = extendSize.z;
  99943. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  99944. bodyConfig.type.push('sphere');
  99945. //due to the way oimo works with compounds, add 3 times
  99946. bodyConfig.size.push(size);
  99947. bodyConfig.size.push(size);
  99948. bodyConfig.size.push(size);
  99949. break;
  99950. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99951. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  99952. var sizeY = checkWithEpsilon_1(extendSize.y);
  99953. bodyConfig.type.push('cylinder');
  99954. bodyConfig.size.push(sizeX);
  99955. bodyConfig.size.push(sizeY);
  99956. //due to the way oimo works with compounds, add one more value.
  99957. bodyConfig.size.push(sizeY);
  99958. break;
  99959. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99960. case BABYLON.PhysicsImpostor.BoxImpostor:
  99961. default:
  99962. var sizeX = checkWithEpsilon_1(extendSize.x);
  99963. var sizeY = checkWithEpsilon_1(extendSize.y);
  99964. var sizeZ = checkWithEpsilon_1(extendSize.z);
  99965. bodyConfig.type.push('box');
  99966. //if (i === impostor) {
  99967. bodyConfig.size.push(sizeX);
  99968. bodyConfig.size.push(sizeY);
  99969. bodyConfig.size.push(sizeZ);
  99970. //} else {
  99971. // bodyConfig.size.push(0,0,0);
  99972. //}
  99973. break;
  99974. }
  99975. //actually not needed, but hey...
  99976. i.object.rotationQuaternion = oldQuaternion;
  99977. });
  99978. impostor.physicsBody = this.world.add(bodyConfig);
  99979. // set the quaternion, ignoring the previously defined (euler) rotation
  99980. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  99981. // update with delta 0, so the body will reveive the new rotation.
  99982. impostor.physicsBody.updatePosition(0);
  99983. }
  99984. else {
  99985. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  99986. }
  99987. impostor.setDeltaPosition(this._tmpPositionVector);
  99988. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  99989. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  99990. };
  99991. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99992. //impostor.physicsBody.dispose();
  99993. //Same as : (older oimo versions)
  99994. this.world.removeRigidBody(impostor.physicsBody);
  99995. };
  99996. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99997. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99998. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99999. if (!mainBody || !connectedBody) {
  100000. return;
  100001. }
  100002. var jointData = impostorJoint.joint.jointData;
  100003. var options = jointData.nativeParams || {};
  100004. var type;
  100005. var nativeJointData = {
  100006. body1: mainBody,
  100007. body2: connectedBody,
  100008. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  100009. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  100010. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  100011. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  100012. min: options.min,
  100013. max: options.max,
  100014. collision: options.collision || jointData.collision,
  100015. spring: options.spring,
  100016. //supporting older version of Oimo
  100017. world: this.world
  100018. };
  100019. switch (impostorJoint.joint.type) {
  100020. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  100021. type = "jointBall";
  100022. break;
  100023. case BABYLON.PhysicsJoint.SpringJoint:
  100024. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  100025. var springData = jointData;
  100026. nativeJointData.min = springData.length || nativeJointData.min;
  100027. //Max should also be set, just make sure it is at least min
  100028. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  100029. case BABYLON.PhysicsJoint.DistanceJoint:
  100030. type = "jointDistance";
  100031. nativeJointData.max = jointData.maxDistance;
  100032. break;
  100033. case BABYLON.PhysicsJoint.PrismaticJoint:
  100034. type = "jointPrisme";
  100035. break;
  100036. case BABYLON.PhysicsJoint.SliderJoint:
  100037. type = "jointSlide";
  100038. break;
  100039. case BABYLON.PhysicsJoint.WheelJoint:
  100040. type = "jointWheel";
  100041. break;
  100042. case BABYLON.PhysicsJoint.HingeJoint:
  100043. default:
  100044. type = "jointHinge";
  100045. break;
  100046. }
  100047. nativeJointData.type = type;
  100048. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  100049. };
  100050. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  100051. //Bug in Oimo prevents us from disposing a joint in the playground
  100052. //joint.joint.physicsJoint.dispose();
  100053. //So we will bruteforce it!
  100054. try {
  100055. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  100056. }
  100057. catch (e) {
  100058. BABYLON.Tools.Warn(e);
  100059. }
  100060. };
  100061. OimoJSPlugin.prototype.isSupported = function () {
  100062. return this.BJSOIMO !== undefined;
  100063. };
  100064. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  100065. if (!impostor.physicsBody.sleeping) {
  100066. //TODO check that
  100067. /*if (impostor.physicsBody.shapes.next) {
  100068. var parentShape = this._getLastShape(impostor.physicsBody);
  100069. impostor.object.position.copyFrom(parentShape.position);
  100070. console.log(parentShape.position);
  100071. } else {*/
  100072. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  100073. //}
  100074. if (impostor.object.rotationQuaternion) {
  100075. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  100076. }
  100077. }
  100078. };
  100079. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  100080. var body = impostor.physicsBody;
  100081. body.position.copy(newPosition);
  100082. body.orientation.copy(newRotation);
  100083. body.syncShapes();
  100084. body.awake();
  100085. };
  100086. /*private _getLastShape(body: any): any {
  100087. var lastShape = body.shapes;
  100088. while (lastShape.next) {
  100089. lastShape = lastShape.next;
  100090. }
  100091. return lastShape;
  100092. }*/
  100093. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  100094. impostor.physicsBody.linearVelocity.copy(velocity);
  100095. };
  100096. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  100097. impostor.physicsBody.angularVelocity.copy(velocity);
  100098. };
  100099. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  100100. var v = impostor.physicsBody.linearVelocity;
  100101. if (!v) {
  100102. return null;
  100103. }
  100104. return new BABYLON.Vector3(v.x, v.y, v.z);
  100105. };
  100106. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  100107. var v = impostor.physicsBody.angularVelocity;
  100108. if (!v) {
  100109. return null;
  100110. }
  100111. return new BABYLON.Vector3(v.x, v.y, v.z);
  100112. };
  100113. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  100114. var staticBody = mass === 0;
  100115. //this will actually set the body's density and not its mass.
  100116. //But this is how oimo treats the mass variable.
  100117. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  100118. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  100119. };
  100120. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  100121. return impostor.physicsBody.shapes.density;
  100122. };
  100123. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  100124. return impostor.physicsBody.shapes.friction;
  100125. };
  100126. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  100127. impostor.physicsBody.shapes.friction = friction;
  100128. };
  100129. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  100130. return impostor.physicsBody.shapes.restitution;
  100131. };
  100132. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  100133. impostor.physicsBody.shapes.restitution = restitution;
  100134. };
  100135. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  100136. impostor.physicsBody.sleep();
  100137. };
  100138. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  100139. impostor.physicsBody.awake();
  100140. };
  100141. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  100142. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  100143. if (minDistance !== void 0) {
  100144. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  100145. }
  100146. };
  100147. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  100148. //TODO separate rotational and transational motors.
  100149. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100150. if (motor) {
  100151. motor.setMotor(speed, maxForce);
  100152. }
  100153. };
  100154. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  100155. //TODO separate rotational and transational motors.
  100156. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100157. if (motor) {
  100158. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  100159. }
  100160. };
  100161. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  100162. var body = impostor.physicsBody;
  100163. mesh.position.x = body.position.x;
  100164. mesh.position.y = body.position.y;
  100165. mesh.position.z = body.position.z;
  100166. if (mesh.rotationQuaternion) {
  100167. mesh.rotationQuaternion.x = body.orientation.x;
  100168. mesh.rotationQuaternion.y = body.orientation.y;
  100169. mesh.rotationQuaternion.z = body.orientation.z;
  100170. mesh.rotationQuaternion.w = body.orientation.s;
  100171. }
  100172. };
  100173. OimoJSPlugin.prototype.getRadius = function (impostor) {
  100174. return impostor.physicsBody.shapes.radius;
  100175. };
  100176. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  100177. var shape = impostor.physicsBody.shapes;
  100178. result.x = shape.halfWidth * 2;
  100179. result.y = shape.halfHeight * 2;
  100180. result.z = shape.halfDepth * 2;
  100181. };
  100182. OimoJSPlugin.prototype.dispose = function () {
  100183. this.world.clear();
  100184. };
  100185. return OimoJSPlugin;
  100186. }());
  100187. BABYLON.OimoJSPlugin = OimoJSPlugin;
  100188. })(BABYLON || (BABYLON = {}));
  100189. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  100190. var BABYLON;
  100191. (function (BABYLON) {
  100192. /**
  100193. * Gets the current physics engine
  100194. * @returns a IPhysicsEngine or null if none attached
  100195. */
  100196. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  100197. return this._physicsEngine;
  100198. };
  100199. /**
  100200. * Enables physics to the current scene
  100201. * @param gravity defines the scene's gravity for the physics engine
  100202. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  100203. * @return a boolean indicating if the physics engine was initialized
  100204. */
  100205. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  100206. if (gravity === void 0) { gravity = null; }
  100207. if (this._physicsEngine) {
  100208. return true;
  100209. }
  100210. // Register the component to the scene
  100211. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  100212. if (!component) {
  100213. component = new PhysicsEngineSceneComponent(this);
  100214. this._addComponent(component);
  100215. }
  100216. try {
  100217. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  100218. return true;
  100219. }
  100220. catch (e) {
  100221. BABYLON.Tools.Error(e.message);
  100222. return false;
  100223. }
  100224. };
  100225. /**
  100226. * Disables and disposes the physics engine associated with the scene
  100227. */
  100228. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  100229. if (!this._physicsEngine) {
  100230. return;
  100231. }
  100232. this._physicsEngine.dispose();
  100233. this._physicsEngine = null;
  100234. };
  100235. /**
  100236. * Gets a boolean indicating if there is an active physics engine
  100237. * @returns a boolean indicating if there is an active physics engine
  100238. */
  100239. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  100240. return this._physicsEngine !== undefined;
  100241. };
  100242. /**
  100243. * Deletes a physics compound impostor
  100244. * @param compound defines the compound to delete
  100245. */
  100246. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  100247. var mesh = compound.parts[0].mesh;
  100248. if (mesh.physicsImpostor) {
  100249. mesh.physicsImpostor.dispose( /*true*/);
  100250. mesh.physicsImpostor = null;
  100251. }
  100252. };
  100253. /** @hidden */
  100254. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  100255. if (this._physicsEngine) {
  100256. this.onBeforePhysicsObservable.notifyObservers(this);
  100257. this._physicsEngine._step(step / 1000);
  100258. this.onAfterPhysicsObservable.notifyObservers(this);
  100259. }
  100260. };
  100261. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  100262. get: function () {
  100263. return this._physicsImpostor;
  100264. },
  100265. set: function (value) {
  100266. var _this = this;
  100267. if (this._physicsImpostor === value) {
  100268. return;
  100269. }
  100270. if (this._disposePhysicsObserver) {
  100271. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  100272. }
  100273. this._physicsImpostor = value;
  100274. if (value) {
  100275. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  100276. // Physics
  100277. if (_this.physicsImpostor) {
  100278. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  100279. _this.physicsImpostor = null;
  100280. }
  100281. });
  100282. }
  100283. },
  100284. enumerable: true,
  100285. configurable: true
  100286. });
  100287. /**
  100288. * Gets the current physics impostor
  100289. * @see http://doc.babylonjs.com/features/physics_engine
  100290. * @returns a physics impostor or null
  100291. */
  100292. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  100293. return this.physicsImpostor;
  100294. };
  100295. /**
  100296. * Apply a physic impulse to the mesh
  100297. * @param force defines the force to apply
  100298. * @param contactPoint defines where to apply the force
  100299. * @returns the current mesh
  100300. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  100301. */
  100302. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  100303. if (!this.physicsImpostor) {
  100304. return this;
  100305. }
  100306. this.physicsImpostor.applyImpulse(force, contactPoint);
  100307. return this;
  100308. };
  100309. /**
  100310. * Creates a physic joint between two meshes
  100311. * @param otherMesh defines the other mesh to use
  100312. * @param pivot1 defines the pivot to use on this mesh
  100313. * @param pivot2 defines the pivot to use on the other mesh
  100314. * @param options defines additional options (can be plugin dependent)
  100315. * @returns the current mesh
  100316. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  100317. */
  100318. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  100319. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  100320. return this;
  100321. }
  100322. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  100323. mainPivot: pivot1,
  100324. connectedPivot: pivot2,
  100325. nativeParams: options
  100326. });
  100327. return this;
  100328. };
  100329. /**
  100330. * Defines the physics engine scene component responsible to manage a physics engine
  100331. */
  100332. var PhysicsEngineSceneComponent = /** @class */ (function () {
  100333. /**
  100334. * Creates a new instance of the component for the given scene
  100335. * @param scene Defines the scene to register the component in
  100336. */
  100337. function PhysicsEngineSceneComponent(scene) {
  100338. var _this = this;
  100339. /**
  100340. * The component name helpful to identify the component in the list of scene components.
  100341. */
  100342. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  100343. this.scene = scene;
  100344. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  100345. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  100346. // Replace the function used to get the deterministic frame time
  100347. this.scene.getDeterministicFrameTime = function () {
  100348. if (_this.scene._physicsEngine) {
  100349. return _this.scene._physicsEngine.getTimeStep() * 1000;
  100350. }
  100351. return 1000.0 / 60.0;
  100352. };
  100353. }
  100354. /**
  100355. * Registers the component in a given scene
  100356. */
  100357. PhysicsEngineSceneComponent.prototype.register = function () {
  100358. };
  100359. /**
  100360. * Rebuilds the elements related to this component in case of
  100361. * context lost for instance.
  100362. */
  100363. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  100364. // Nothing to do for this component
  100365. };
  100366. /**
  100367. * Disposes the component and the associated ressources
  100368. */
  100369. PhysicsEngineSceneComponent.prototype.dispose = function () {
  100370. this.scene.onBeforePhysicsObservable.clear();
  100371. this.scene.onAfterPhysicsObservable.clear();
  100372. if (this.scene._physicsEngine) {
  100373. this.scene.disablePhysicsEngine();
  100374. }
  100375. };
  100376. return PhysicsEngineSceneComponent;
  100377. }());
  100378. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  100379. })(BABYLON || (BABYLON = {}));
  100380. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  100381. var BABYLON;
  100382. (function (BABYLON) {
  100383. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  100384. // All values and structures referenced from:
  100385. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  100386. var DDS_MAGIC = 0x20534444;
  100387. var
  100388. //DDSD_CAPS = 0x1,
  100389. //DDSD_HEIGHT = 0x2,
  100390. //DDSD_WIDTH = 0x4,
  100391. //DDSD_PITCH = 0x8,
  100392. //DDSD_PIXELFORMAT = 0x1000,
  100393. DDSD_MIPMAPCOUNT = 0x20000;
  100394. //DDSD_LINEARSIZE = 0x80000,
  100395. //DDSD_DEPTH = 0x800000;
  100396. // var DDSCAPS_COMPLEX = 0x8,
  100397. // DDSCAPS_MIPMAP = 0x400000,
  100398. // DDSCAPS_TEXTURE = 0x1000;
  100399. var DDSCAPS2_CUBEMAP = 0x200;
  100400. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  100401. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  100402. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  100403. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  100404. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  100405. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  100406. // DDSCAPS2_VOLUME = 0x200000;
  100407. var
  100408. //DDPF_ALPHAPIXELS = 0x1,
  100409. //DDPF_ALPHA = 0x2,
  100410. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  100411. //DDPF_YUV = 0x200,
  100412. DDPF_LUMINANCE = 0x20000;
  100413. function FourCCToInt32(value) {
  100414. return value.charCodeAt(0) +
  100415. (value.charCodeAt(1) << 8) +
  100416. (value.charCodeAt(2) << 16) +
  100417. (value.charCodeAt(3) << 24);
  100418. }
  100419. function Int32ToFourCC(value) {
  100420. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  100421. }
  100422. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  100423. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  100424. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  100425. var FOURCC_DX10 = FourCCToInt32("DX10");
  100426. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  100427. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  100428. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  100429. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  100430. var headerLengthInt = 31; // The header length in 32 bit ints
  100431. // Offsets into the header array
  100432. var off_magic = 0;
  100433. var off_size = 1;
  100434. var off_flags = 2;
  100435. var off_height = 3;
  100436. var off_width = 4;
  100437. var off_mipmapCount = 7;
  100438. var off_pfFlags = 20;
  100439. var off_pfFourCC = 21;
  100440. var off_RGBbpp = 22;
  100441. var off_RMask = 23;
  100442. var off_GMask = 24;
  100443. var off_BMask = 25;
  100444. var off_AMask = 26;
  100445. // var off_caps1 = 27;
  100446. var off_caps2 = 28;
  100447. // var off_caps3 = 29;
  100448. // var off_caps4 = 30;
  100449. var off_dxgiFormat = 32;
  100450. /**
  100451. * Class used to provide DDS decompression tools
  100452. */
  100453. var DDSTools = /** @class */ (function () {
  100454. function DDSTools() {
  100455. }
  100456. /**
  100457. * Gets DDS information from an array buffer
  100458. * @param arrayBuffer defines the array buffer to read data from
  100459. * @returns the DDS information
  100460. */
  100461. DDSTools.GetDDSInfo = function (arrayBuffer) {
  100462. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100463. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  100464. var mipmapCount = 1;
  100465. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  100466. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100467. }
  100468. var fourCC = header[off_pfFourCC];
  100469. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  100470. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100471. switch (fourCC) {
  100472. case FOURCC_D3DFMT_R16G16B16A16F:
  100473. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100474. break;
  100475. case FOURCC_D3DFMT_R32G32B32A32F:
  100476. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100477. break;
  100478. case FOURCC_DX10:
  100479. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  100480. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100481. break;
  100482. }
  100483. }
  100484. return {
  100485. width: header[off_width],
  100486. height: header[off_height],
  100487. mipmapCount: mipmapCount,
  100488. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  100489. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  100490. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  100491. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  100492. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  100493. dxgiFormat: dxgiFormat,
  100494. textureType: textureType
  100495. };
  100496. };
  100497. DDSTools._ToHalfFloat = function (value) {
  100498. if (!DDSTools._FloatView) {
  100499. DDSTools._FloatView = new Float32Array(1);
  100500. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  100501. }
  100502. DDSTools._FloatView[0] = value;
  100503. var x = DDSTools._Int32View[0];
  100504. var bits = (x >> 16) & 0x8000; /* Get the sign */
  100505. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  100506. var e = (x >> 23) & 0xff; /* Using int is faster here */
  100507. /* If zero, or denormal, or exponent underflows too much for a denormal
  100508. * half, return signed zero. */
  100509. if (e < 103) {
  100510. return bits;
  100511. }
  100512. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  100513. if (e > 142) {
  100514. bits |= 0x7c00;
  100515. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  100516. * not Inf, so make sure we set one mantissa bit too. */
  100517. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  100518. return bits;
  100519. }
  100520. /* If exponent underflows but not too much, return a denormal */
  100521. if (e < 113) {
  100522. m |= 0x0800;
  100523. /* Extra rounding may overflow and set mantissa to 0 and exponent
  100524. * to 1, which is OK. */
  100525. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  100526. return bits;
  100527. }
  100528. bits |= ((e - 112) << 10) | (m >> 1);
  100529. bits += m & 1;
  100530. return bits;
  100531. };
  100532. DDSTools._FromHalfFloat = function (value) {
  100533. var s = (value & 0x8000) >> 15;
  100534. var e = (value & 0x7C00) >> 10;
  100535. var f = value & 0x03FF;
  100536. if (e === 0) {
  100537. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  100538. }
  100539. else if (e == 0x1F) {
  100540. return f ? NaN : ((s ? -1 : 1) * Infinity);
  100541. }
  100542. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  100543. };
  100544. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100545. var destArray = new Float32Array(dataLength);
  100546. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100547. var index = 0;
  100548. for (var y = 0; y < height; y++) {
  100549. for (var x = 0; x < width; x++) {
  100550. var srcPos = (x + y * width) * 4;
  100551. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  100552. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  100553. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  100554. if (DDSTools.StoreLODInAlphaChannel) {
  100555. destArray[index + 3] = lod;
  100556. }
  100557. else {
  100558. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  100559. }
  100560. index += 4;
  100561. }
  100562. }
  100563. return destArray;
  100564. };
  100565. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100566. if (DDSTools.StoreLODInAlphaChannel) {
  100567. var destArray = new Uint16Array(dataLength);
  100568. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100569. var index = 0;
  100570. for (var y = 0; y < height; y++) {
  100571. for (var x = 0; x < width; x++) {
  100572. var srcPos = (x + y * width) * 4;
  100573. destArray[index] = srcData[srcPos];
  100574. destArray[index + 1] = srcData[srcPos + 1];
  100575. destArray[index + 2] = srcData[srcPos + 2];
  100576. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  100577. index += 4;
  100578. }
  100579. }
  100580. return destArray;
  100581. }
  100582. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  100583. };
  100584. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100585. if (DDSTools.StoreLODInAlphaChannel) {
  100586. var destArray = new Float32Array(dataLength);
  100587. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100588. var index = 0;
  100589. for (var y = 0; y < height; y++) {
  100590. for (var x = 0; x < width; x++) {
  100591. var srcPos = (x + y * width) * 4;
  100592. destArray[index] = srcData[srcPos];
  100593. destArray[index + 1] = srcData[srcPos + 1];
  100594. destArray[index + 2] = srcData[srcPos + 2];
  100595. destArray[index + 3] = lod;
  100596. index += 4;
  100597. }
  100598. }
  100599. return destArray;
  100600. }
  100601. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  100602. };
  100603. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100604. var destArray = new Uint8Array(dataLength);
  100605. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100606. var index = 0;
  100607. for (var y = 0; y < height; y++) {
  100608. for (var x = 0; x < width; x++) {
  100609. var srcPos = (x + y * width) * 4;
  100610. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  100611. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  100612. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  100613. if (DDSTools.StoreLODInAlphaChannel) {
  100614. destArray[index + 3] = lod;
  100615. }
  100616. else {
  100617. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  100618. }
  100619. index += 4;
  100620. }
  100621. }
  100622. return destArray;
  100623. };
  100624. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100625. var destArray = new Uint8Array(dataLength);
  100626. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100627. var index = 0;
  100628. for (var y = 0; y < height; y++) {
  100629. for (var x = 0; x < width; x++) {
  100630. var srcPos = (x + y * width) * 4;
  100631. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  100632. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  100633. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  100634. if (DDSTools.StoreLODInAlphaChannel) {
  100635. destArray[index + 3] = lod;
  100636. }
  100637. else {
  100638. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  100639. }
  100640. index += 4;
  100641. }
  100642. }
  100643. return destArray;
  100644. };
  100645. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  100646. var byteArray = new Uint8Array(dataLength);
  100647. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100648. var index = 0;
  100649. for (var y = 0; y < height; y++) {
  100650. for (var x = 0; x < width; x++) {
  100651. var srcPos = (x + y * width) * 4;
  100652. byteArray[index] = srcData[srcPos + rOffset];
  100653. byteArray[index + 1] = srcData[srcPos + gOffset];
  100654. byteArray[index + 2] = srcData[srcPos + bOffset];
  100655. byteArray[index + 3] = srcData[srcPos + aOffset];
  100656. index += 4;
  100657. }
  100658. }
  100659. return byteArray;
  100660. };
  100661. DDSTools._ExtractLongWordOrder = function (value) {
  100662. if (value === 0 || value === 255 || value === -16777216) {
  100663. return 0;
  100664. }
  100665. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  100666. };
  100667. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  100668. var byteArray = new Uint8Array(dataLength);
  100669. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100670. var index = 0;
  100671. for (var y = 0; y < height; y++) {
  100672. for (var x = 0; x < width; x++) {
  100673. var srcPos = (x + y * width) * 3;
  100674. byteArray[index] = srcData[srcPos + rOffset];
  100675. byteArray[index + 1] = srcData[srcPos + gOffset];
  100676. byteArray[index + 2] = srcData[srcPos + bOffset];
  100677. index += 3;
  100678. }
  100679. }
  100680. return byteArray;
  100681. };
  100682. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  100683. var byteArray = new Uint8Array(dataLength);
  100684. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100685. var index = 0;
  100686. for (var y = 0; y < height; y++) {
  100687. for (var x = 0; x < width; x++) {
  100688. var srcPos = (x + y * width);
  100689. byteArray[index] = srcData[srcPos];
  100690. index++;
  100691. }
  100692. }
  100693. return byteArray;
  100694. };
  100695. /**
  100696. * Uploads DDS Levels to a Babylon Texture
  100697. * @hidden
  100698. */
  100699. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  100700. if (lodIndex === void 0) { lodIndex = -1; }
  100701. var sphericalPolynomialFaces = null;
  100702. if (info.sphericalPolynomial) {
  100703. sphericalPolynomialFaces = new Array();
  100704. }
  100705. var ext = engine.getCaps().s3tc;
  100706. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100707. var fourCC, width, height, dataLength = 0, dataOffset;
  100708. var byteArray, mipmapCount, mip;
  100709. var internalCompressedFormat = 0;
  100710. var blockBytes = 1;
  100711. if (header[off_magic] !== DDS_MAGIC) {
  100712. BABYLON.Tools.Error("Invalid magic number in DDS header");
  100713. return;
  100714. }
  100715. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  100716. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  100717. return;
  100718. }
  100719. if (info.isCompressed && !ext) {
  100720. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  100721. return;
  100722. }
  100723. var bpp = header[off_RGBbpp];
  100724. dataOffset = header[off_size] + 4;
  100725. var computeFormats = false;
  100726. if (info.isFourCC) {
  100727. fourCC = header[off_pfFourCC];
  100728. switch (fourCC) {
  100729. case FOURCC_DXT1:
  100730. blockBytes = 8;
  100731. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  100732. break;
  100733. case FOURCC_DXT3:
  100734. blockBytes = 16;
  100735. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  100736. break;
  100737. case FOURCC_DXT5:
  100738. blockBytes = 16;
  100739. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  100740. break;
  100741. case FOURCC_D3DFMT_R16G16B16A16F:
  100742. computeFormats = true;
  100743. break;
  100744. case FOURCC_D3DFMT_R32G32B32A32F:
  100745. computeFormats = true;
  100746. break;
  100747. case FOURCC_DX10:
  100748. // There is an additionnal header so dataOffset need to be changed
  100749. dataOffset += 5 * 4; // 5 uints
  100750. var supported = false;
  100751. switch (info.dxgiFormat) {
  100752. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  100753. computeFormats = true;
  100754. supported = true;
  100755. break;
  100756. case DXGI_FORMAT_B8G8R8X8_UNORM:
  100757. info.isRGB = true;
  100758. info.isFourCC = false;
  100759. bpp = 32;
  100760. supported = true;
  100761. break;
  100762. }
  100763. if (supported) {
  100764. break;
  100765. }
  100766. default:
  100767. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  100768. return;
  100769. }
  100770. }
  100771. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  100772. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  100773. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  100774. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  100775. if (computeFormats) {
  100776. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  100777. }
  100778. mipmapCount = 1;
  100779. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  100780. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100781. }
  100782. for (var face = 0; face < faces; face++) {
  100783. width = header[off_width];
  100784. height = header[off_height];
  100785. for (mip = 0; mip < mipmapCount; ++mip) {
  100786. if (lodIndex === -1 || lodIndex === mip) {
  100787. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  100788. var i = (lodIndex === -1) ? mip : 0;
  100789. if (!info.isCompressed && info.isFourCC) {
  100790. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100791. dataLength = width * height * 4;
  100792. var floatArray = null;
  100793. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  100794. if (bpp === 128) {
  100795. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100796. if (sphericalPolynomialFaces && i == 0) {
  100797. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100798. }
  100799. }
  100800. else if (bpp === 64) {
  100801. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100802. if (sphericalPolynomialFaces && i == 0) {
  100803. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100804. }
  100805. }
  100806. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100807. }
  100808. else {
  100809. if (bpp === 128) {
  100810. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100811. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100812. if (sphericalPolynomialFaces && i == 0) {
  100813. sphericalPolynomialFaces.push(floatArray);
  100814. }
  100815. }
  100816. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  100817. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100818. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100819. if (sphericalPolynomialFaces && i == 0) {
  100820. sphericalPolynomialFaces.push(floatArray);
  100821. }
  100822. }
  100823. else { // 64
  100824. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100825. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100826. if (sphericalPolynomialFaces && i == 0) {
  100827. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100828. }
  100829. }
  100830. }
  100831. if (floatArray) {
  100832. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  100833. }
  100834. }
  100835. else if (info.isRGB) {
  100836. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100837. if (bpp === 24) {
  100838. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  100839. dataLength = width * height * 3;
  100840. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  100841. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100842. }
  100843. else { // 32
  100844. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100845. dataLength = width * height * 4;
  100846. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  100847. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100848. }
  100849. }
  100850. else if (info.isLuminance) {
  100851. var unpackAlignment = engine._getUnpackAlignement();
  100852. var unpaddedRowSize = width;
  100853. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  100854. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  100855. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  100856. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  100857. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100858. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100859. }
  100860. else {
  100861. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  100862. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  100863. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100864. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  100865. }
  100866. }
  100867. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  100868. width *= 0.5;
  100869. height *= 0.5;
  100870. width = Math.max(1.0, width);
  100871. height = Math.max(1.0, height);
  100872. }
  100873. if (currentFace !== undefined) {
  100874. // Loading a single face
  100875. break;
  100876. }
  100877. }
  100878. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  100879. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  100880. size: header[off_width],
  100881. right: sphericalPolynomialFaces[0],
  100882. left: sphericalPolynomialFaces[1],
  100883. up: sphericalPolynomialFaces[2],
  100884. down: sphericalPolynomialFaces[3],
  100885. front: sphericalPolynomialFaces[4],
  100886. back: sphericalPolynomialFaces[5],
  100887. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  100888. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  100889. gammaSpace: false,
  100890. });
  100891. }
  100892. else {
  100893. info.sphericalPolynomial = undefined;
  100894. }
  100895. };
  100896. /**
  100897. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  100898. */
  100899. DDSTools.StoreLODInAlphaChannel = false;
  100900. return DDSTools;
  100901. }());
  100902. BABYLON.DDSTools = DDSTools;
  100903. })(BABYLON || (BABYLON = {}));
  100904. //# sourceMappingURL=babylon.dds.js.map
  100905. var BABYLON;
  100906. (function (BABYLON) {
  100907. /**
  100908. * Implementation of the DDS Texture Loader.
  100909. */
  100910. var DDSTextureLoader = /** @class */ (function () {
  100911. function DDSTextureLoader() {
  100912. /**
  100913. * Defines wether the loader supports cascade loading the different faces.
  100914. */
  100915. this.supportCascades = true;
  100916. }
  100917. /**
  100918. * This returns if the loader support the current file information.
  100919. * @param extension defines the file extension of the file being loaded
  100920. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100921. * @param fallback defines the fallback internal texture if any
  100922. * @param isBase64 defines whether the texture is encoded as a base64
  100923. * @param isBuffer defines whether the texture data are stored as a buffer
  100924. * @returns true if the loader can load the specified file
  100925. */
  100926. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100927. return extension.indexOf(".dds") === 0;
  100928. };
  100929. /**
  100930. * Transform the url before loading if required.
  100931. * @param rootUrl the url of the texture
  100932. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100933. * @returns the transformed texture
  100934. */
  100935. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  100936. return rootUrl;
  100937. };
  100938. /**
  100939. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  100940. * @param rootUrl the url of the texture
  100941. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100942. * @returns the fallback texture
  100943. */
  100944. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  100945. return null;
  100946. };
  100947. /**
  100948. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  100949. * @param data contains the texture data
  100950. * @param texture defines the BabylonJS internal texture
  100951. * @param createPolynomials will be true if polynomials have been requested
  100952. * @param onLoad defines the callback to trigger once the texture is ready
  100953. * @param onError defines the callback to trigger in case of error
  100954. */
  100955. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  100956. var engine = texture.getEngine();
  100957. var info;
  100958. var loadMipmap = false;
  100959. if (Array.isArray(imgs)) {
  100960. for (var index = 0; index < imgs.length; index++) {
  100961. var data_1 = imgs[index];
  100962. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  100963. texture.width = info.width;
  100964. texture.height = info.height;
  100965. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100966. engine._unpackFlipY(info.isCompressed);
  100967. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  100968. if (!info.isFourCC && info.mipmapCount === 1) {
  100969. engine.generateMipMapsForCubemap(texture);
  100970. }
  100971. }
  100972. }
  100973. else {
  100974. var data = imgs;
  100975. info = BABYLON.DDSTools.GetDDSInfo(data);
  100976. texture.width = info.width;
  100977. texture.height = info.height;
  100978. if (createPolynomials) {
  100979. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  100980. }
  100981. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  100982. engine._unpackFlipY(info.isCompressed);
  100983. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  100984. if (!info.isFourCC && info.mipmapCount === 1) {
  100985. engine.generateMipMapsForCubemap(texture);
  100986. }
  100987. }
  100988. engine._setCubeMapTextureParams(loadMipmap);
  100989. texture.isReady = true;
  100990. if (onLoad) {
  100991. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  100992. }
  100993. };
  100994. /**
  100995. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  100996. * @param data contains the texture data
  100997. * @param texture defines the BabylonJS internal texture
  100998. * @param callback defines the method to call once ready to upload
  100999. */
  101000. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  101001. var info = BABYLON.DDSTools.GetDDSInfo(data);
  101002. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  101003. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  101004. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  101005. });
  101006. };
  101007. return DDSTextureLoader;
  101008. }());
  101009. // Register the loader.
  101010. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  101011. })(BABYLON || (BABYLON = {}));
  101012. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  101013. var BABYLON;
  101014. (function (BABYLON) {
  101015. /**
  101016. * Based on jsTGALoader - Javascript loader for TGA file
  101017. * By Vincent Thibault
  101018. * @see http://blog.robrowser.com/javascript-tga-loader.html
  101019. */
  101020. var TGATools = /** @class */ (function () {
  101021. function TGATools() {
  101022. }
  101023. /**
  101024. * Gets the header of a TGA file
  101025. * @param data defines the TGA data
  101026. * @returns the header
  101027. */
  101028. TGATools.GetTGAHeader = function (data) {
  101029. var offset = 0;
  101030. var header = {
  101031. id_length: data[offset++],
  101032. colormap_type: data[offset++],
  101033. image_type: data[offset++],
  101034. colormap_index: data[offset++] | data[offset++] << 8,
  101035. colormap_length: data[offset++] | data[offset++] << 8,
  101036. colormap_size: data[offset++],
  101037. origin: [
  101038. data[offset++] | data[offset++] << 8,
  101039. data[offset++] | data[offset++] << 8
  101040. ],
  101041. width: data[offset++] | data[offset++] << 8,
  101042. height: data[offset++] | data[offset++] << 8,
  101043. pixel_size: data[offset++],
  101044. flags: data[offset++]
  101045. };
  101046. return header;
  101047. };
  101048. /**
  101049. * Uploads TGA content to a Babylon Texture
  101050. * @hidden
  101051. */
  101052. TGATools.UploadContent = function (texture, data) {
  101053. // Not enough data to contain header ?
  101054. if (data.length < 19) {
  101055. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  101056. return;
  101057. }
  101058. // Read Header
  101059. var offset = 18;
  101060. var header = TGATools.GetTGAHeader(data);
  101061. // Assume it's a valid Targa file.
  101062. if (header.id_length + offset > data.length) {
  101063. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  101064. return;
  101065. }
  101066. // Skip not needed data
  101067. offset += header.id_length;
  101068. var use_rle = false;
  101069. var use_pal = false;
  101070. var use_grey = false;
  101071. // Get some informations.
  101072. switch (header.image_type) {
  101073. case TGATools._TYPE_RLE_INDEXED:
  101074. use_rle = true;
  101075. case TGATools._TYPE_INDEXED:
  101076. use_pal = true;
  101077. break;
  101078. case TGATools._TYPE_RLE_RGB:
  101079. use_rle = true;
  101080. case TGATools._TYPE_RGB:
  101081. // use_rgb = true;
  101082. break;
  101083. case TGATools._TYPE_RLE_GREY:
  101084. use_rle = true;
  101085. case TGATools._TYPE_GREY:
  101086. use_grey = true;
  101087. break;
  101088. }
  101089. var pixel_data;
  101090. // var numAlphaBits = header.flags & 0xf;
  101091. var pixel_size = header.pixel_size >> 3;
  101092. var pixel_total = header.width * header.height * pixel_size;
  101093. // Read palettes
  101094. var palettes;
  101095. if (use_pal) {
  101096. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  101097. }
  101098. // Read LRE
  101099. if (use_rle) {
  101100. pixel_data = new Uint8Array(pixel_total);
  101101. var c, count, i;
  101102. var localOffset = 0;
  101103. var pixels = new Uint8Array(pixel_size);
  101104. while (offset < pixel_total && localOffset < pixel_total) {
  101105. c = data[offset++];
  101106. count = (c & 0x7f) + 1;
  101107. // RLE pixels
  101108. if (c & 0x80) {
  101109. // Bind pixel tmp array
  101110. for (i = 0; i < pixel_size; ++i) {
  101111. pixels[i] = data[offset++];
  101112. }
  101113. // Copy pixel array
  101114. for (i = 0; i < count; ++i) {
  101115. pixel_data.set(pixels, localOffset + i * pixel_size);
  101116. }
  101117. localOffset += pixel_size * count;
  101118. }
  101119. // Raw pixels
  101120. else {
  101121. count *= pixel_size;
  101122. for (i = 0; i < count; ++i) {
  101123. pixel_data[localOffset + i] = data[offset++];
  101124. }
  101125. localOffset += count;
  101126. }
  101127. }
  101128. }
  101129. // RAW Pixels
  101130. else {
  101131. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  101132. }
  101133. // Load to texture
  101134. var x_start, y_start, x_step, y_step, y_end, x_end;
  101135. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  101136. default:
  101137. case TGATools._ORIGIN_UL:
  101138. x_start = 0;
  101139. x_step = 1;
  101140. x_end = header.width;
  101141. y_start = 0;
  101142. y_step = 1;
  101143. y_end = header.height;
  101144. break;
  101145. case TGATools._ORIGIN_BL:
  101146. x_start = 0;
  101147. x_step = 1;
  101148. x_end = header.width;
  101149. y_start = header.height - 1;
  101150. y_step = -1;
  101151. y_end = -1;
  101152. break;
  101153. case TGATools._ORIGIN_UR:
  101154. x_start = header.width - 1;
  101155. x_step = -1;
  101156. x_end = -1;
  101157. y_start = 0;
  101158. y_step = 1;
  101159. y_end = header.height;
  101160. break;
  101161. case TGATools._ORIGIN_BR:
  101162. x_start = header.width - 1;
  101163. x_step = -1;
  101164. x_end = -1;
  101165. y_start = header.height - 1;
  101166. y_step = -1;
  101167. y_end = -1;
  101168. break;
  101169. }
  101170. // Load the specify method
  101171. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  101172. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  101173. var engine = texture.getEngine();
  101174. engine._uploadDataToTextureDirectly(texture, imageData);
  101175. };
  101176. /** @hidden */
  101177. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101178. var image = pixel_data, colormap = palettes;
  101179. var width = header.width, height = header.height;
  101180. var color, i = 0, x, y;
  101181. var imageData = new Uint8Array(width * height * 4);
  101182. for (y = y_start; y !== y_end; y += y_step) {
  101183. for (x = x_start; x !== x_end; x += x_step, i++) {
  101184. color = image[i];
  101185. imageData[(x + width * y) * 4 + 3] = 255;
  101186. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  101187. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  101188. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  101189. }
  101190. }
  101191. return imageData;
  101192. };
  101193. /** @hidden */
  101194. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101195. var image = pixel_data;
  101196. var width = header.width, height = header.height;
  101197. var color, i = 0, x, y;
  101198. var imageData = new Uint8Array(width * height * 4);
  101199. for (y = y_start; y !== y_end; y += y_step) {
  101200. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101201. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  101202. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  101203. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  101204. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  101205. imageData[(x + width * y) * 4 + 0] = r;
  101206. imageData[(x + width * y) * 4 + 1] = g;
  101207. imageData[(x + width * y) * 4 + 2] = b;
  101208. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  101209. }
  101210. }
  101211. return imageData;
  101212. };
  101213. /** @hidden */
  101214. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101215. var image = pixel_data;
  101216. var width = header.width, height = header.height;
  101217. var i = 0, x, y;
  101218. var imageData = new Uint8Array(width * height * 4);
  101219. for (y = y_start; y !== y_end; y += y_step) {
  101220. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  101221. imageData[(x + width * y) * 4 + 3] = 255;
  101222. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101223. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101224. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101225. }
  101226. }
  101227. return imageData;
  101228. };
  101229. /** @hidden */
  101230. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101231. var image = pixel_data;
  101232. var width = header.width, height = header.height;
  101233. var i = 0, x, y;
  101234. var imageData = new Uint8Array(width * height * 4);
  101235. for (y = y_start; y !== y_end; y += y_step) {
  101236. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  101237. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101238. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101239. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101240. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  101241. }
  101242. }
  101243. return imageData;
  101244. };
  101245. /** @hidden */
  101246. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101247. var image = pixel_data;
  101248. var width = header.width, height = header.height;
  101249. var color, i = 0, x, y;
  101250. var imageData = new Uint8Array(width * height * 4);
  101251. for (y = y_start; y !== y_end; y += y_step) {
  101252. for (x = x_start; x !== x_end; x += x_step, i++) {
  101253. color = image[i];
  101254. imageData[(x + width * y) * 4 + 0] = color;
  101255. imageData[(x + width * y) * 4 + 1] = color;
  101256. imageData[(x + width * y) * 4 + 2] = color;
  101257. imageData[(x + width * y) * 4 + 3] = 255;
  101258. }
  101259. }
  101260. return imageData;
  101261. };
  101262. /** @hidden */
  101263. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101264. var image = pixel_data;
  101265. var width = header.width, height = header.height;
  101266. var i = 0, x, y;
  101267. var imageData = new Uint8Array(width * height * 4);
  101268. for (y = y_start; y !== y_end; y += y_step) {
  101269. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101270. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  101271. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  101272. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101273. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  101274. }
  101275. }
  101276. return imageData;
  101277. };
  101278. //private static _TYPE_NO_DATA = 0;
  101279. TGATools._TYPE_INDEXED = 1;
  101280. TGATools._TYPE_RGB = 2;
  101281. TGATools._TYPE_GREY = 3;
  101282. TGATools._TYPE_RLE_INDEXED = 9;
  101283. TGATools._TYPE_RLE_RGB = 10;
  101284. TGATools._TYPE_RLE_GREY = 11;
  101285. TGATools._ORIGIN_MASK = 0x30;
  101286. TGATools._ORIGIN_SHIFT = 0x04;
  101287. TGATools._ORIGIN_BL = 0x00;
  101288. TGATools._ORIGIN_BR = 0x01;
  101289. TGATools._ORIGIN_UL = 0x02;
  101290. TGATools._ORIGIN_UR = 0x03;
  101291. return TGATools;
  101292. }());
  101293. BABYLON.TGATools = TGATools;
  101294. })(BABYLON || (BABYLON = {}));
  101295. //# sourceMappingURL=babylon.tga.js.map
  101296. var BABYLON;
  101297. (function (BABYLON) {
  101298. /**
  101299. * Implementation of the TGA Texture Loader.
  101300. */
  101301. var TGATextureLoader = /** @class */ (function () {
  101302. function TGATextureLoader() {
  101303. /**
  101304. * Defines wether the loader supports cascade loading the different faces.
  101305. */
  101306. this.supportCascades = false;
  101307. }
  101308. /**
  101309. * This returns if the loader support the current file information.
  101310. * @param extension defines the file extension of the file being loaded
  101311. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101312. * @param fallback defines the fallback internal texture if any
  101313. * @param isBase64 defines whether the texture is encoded as a base64
  101314. * @param isBuffer defines whether the texture data are stored as a buffer
  101315. * @returns true if the loader can load the specified file
  101316. */
  101317. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101318. return extension.indexOf(".tga") === 0;
  101319. };
  101320. /**
  101321. * Transform the url before loading if required.
  101322. * @param rootUrl the url of the texture
  101323. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101324. * @returns the transformed texture
  101325. */
  101326. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101327. return rootUrl;
  101328. };
  101329. /**
  101330. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101331. * @param rootUrl the url of the texture
  101332. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101333. * @returns the fallback texture
  101334. */
  101335. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101336. return null;
  101337. };
  101338. /**
  101339. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101340. * @param data contains the texture data
  101341. * @param texture defines the BabylonJS internal texture
  101342. * @param createPolynomials will be true if polynomials have been requested
  101343. * @param onLoad defines the callback to trigger once the texture is ready
  101344. * @param onError defines the callback to trigger in case of error
  101345. */
  101346. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101347. throw ".env not supported in Cube.";
  101348. };
  101349. /**
  101350. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101351. * @param data contains the texture data
  101352. * @param texture defines the BabylonJS internal texture
  101353. * @param callback defines the method to call once ready to upload
  101354. */
  101355. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  101356. var uintData = new Uint8Array(data);
  101357. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  101358. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  101359. BABYLON.TGATools.UploadContent(texture, uintData);
  101360. });
  101361. };
  101362. return TGATextureLoader;
  101363. }());
  101364. // Register the loader.
  101365. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  101366. })(BABYLON || (BABYLON = {}));
  101367. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  101368. var BABYLON;
  101369. (function (BABYLON) {
  101370. /**
  101371. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  101372. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  101373. */
  101374. var KhronosTextureContainer = /** @class */ (function () {
  101375. /**
  101376. * Creates a new KhronosTextureContainer
  101377. * @param arrayBuffer contents of the KTX container file
  101378. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  101379. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  101380. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  101381. */
  101382. function KhronosTextureContainer(
  101383. /** contents of the KTX container file */
  101384. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  101385. this.arrayBuffer = arrayBuffer;
  101386. /**
  101387. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  101388. */
  101389. this.isInvalid = false;
  101390. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  101391. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  101392. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  101393. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  101394. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  101395. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  101396. this.isInvalid = true;
  101397. BABYLON.Tools.Error("texture missing KTX identifier");
  101398. return;
  101399. }
  101400. // load the reset of the header in native 32 bit int
  101401. var header = new Int32Array(this.arrayBuffer, 12, 13);
  101402. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  101403. var oppositeEndianess = header[0] === 0x01020304;
  101404. // read all the header elements in order they exist in the file, without modification (sans endainness)
  101405. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  101406. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  101407. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  101408. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  101409. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  101410. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  101411. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  101412. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  101413. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  101414. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  101415. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  101416. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  101417. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  101418. if (this.glType !== 0) {
  101419. BABYLON.Tools.Error("only compressed formats currently supported");
  101420. return;
  101421. }
  101422. else {
  101423. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  101424. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  101425. }
  101426. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  101427. BABYLON.Tools.Error("only 2D textures currently supported");
  101428. return;
  101429. }
  101430. if (this.numberOfArrayElements !== 0) {
  101431. BABYLON.Tools.Error("texture arrays not currently supported");
  101432. return;
  101433. }
  101434. if (this.numberOfFaces !== facesExpected) {
  101435. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  101436. return;
  101437. }
  101438. // we now have a completely validated file, so could use existence of loadType as success
  101439. // would need to make this more elaborate & adjust checks above to support more than one load type
  101440. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  101441. }
  101442. //
  101443. /**
  101444. * Revert the endianness of a value.
  101445. * Not as fast hardware based, but will probably never need to use
  101446. * @param val defines the value to convert
  101447. * @returns the new value
  101448. */
  101449. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  101450. return ((val & 0xFF) << 24)
  101451. | ((val & 0xFF00) << 8)
  101452. | ((val >> 8) & 0xFF00)
  101453. | ((val >> 24) & 0xFF);
  101454. };
  101455. /**
  101456. * Uploads KTX content to a Babylon Texture.
  101457. * It is assumed that the texture has already been created & is currently bound
  101458. * @hidden
  101459. */
  101460. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  101461. switch (this.loadType) {
  101462. case KhronosTextureContainer.COMPRESSED_2D:
  101463. this._upload2DCompressedLevels(texture, loadMipmaps);
  101464. break;
  101465. case KhronosTextureContainer.TEX_2D:
  101466. case KhronosTextureContainer.COMPRESSED_3D:
  101467. case KhronosTextureContainer.TEX_3D:
  101468. }
  101469. };
  101470. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  101471. // initialize width & height for level 1
  101472. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  101473. var width = this.pixelWidth;
  101474. var height = this.pixelHeight;
  101475. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  101476. for (var level = 0; level < mipmapCount; level++) {
  101477. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  101478. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  101479. for (var face = 0; face < this.numberOfFaces; face++) {
  101480. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  101481. var engine = texture.getEngine();
  101482. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  101483. dataOffset += imageSize; // add size of the image for the next face/mipmap
  101484. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  101485. }
  101486. width = Math.max(1.0, width * 0.5);
  101487. height = Math.max(1.0, height * 0.5);
  101488. }
  101489. };
  101490. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  101491. // load types
  101492. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  101493. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  101494. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  101495. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  101496. return KhronosTextureContainer;
  101497. }());
  101498. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  101499. })(BABYLON || (BABYLON = {}));
  101500. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  101501. var BABYLON;
  101502. (function (BABYLON) {
  101503. /**
  101504. * Implementation of the KTX Texture Loader.
  101505. */
  101506. var KTXTextureLoader = /** @class */ (function () {
  101507. function KTXTextureLoader() {
  101508. /**
  101509. * Defines wether the loader supports cascade loading the different faces.
  101510. */
  101511. this.supportCascades = false;
  101512. }
  101513. /**
  101514. * This returns if the loader support the current file information.
  101515. * @param extension defines the file extension of the file being loaded
  101516. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101517. * @param fallback defines the fallback internal texture if any
  101518. * @param isBase64 defines whether the texture is encoded as a base64
  101519. * @param isBuffer defines whether the texture data are stored as a buffer
  101520. * @returns true if the loader can load the specified file
  101521. */
  101522. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101523. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  101524. return true;
  101525. }
  101526. return false;
  101527. };
  101528. /**
  101529. * Transform the url before loading if required.
  101530. * @param rootUrl the url of the texture
  101531. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101532. * @returns the transformed texture
  101533. */
  101534. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101535. var lastDot = rootUrl.lastIndexOf('.');
  101536. if (lastDot != -1 && rootUrl.substring(lastDot + 1) == "ktx") {
  101537. // Already transformed
  101538. return rootUrl;
  101539. }
  101540. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  101541. };
  101542. /**
  101543. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101544. * @param rootUrl the url of the texture
  101545. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101546. * @returns the fallback texture
  101547. */
  101548. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101549. // remove the format appended to the rootUrl in the original createCubeTexture call.
  101550. var exp = new RegExp("" + textureFormatInUse + "$");
  101551. return rootUrl.replace(exp, "");
  101552. };
  101553. /**
  101554. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101555. * @param data contains the texture data
  101556. * @param texture defines the BabylonJS internal texture
  101557. * @param createPolynomials will be true if polynomials have been requested
  101558. * @param onLoad defines the callback to trigger once the texture is ready
  101559. * @param onError defines the callback to trigger in case of error
  101560. */
  101561. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101562. if (Array.isArray(data)) {
  101563. return;
  101564. }
  101565. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101566. texture._invertVScale = !texture.invertY;
  101567. var engine = texture.getEngine();
  101568. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  101569. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  101570. engine._unpackFlipY(true);
  101571. ktx.uploadLevels(texture, texture.generateMipMaps);
  101572. texture.width = ktx.pixelWidth;
  101573. texture.height = ktx.pixelHeight;
  101574. engine._setCubeMapTextureParams(loadMipmap);
  101575. texture.isReady = true;
  101576. };
  101577. /**
  101578. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101579. * @param data contains the texture data
  101580. * @param texture defines the BabylonJS internal texture
  101581. * @param callback defines the method to call once ready to upload
  101582. */
  101583. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  101584. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101585. texture._invertVScale = !texture.invertY;
  101586. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  101587. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  101588. ktx.uploadLevels(texture, texture.generateMipMaps);
  101589. }, ktx.isInvalid);
  101590. };
  101591. return KTXTextureLoader;
  101592. }());
  101593. // Register the loader.
  101594. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  101595. })(BABYLON || (BABYLON = {}));
  101596. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  101597. var BABYLON;
  101598. (function (BABYLON) {
  101599. /**
  101600. * Sets of helpers addressing the serialization and deserialization of environment texture
  101601. * stored in a BabylonJS env file.
  101602. * Those files are usually stored as .env files.
  101603. */
  101604. var EnvironmentTextureTools = /** @class */ (function () {
  101605. function EnvironmentTextureTools() {
  101606. }
  101607. /**
  101608. * Gets the environment info from an env file.
  101609. * @param data The array buffer containing the .env bytes.
  101610. * @returns the environment file info (the json header) if successfully parsed.
  101611. */
  101612. EnvironmentTextureTools.GetEnvInfo = function (data) {
  101613. var dataView = new DataView(data);
  101614. var pos = 0;
  101615. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101616. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  101617. BABYLON.Tools.Error('Not a babylon environment map');
  101618. return null;
  101619. }
  101620. }
  101621. // Read json manifest - collect characters up to null terminator
  101622. var manifestString = '';
  101623. var charCode = 0x00;
  101624. while ((charCode = dataView.getUint8(pos++))) {
  101625. manifestString += String.fromCharCode(charCode);
  101626. }
  101627. var manifest = JSON.parse(manifestString);
  101628. if (manifest.specular) {
  101629. // Extend the header with the position of the payload.
  101630. manifest.specular.specularDataPosition = pos;
  101631. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  101632. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  101633. }
  101634. return manifest;
  101635. };
  101636. /**
  101637. * Creates an environment texture from a loaded cube texture.
  101638. * @param texture defines the cube texture to convert in env file
  101639. * @return a promise containing the environment data if succesfull.
  101640. */
  101641. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  101642. var _this = this;
  101643. var internalTexture = texture.getInternalTexture();
  101644. if (!internalTexture) {
  101645. return Promise.reject("The cube texture is invalid.");
  101646. }
  101647. if (!texture._prefiltered) {
  101648. return Promise.reject("The cube texture is invalid (not prefiltered).");
  101649. }
  101650. var engine = internalTexture.getEngine();
  101651. if (engine && engine.premultipliedAlpha) {
  101652. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  101653. }
  101654. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  101655. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  101656. }
  101657. var canvas = engine.getRenderingCanvas();
  101658. if (!canvas) {
  101659. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  101660. }
  101661. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101662. if (!engine.getCaps().textureFloatRender) {
  101663. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101664. if (!engine.getCaps().textureHalfFloatRender) {
  101665. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  101666. }
  101667. }
  101668. var cubeWidth = internalTexture.width;
  101669. var hostingScene = new BABYLON.Scene(engine);
  101670. var specularTextures = {};
  101671. var promises = [];
  101672. // Read and collect all mipmaps data from the cube.
  101673. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  101674. mipmapsCount = Math.round(mipmapsCount);
  101675. var _loop_1 = function (i) {
  101676. var faceWidth = Math.pow(2, mipmapsCount - i);
  101677. var _loop_2 = function (face) {
  101678. var data = texture.readPixels(face, i);
  101679. // Creates a temp texture with the face data.
  101680. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  101681. // And rgbdEncode them.
  101682. var promise = new Promise(function (resolve, reject) {
  101683. var rgbdPostProcess = new BABYLON.PostProcess("rgbdEncode", "rgbdEncode", null, null, 1, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, undefined, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, undefined, null, false);
  101684. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101685. rgbdPostProcess.onApply = function (effect) {
  101686. effect._bindTexture("textureSampler", tempTexture);
  101687. };
  101688. // As the process needs to happen on the main canvas, keep track of the current size
  101689. var currentW = engine.getRenderWidth();
  101690. var currentH = engine.getRenderHeight();
  101691. // Set the desired size for the texture
  101692. engine.setSize(faceWidth, faceWidth);
  101693. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  101694. // Reading datas from WebGL
  101695. BABYLON.Tools.ToBlob(canvas, function (blob) {
  101696. var fileReader = new FileReader();
  101697. fileReader.onload = function (event) {
  101698. var arrayBuffer = event.target.result;
  101699. specularTextures[i * 6 + face] = arrayBuffer;
  101700. resolve();
  101701. };
  101702. fileReader.readAsArrayBuffer(blob);
  101703. });
  101704. // Reapply the previous canvas size
  101705. engine.setSize(currentW, currentH);
  101706. });
  101707. });
  101708. promises.push(promise);
  101709. };
  101710. // All faces of the cube.
  101711. for (var face = 0; face < 6; face++) {
  101712. _loop_2(face);
  101713. }
  101714. };
  101715. for (var i = 0; i <= mipmapsCount; i++) {
  101716. _loop_1(i);
  101717. }
  101718. // Once all the textures haves been collected as RGBD stored in PNGs
  101719. return Promise.all(promises).then(function () {
  101720. // We can delete the hosting scene keeping track of all the creation objects
  101721. hostingScene.dispose();
  101722. // Creates the json header for the env texture
  101723. var info = {
  101724. version: 1,
  101725. width: cubeWidth,
  101726. irradiance: _this._CreateEnvTextureIrradiance(texture),
  101727. specular: {
  101728. mipmaps: [],
  101729. lodGenerationScale: texture.lodGenerationScale
  101730. }
  101731. };
  101732. // Sets the specular image data information
  101733. var position = 0;
  101734. for (var i = 0; i <= mipmapsCount; i++) {
  101735. for (var face = 0; face < 6; face++) {
  101736. var byteLength = specularTextures[i * 6 + face].byteLength;
  101737. info.specular.mipmaps.push({
  101738. length: byteLength,
  101739. position: position
  101740. });
  101741. position += byteLength;
  101742. }
  101743. }
  101744. // Encode the JSON as an array buffer
  101745. var infoString = JSON.stringify(info);
  101746. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  101747. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  101748. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  101749. infoView[i] = infoString.charCodeAt(i);
  101750. }
  101751. // Ends up with a null terminator for easier parsing
  101752. infoView[infoString.length] = 0x00;
  101753. // Computes the final required size and creates the storage
  101754. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  101755. var finalBuffer = new ArrayBuffer(totalSize);
  101756. var finalBufferView = new Uint8Array(finalBuffer);
  101757. var dataView = new DataView(finalBuffer);
  101758. // Copy the magic bytes identifying the file in
  101759. var pos = 0;
  101760. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101761. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  101762. }
  101763. // Add the json info
  101764. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  101765. pos += infoBuffer.byteLength;
  101766. // Finally inserts the texture data
  101767. for (var i = 0; i <= mipmapsCount; i++) {
  101768. for (var face = 0; face < 6; face++) {
  101769. var dataBuffer = specularTextures[i * 6 + face];
  101770. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  101771. pos += dataBuffer.byteLength;
  101772. }
  101773. }
  101774. // Voila
  101775. return finalBuffer;
  101776. });
  101777. };
  101778. /**
  101779. * Creates a JSON representation of the spherical data.
  101780. * @param texture defines the texture containing the polynomials
  101781. * @return the JSON representation of the spherical info
  101782. */
  101783. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  101784. var polynmials = texture.sphericalPolynomial;
  101785. if (polynmials == null) {
  101786. return null;
  101787. }
  101788. return {
  101789. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  101790. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  101791. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  101792. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  101793. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  101794. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  101795. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  101796. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  101797. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  101798. };
  101799. };
  101800. /**
  101801. * Uploads the texture info contained in the env file to the GPU.
  101802. * @param texture defines the internal texture to upload to
  101803. * @param arrayBuffer defines the buffer cotaining the data to load
  101804. * @param info defines the texture info retrieved through the GetEnvInfo method
  101805. * @returns a promise
  101806. */
  101807. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  101808. if (info.version !== 1) {
  101809. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  101810. }
  101811. var specularInfo = info.specular;
  101812. if (!specularInfo) {
  101813. // Nothing else parsed so far
  101814. return Promise.resolve();
  101815. }
  101816. // Double checks the enclosed info
  101817. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  101818. mipmapsCount = Math.round(mipmapsCount) + 1;
  101819. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  101820. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  101821. }
  101822. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  101823. var imageData = new Array(mipmapsCount);
  101824. for (var i = 0; i < mipmapsCount; i++) {
  101825. imageData[i] = new Array(6);
  101826. for (var face = 0; face < 6; face++) {
  101827. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  101828. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  101829. }
  101830. }
  101831. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  101832. };
  101833. /**
  101834. * Uploads the levels of image data to the GPU.
  101835. * @param texture defines the internal texture to upload to
  101836. * @param imageData defines the array buffer views of image data [mipmap][face]
  101837. * @returns a promise
  101838. */
  101839. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  101840. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  101841. throw new Error("Texture size must be a power of two");
  101842. }
  101843. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  101844. // Gets everything ready.
  101845. var engine = texture.getEngine();
  101846. var expandTexture = false;
  101847. var generateNonLODTextures = false;
  101848. var rgbdPostProcess = null;
  101849. var cubeRtt = null;
  101850. var lodTextures = null;
  101851. var caps = engine.getCaps();
  101852. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  101853. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101854. texture.generateMipMaps = true;
  101855. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  101856. // Add extra process if texture lod is not supported
  101857. if (!caps.textureLOD) {
  101858. expandTexture = false;
  101859. generateNonLODTextures = true;
  101860. lodTextures = {};
  101861. }
  101862. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  101863. else if (engine.webGLVersion < 2) {
  101864. expandTexture = false;
  101865. }
  101866. // If half float available we can uncompress the texture
  101867. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  101868. expandTexture = true;
  101869. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101870. }
  101871. // If full float available we can uncompress the texture
  101872. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  101873. expandTexture = true;
  101874. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101875. }
  101876. // Expand the texture if possible
  101877. if (expandTexture) {
  101878. // Simply run through the decode PP
  101879. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  101880. texture._isRGBD = false;
  101881. texture.invertY = false;
  101882. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  101883. generateDepthBuffer: false,
  101884. generateMipMaps: true,
  101885. generateStencilBuffer: false,
  101886. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  101887. type: texture.type,
  101888. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  101889. });
  101890. }
  101891. else {
  101892. texture._isRGBD = true;
  101893. texture.invertY = true;
  101894. // In case of missing support, applies the same patch than DDS files.
  101895. if (generateNonLODTextures) {
  101896. var mipSlices = 3;
  101897. var scale = texture._lodGenerationScale;
  101898. var offset = texture._lodGenerationOffset;
  101899. for (var i = 0; i < mipSlices; i++) {
  101900. //compute LOD from even spacing in smoothness (matching shader calculation)
  101901. var smoothness = i / (mipSlices - 1);
  101902. var roughness = 1 - smoothness;
  101903. var minLODIndex = offset; // roughness = 0
  101904. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  101905. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  101906. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  101907. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  101908. glTextureFromLod.isCube = true;
  101909. glTextureFromLod.invertY = true;
  101910. glTextureFromLod.generateMipMaps = false;
  101911. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  101912. // Wrap in a base texture for easy binding.
  101913. var lodTexture = new BABYLON.BaseTexture(null);
  101914. lodTexture.isCube = true;
  101915. lodTexture._texture = glTextureFromLod;
  101916. lodTextures[mipmapIndex] = lodTexture;
  101917. switch (i) {
  101918. case 0:
  101919. texture._lodTextureLow = lodTexture;
  101920. break;
  101921. case 1:
  101922. texture._lodTextureMid = lodTexture;
  101923. break;
  101924. case 2:
  101925. texture._lodTextureHigh = lodTexture;
  101926. break;
  101927. }
  101928. }
  101929. }
  101930. }
  101931. var promises = [];
  101932. var _loop_3 = function (i) {
  101933. var _loop_4 = function (face) {
  101934. // Constructs an image element from image data
  101935. var bytes = imageData[i][face];
  101936. var blob = new Blob([bytes], { type: 'image/png' });
  101937. var url = URL.createObjectURL(blob);
  101938. var image = new Image();
  101939. image.src = url;
  101940. // Enqueue promise to upload to the texture.
  101941. var promise = new Promise(function (resolve, reject) {
  101942. image.onload = function () {
  101943. if (expandTexture) {
  101944. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  101945. reject(message);
  101946. }, image);
  101947. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101948. // Uncompress the data to a RTT
  101949. rgbdPostProcess.onApply = function (effect) {
  101950. effect._bindTexture("textureSampler", tempTexture_1);
  101951. effect.setFloat2("scale", 1, 1);
  101952. };
  101953. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  101954. // Cleanup
  101955. engine.restoreDefaultFramebuffer();
  101956. tempTexture_1.dispose();
  101957. window.URL.revokeObjectURL(url);
  101958. resolve();
  101959. });
  101960. }
  101961. else {
  101962. engine._uploadImageToTexture(texture, image, face, i);
  101963. // Upload the face to the non lod texture support
  101964. if (generateNonLODTextures) {
  101965. var lodTexture = lodTextures[i];
  101966. if (lodTexture) {
  101967. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  101968. }
  101969. }
  101970. resolve();
  101971. }
  101972. };
  101973. image.onerror = function (error) {
  101974. reject(error);
  101975. };
  101976. });
  101977. promises.push(promise);
  101978. };
  101979. // All faces
  101980. for (var face = 0; face < 6; face++) {
  101981. _loop_4(face);
  101982. }
  101983. };
  101984. // All mipmaps up to provided number of images
  101985. for (var i = 0; i < imageData.length; i++) {
  101986. _loop_3(i);
  101987. }
  101988. // Fill remaining mipmaps with black textures.
  101989. if (imageData.length < mipmapsCount) {
  101990. var data = void 0;
  101991. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  101992. var dataLength = size * size * 4;
  101993. switch (texture.type) {
  101994. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  101995. data = new Uint8Array(dataLength);
  101996. break;
  101997. }
  101998. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  101999. data = new Uint16Array(dataLength);
  102000. break;
  102001. }
  102002. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  102003. data = new Float32Array(dataLength);
  102004. break;
  102005. }
  102006. }
  102007. for (var i = imageData.length; i < mipmapsCount; i++) {
  102008. for (var face = 0; face < 6; face++) {
  102009. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  102010. }
  102011. }
  102012. }
  102013. // Once all done, finishes the cleanup and return
  102014. return Promise.all(promises).then(function () {
  102015. // Release temp RTT.
  102016. if (cubeRtt) {
  102017. engine._releaseFramebufferObjects(cubeRtt);
  102018. cubeRtt._swapAndDie(texture);
  102019. }
  102020. // Release temp Post Process.
  102021. if (rgbdPostProcess) {
  102022. rgbdPostProcess.dispose();
  102023. }
  102024. // Flag internal texture as ready in case they are in use.
  102025. if (generateNonLODTextures) {
  102026. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  102027. texture._lodTextureHigh._texture.isReady = true;
  102028. }
  102029. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  102030. texture._lodTextureMid._texture.isReady = true;
  102031. }
  102032. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  102033. texture._lodTextureLow._texture.isReady = true;
  102034. }
  102035. }
  102036. });
  102037. };
  102038. /**
  102039. * Uploads spherical polynomials information to the texture.
  102040. * @param texture defines the texture we are trying to upload the information to
  102041. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  102042. */
  102043. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  102044. if (info.version !== 1) {
  102045. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  102046. }
  102047. var irradianceInfo = info.irradiance;
  102048. if (!irradianceInfo) {
  102049. return;
  102050. }
  102051. var sp = new BABYLON.SphericalPolynomial();
  102052. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  102053. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  102054. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  102055. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  102056. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  102057. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  102058. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  102059. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  102060. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  102061. texture._sphericalPolynomial = sp;
  102062. };
  102063. /**
  102064. * Magic number identifying the env file.
  102065. */
  102066. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  102067. return EnvironmentTextureTools;
  102068. }());
  102069. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  102070. })(BABYLON || (BABYLON = {}));
  102071. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  102072. var BABYLON;
  102073. (function (BABYLON) {
  102074. /**
  102075. * Implementation of the ENV Texture Loader.
  102076. */
  102077. var ENVTextureLoader = /** @class */ (function () {
  102078. function ENVTextureLoader() {
  102079. /**
  102080. * Defines wether the loader supports cascade loading the different faces.
  102081. */
  102082. this.supportCascades = false;
  102083. }
  102084. /**
  102085. * This returns if the loader support the current file information.
  102086. * @param extension defines the file extension of the file being loaded
  102087. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102088. * @param fallback defines the fallback internal texture if any
  102089. * @param isBase64 defines whether the texture is encoded as a base64
  102090. * @param isBuffer defines whether the texture data are stored as a buffer
  102091. * @returns true if the loader can load the specified file
  102092. */
  102093. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  102094. return extension.indexOf(".env") === 0;
  102095. };
  102096. /**
  102097. * Transform the url before loading if required.
  102098. * @param rootUrl the url of the texture
  102099. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102100. * @returns the transformed texture
  102101. */
  102102. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  102103. return rootUrl;
  102104. };
  102105. /**
  102106. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  102107. * @param rootUrl the url of the texture
  102108. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102109. * @returns the fallback texture
  102110. */
  102111. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  102112. return null;
  102113. };
  102114. /**
  102115. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  102116. * @param data contains the texture data
  102117. * @param texture defines the BabylonJS internal texture
  102118. * @param createPolynomials will be true if polynomials have been requested
  102119. * @param onLoad defines the callback to trigger once the texture is ready
  102120. * @param onError defines the callback to trigger in case of error
  102121. */
  102122. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  102123. if (Array.isArray(data)) {
  102124. return;
  102125. }
  102126. data = data;
  102127. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  102128. if (info) {
  102129. texture.width = info.width;
  102130. texture.height = info.width;
  102131. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  102132. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  102133. texture.isReady = true;
  102134. if (onLoad) {
  102135. onLoad();
  102136. }
  102137. });
  102138. }
  102139. else if (onError) {
  102140. onError("Can not parse the environment file", null);
  102141. }
  102142. };
  102143. /**
  102144. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  102145. * @param data contains the texture data
  102146. * @param texture defines the BabylonJS internal texture
  102147. * @param callback defines the method to call once ready to upload
  102148. */
  102149. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  102150. throw ".env not supported in 2d.";
  102151. };
  102152. return ENVTextureLoader;
  102153. }());
  102154. // Register the loader.
  102155. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  102156. })(BABYLON || (BABYLON = {}));
  102157. //# sourceMappingURL=babylon.envTextureLoader.js.map
  102158. var BABYLON;
  102159. (function (BABYLON) {
  102160. /**
  102161. * Renders a layer on top of an existing scene
  102162. */
  102163. var UtilityLayerRenderer = /** @class */ (function () {
  102164. /**
  102165. * Instantiates a UtilityLayerRenderer
  102166. * @param originalScene the original scene that will be rendered on top of
  102167. * @param handleEvents boolean indicating if the utility layer should handle events
  102168. */
  102169. function UtilityLayerRenderer(
  102170. /** the original scene that will be rendered on top of */
  102171. originalScene, handleEvents) {
  102172. if (handleEvents === void 0) { handleEvents = true; }
  102173. var _this = this;
  102174. this.originalScene = originalScene;
  102175. this._pointerCaptures = {};
  102176. this._lastPointerEvents = {};
  102177. /**
  102178. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  102179. */
  102180. this.pickUtilitySceneFirst = true;
  102181. /**
  102182. * If the utility layer should automatically be rendered on top of existing scene
  102183. */
  102184. this.shouldRender = true;
  102185. /**
  102186. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  102187. */
  102188. this.onlyCheckPointerDownEvents = true;
  102189. /**
  102190. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  102191. */
  102192. this.processAllEvents = false;
  102193. /**
  102194. * Observable raised when the pointer move from the utility layer scene to the main scene
  102195. */
  102196. this.onPointerOutObservable = new BABYLON.Observable();
  102197. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  102198. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  102199. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  102200. this.utilityLayerScene._allowPostProcessClearColor = false;
  102201. originalScene.getEngine().scenes.pop();
  102202. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  102203. this.utilityLayerScene.detachControl();
  102204. if (handleEvents) {
  102205. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  102206. if (!_this.utilityLayerScene.activeCamera) {
  102207. return;
  102208. }
  102209. if (!_this.processAllEvents) {
  102210. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  102211. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  102212. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  102213. return;
  102214. }
  102215. }
  102216. var pointerEvent = (prePointerInfo.event);
  102217. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  102218. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102219. return;
  102220. }
  102221. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  102222. if (!prePointerInfo.ray && utilityScenePick) {
  102223. prePointerInfo.ray = utilityScenePick.ray;
  102224. }
  102225. // always fire the prepointer oversvable
  102226. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  102227. // allow every non pointer down event to flow to the utility layer
  102228. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  102229. if (!prePointerInfo.skipOnPointerObservable) {
  102230. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102231. }
  102232. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  102233. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102234. }
  102235. return;
  102236. }
  102237. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  102238. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  102239. if (utilityScenePick && utilityScenePick.hit) {
  102240. if (!prePointerInfo.skipOnPointerObservable) {
  102241. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102242. }
  102243. prePointerInfo.skipOnPointerObservable = true;
  102244. }
  102245. }
  102246. else {
  102247. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  102248. var pointerEvent_1 = (prePointerInfo.event);
  102249. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  102250. if (originalScenePick && utilityScenePick) {
  102251. // No pick in utility scene
  102252. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  102253. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102254. // We touched an utility mesh present in the main scene
  102255. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102256. prePointerInfo.skipOnPointerObservable = true;
  102257. }
  102258. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  102259. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  102260. }
  102261. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102262. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102263. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102264. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102265. }
  102266. }
  102267. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  102268. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  102269. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  102270. // If a previous utility layer set this, do not unset this
  102271. if (!prePointerInfo.skipOnPointerObservable) {
  102272. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  102273. }
  102274. }
  102275. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  102276. // We have a pick in both scenes but main is closer than utility
  102277. // We touched an utility mesh present in the main scene
  102278. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102279. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102280. prePointerInfo.skipOnPointerObservable = true;
  102281. }
  102282. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102283. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102284. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102285. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102286. }
  102287. }
  102288. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  102289. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  102290. }
  102291. }
  102292. }
  102293. });
  102294. }
  102295. // Render directly on top of existing scene without clearing
  102296. this.utilityLayerScene.autoClear = false;
  102297. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  102298. if (_this.shouldRender) {
  102299. _this.render();
  102300. }
  102301. });
  102302. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  102303. _this.dispose();
  102304. });
  102305. this._updateCamera();
  102306. }
  102307. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  102308. /**
  102309. * A shared utility layer that can be used to overlay objects into a scene (Depth map of the previous scene is cleared before drawing on top of it)
  102310. */
  102311. get: function () {
  102312. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  102313. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102314. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102315. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102316. });
  102317. }
  102318. return UtilityLayerRenderer._DefaultUtilityLayer;
  102319. },
  102320. enumerable: true,
  102321. configurable: true
  102322. });
  102323. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  102324. /**
  102325. * A shared utility layer that can be used to embed objects into a scene (Depth map of the previous scene is not cleared before drawing on top of it)
  102326. */
  102327. get: function () {
  102328. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  102329. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102330. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  102331. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102332. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102333. });
  102334. }
  102335. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  102336. },
  102337. enumerable: true,
  102338. configurable: true
  102339. });
  102340. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  102341. if (!prePointerInfo.skipOnPointerObservable) {
  102342. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  102343. this._lastPointerEvents[pointerEvent.pointerId] = true;
  102344. }
  102345. };
  102346. /**
  102347. * Renders the utility layers scene on top of the original scene
  102348. */
  102349. UtilityLayerRenderer.prototype.render = function () {
  102350. this._updateCamera();
  102351. if (this.utilityLayerScene.activeCamera) {
  102352. // Set the camera's scene to utility layers scene
  102353. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  102354. var camera = this.utilityLayerScene.activeCamera;
  102355. camera._scene = this.utilityLayerScene;
  102356. if (camera.leftCamera) {
  102357. camera.leftCamera._scene = this.utilityLayerScene;
  102358. }
  102359. if (camera.rightCamera) {
  102360. camera.rightCamera._scene = this.utilityLayerScene;
  102361. }
  102362. this.utilityLayerScene.render(false);
  102363. // Reset camera's scene back to original
  102364. camera._scene = oldScene;
  102365. if (camera.leftCamera) {
  102366. camera.leftCamera._scene = oldScene;
  102367. }
  102368. if (camera.rightCamera) {
  102369. camera.rightCamera._scene = oldScene;
  102370. }
  102371. }
  102372. };
  102373. /**
  102374. * Disposes of the renderer
  102375. */
  102376. UtilityLayerRenderer.prototype.dispose = function () {
  102377. this.onPointerOutObservable.clear();
  102378. if (this._afterRenderObserver) {
  102379. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  102380. }
  102381. if (this._sceneDisposeObserver) {
  102382. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  102383. }
  102384. if (this._originalPointerObserver) {
  102385. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  102386. }
  102387. this.utilityLayerScene.dispose();
  102388. };
  102389. UtilityLayerRenderer.prototype._updateCamera = function () {
  102390. if (this.originalScene.activeCameras.length > 1) {
  102391. this.utilityLayerScene.activeCamera = this.originalScene.activeCameras[0];
  102392. }
  102393. else {
  102394. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  102395. }
  102396. };
  102397. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102398. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102399. return UtilityLayerRenderer;
  102400. }());
  102401. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  102402. })(BABYLON || (BABYLON = {}));
  102403. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  102404. //# sourceMappingURL=babylon.behavior.js.map
  102405. var BABYLON;
  102406. (function (BABYLON) {
  102407. /**
  102408. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102409. */
  102410. var PointerDragBehavior = /** @class */ (function () {
  102411. /**
  102412. * Creates a pointer drag behavior that can be attached to a mesh
  102413. * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)
  102414. */
  102415. function PointerDragBehavior(options) {
  102416. /**
  102417. * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)
  102418. */
  102419. this.maxDragAngle = 0;
  102420. /**
  102421. * @hidden
  102422. */
  102423. this._useAlternatePickedPointAboveMaxDragAngle = false;
  102424. /**
  102425. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102426. */
  102427. this.currentDraggingPointerID = -1;
  102428. /**
  102429. * If the behavior is currently in a dragging state
  102430. */
  102431. this.dragging = false;
  102432. /**
  102433. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  102434. */
  102435. this.dragDeltaRatio = 0.2;
  102436. /**
  102437. * If the drag plane orientation should be updated during the dragging (Default: true)
  102438. */
  102439. this.updateDragPlane = true;
  102440. // Debug mode will display drag planes to help visualize behavior
  102441. this._debugMode = false;
  102442. this._moving = false;
  102443. /**
  102444. * Fires each time the attached mesh is dragged with the pointer
  102445. * * delta between last drag position and current drag position in world space
  102446. * * dragDistance along the drag axis
  102447. * * dragPlaneNormal normal of the current drag plane used during the drag
  102448. * * dragPlanePoint in world space where the drag intersects the drag plane
  102449. */
  102450. this.onDragObservable = new BABYLON.Observable();
  102451. /**
  102452. * Fires each time a drag begins (eg. mouse down on mesh)
  102453. */
  102454. this.onDragStartObservable = new BABYLON.Observable();
  102455. /**
  102456. * Fires each time a drag ends (eg. mouse release after drag)
  102457. */
  102458. this.onDragEndObservable = new BABYLON.Observable();
  102459. /**
  102460. * If the attached mesh should be moved when dragged
  102461. */
  102462. this.moveAttached = true;
  102463. /**
  102464. * If the drag behavior will react to drag events (Default: true)
  102465. */
  102466. this.enabled = true;
  102467. /**
  102468. * If camera controls should be detached during the drag
  102469. */
  102470. this.detachCameraControls = true;
  102471. /**
  102472. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102473. */
  102474. this.useObjectOrienationForDragging = true;
  102475. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102476. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  102477. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  102478. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102479. this._attachedElement = null;
  102480. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102481. this._lastPointerRay = {};
  102482. this._dragDelta = new BABYLON.Vector3();
  102483. // Variables to avoid instantiation in the below method
  102484. this._pointA = new BABYLON.Vector3(0, 0, 0);
  102485. this._pointB = new BABYLON.Vector3(0, 0, 0);
  102486. this._pointC = new BABYLON.Vector3(0, 0, 0);
  102487. this._lineA = new BABYLON.Vector3(0, 0, 0);
  102488. this._lineB = new BABYLON.Vector3(0, 0, 0);
  102489. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  102490. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  102491. this._options = options ? options : {};
  102492. var optionCount = 0;
  102493. if (this._options.dragAxis) {
  102494. optionCount++;
  102495. }
  102496. if (this._options.dragPlaneNormal) {
  102497. optionCount++;
  102498. }
  102499. if (optionCount > 1) {
  102500. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  102501. }
  102502. }
  102503. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  102504. /**
  102505. * The name of the behavior
  102506. */
  102507. get: function () {
  102508. return "PointerDrag";
  102509. },
  102510. enumerable: true,
  102511. configurable: true
  102512. });
  102513. /**
  102514. * Initializes the behavior
  102515. */
  102516. PointerDragBehavior.prototype.init = function () { };
  102517. /**
  102518. * Attaches the drag behavior the passed in mesh
  102519. * @param ownerNode The mesh that will be dragged around once attached
  102520. */
  102521. PointerDragBehavior.prototype.attach = function (ownerNode) {
  102522. var _this = this;
  102523. this._scene = ownerNode.getScene();
  102524. this._attachedNode = ownerNode;
  102525. // Initialize drag plane to not interfere with existing scene
  102526. if (!PointerDragBehavior._planeScene) {
  102527. if (this._debugMode) {
  102528. PointerDragBehavior._planeScene = this._scene;
  102529. }
  102530. else {
  102531. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  102532. PointerDragBehavior._planeScene.detachControl();
  102533. this._scene.getEngine().scenes.pop();
  102534. this._scene.onDisposeObservable.addOnce(function () {
  102535. PointerDragBehavior._planeScene.dispose();
  102536. PointerDragBehavior._planeScene = null;
  102537. });
  102538. }
  102539. }
  102540. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  102541. // State of the drag
  102542. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  102543. var pickPredicate = function (m) {
  102544. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  102545. };
  102546. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102547. if (!_this.enabled) {
  102548. return;
  102549. }
  102550. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102551. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102552. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  102553. }
  102554. }
  102555. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102556. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102557. _this.releaseDrag();
  102558. }
  102559. }
  102560. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102561. var pointerId = pointerInfo.event.pointerId;
  102562. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  102563. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  102564. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  102565. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  102566. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  102567. }
  102568. _this.currentDraggingPointerID = pointerId;
  102569. }
  102570. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  102571. if (!_this._lastPointerRay[pointerId]) {
  102572. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102573. }
  102574. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  102575. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  102576. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  102577. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  102578. _this._moveDrag(pointerInfo.pickInfo.ray);
  102579. }
  102580. }
  102581. }
  102582. });
  102583. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102584. if (_this._moving && _this.moveAttached) {
  102585. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  102586. // Slowly move mesh to avoid jitter
  102587. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  102588. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  102589. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  102590. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  102591. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  102592. }
  102593. });
  102594. };
  102595. /**
  102596. * Force relase the drag action by code.
  102597. */
  102598. PointerDragBehavior.prototype.releaseDrag = function () {
  102599. this.dragging = false;
  102600. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  102601. this.currentDraggingPointerID = -1;
  102602. this._moving = false;
  102603. // Reattach camera controls
  102604. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102605. this._scene.activeCamera.attachControl(this._attachedElement, true);
  102606. }
  102607. };
  102608. /**
  102609. * Simulates the start of a pointer drag event on the behavior
  102610. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102611. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102612. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102613. */
  102614. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  102615. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  102616. this._startDrag(pointerId, fromRay, startPickedPoint);
  102617. var lastRay = this._lastPointerRay[pointerId];
  102618. if (pointerId === PointerDragBehavior._AnyMouseID) {
  102619. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  102620. }
  102621. if (lastRay) {
  102622. // if there was a last pointer ray drag the object there
  102623. this._moveDrag(lastRay);
  102624. }
  102625. };
  102626. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  102627. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  102628. return;
  102629. }
  102630. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  102631. // Create start ray from the camera to the object
  102632. if (fromRay) {
  102633. this._startDragRay.direction.copyFrom(fromRay.direction);
  102634. this._startDragRay.origin.copyFrom(fromRay.origin);
  102635. }
  102636. else {
  102637. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  102638. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  102639. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  102640. }
  102641. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  102642. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  102643. if (pickedPoint) {
  102644. this.dragging = true;
  102645. this.currentDraggingPointerID = pointerId;
  102646. this.lastDragPosition.copyFrom(pickedPoint);
  102647. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  102648. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  102649. // Detatch camera controls
  102650. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102651. if (this._scene.activeCamera.inputs.attachedElement) {
  102652. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  102653. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  102654. }
  102655. else {
  102656. this._attachedElement = null;
  102657. }
  102658. }
  102659. }
  102660. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  102661. };
  102662. PointerDragBehavior.prototype._moveDrag = function (ray) {
  102663. this._moving = true;
  102664. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  102665. if (pickedPoint) {
  102666. if (this.updateDragPlane) {
  102667. this._updateDragPlanePosition(ray, pickedPoint);
  102668. }
  102669. var dragLength = 0;
  102670. // depending on the drag mode option drag accordingly
  102671. if (this._options.dragAxis) {
  102672. // Convert local drag axis to world
  102673. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  102674. // Project delta drag from the drag plane onto the drag axis
  102675. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  102676. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  102677. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  102678. }
  102679. else {
  102680. dragLength = this._dragDelta.length();
  102681. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  102682. }
  102683. this._targetPosition.addInPlace(this._dragDelta);
  102684. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  102685. this.lastDragPosition.copyFrom(pickedPoint);
  102686. }
  102687. };
  102688. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  102689. var _this = this;
  102690. if (!ray) {
  102691. return null;
  102692. }
  102693. // Calculate angle between plane normal and ray
  102694. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  102695. // Correct if ray is casted from oposite side
  102696. if (angle > Math.PI / 2) {
  102697. angle = Math.PI - angle;
  102698. }
  102699. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  102700. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  102701. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  102702. // Invert ray direction along the towards object axis
  102703. this._tmpVector.copyFrom(ray.direction);
  102704. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  102705. this._alternatePickedPoint.normalize();
  102706. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  102707. this._tmpVector.addInPlace(this._alternatePickedPoint);
  102708. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  102709. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  102710. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  102711. this._alternatePickedPoint.addInPlace(this._tmpVector);
  102712. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  102713. return this._alternatePickedPoint;
  102714. }
  102715. else {
  102716. return null;
  102717. }
  102718. }
  102719. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  102720. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  102721. return pickResult.pickedPoint;
  102722. }
  102723. else {
  102724. return null;
  102725. }
  102726. };
  102727. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  102728. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  102729. this._pointA.copyFrom(dragPlanePosition);
  102730. if (this._options.dragAxis) {
  102731. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  102732. // Calculate plane normal in direction of camera but perpendicular to drag axis
  102733. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  102734. ray.origin.subtractToRef(this._pointA, this._pointC);
  102735. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  102736. // Get perpendicular line from direction to camera and drag axis
  102737. this._pointB.subtractToRef(this._pointA, this._lineA);
  102738. this._pointC.subtractToRef(this._pointA, this._lineB);
  102739. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  102740. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  102741. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  102742. this._lookAt.normalize();
  102743. this._dragPlane.position.copyFrom(this._pointA);
  102744. this._pointA.subtractToRef(this._lookAt, this._lookAt);
  102745. this._dragPlane.lookAt(this._lookAt);
  102746. }
  102747. else if (this._options.dragPlaneNormal) {
  102748. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  102749. this._dragPlane.position.copyFrom(this._pointA);
  102750. this._pointA.subtractToRef(this._localAxis, this._lookAt);
  102751. this._dragPlane.lookAt(this._lookAt);
  102752. }
  102753. else {
  102754. this._dragPlane.position.copyFrom(this._pointA);
  102755. this._dragPlane.lookAt(ray.origin);
  102756. }
  102757. this._dragPlane.computeWorldMatrix(true);
  102758. };
  102759. /**
  102760. * Detaches the behavior from the mesh
  102761. */
  102762. PointerDragBehavior.prototype.detach = function () {
  102763. if (this._pointerObserver) {
  102764. this._scene.onPointerObservable.remove(this._pointerObserver);
  102765. }
  102766. if (this._beforeRenderObserver) {
  102767. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102768. }
  102769. };
  102770. PointerDragBehavior._AnyMouseID = -2;
  102771. return PointerDragBehavior;
  102772. }());
  102773. BABYLON.PointerDragBehavior = PointerDragBehavior;
  102774. })(BABYLON || (BABYLON = {}));
  102775. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  102776. var BABYLON;
  102777. (function (BABYLON) {
  102778. /**
  102779. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102780. */
  102781. var MultiPointerScaleBehavior = /** @class */ (function () {
  102782. /**
  102783. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102784. */
  102785. function MultiPointerScaleBehavior() {
  102786. this._startDistance = 0;
  102787. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  102788. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  102789. this._sceneRenderObserver = null;
  102790. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  102791. this._dragBehaviorA.moveAttached = false;
  102792. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  102793. this._dragBehaviorB.moveAttached = false;
  102794. }
  102795. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  102796. /**
  102797. * The name of the behavior
  102798. */
  102799. get: function () {
  102800. return "MultiPointerScale";
  102801. },
  102802. enumerable: true,
  102803. configurable: true
  102804. });
  102805. /**
  102806. * Initializes the behavior
  102807. */
  102808. MultiPointerScaleBehavior.prototype.init = function () { };
  102809. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  102810. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  102811. };
  102812. /**
  102813. * Attaches the scale behavior the passed in mesh
  102814. * @param ownerNode The mesh that will be scaled around once attached
  102815. */
  102816. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  102817. var _this = this;
  102818. this._ownerNode = ownerNode;
  102819. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  102820. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  102821. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102822. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102823. _this._dragBehaviorA.releaseDrag();
  102824. }
  102825. else {
  102826. _this._initialScale.copyFrom(ownerNode.scaling);
  102827. _this._startDistance = _this._getCurrentDistance();
  102828. }
  102829. }
  102830. });
  102831. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  102832. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102833. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102834. _this._dragBehaviorB.releaseDrag();
  102835. }
  102836. else {
  102837. _this._initialScale.copyFrom(ownerNode.scaling);
  102838. _this._startDistance = _this._getCurrentDistance();
  102839. }
  102840. }
  102841. });
  102842. // Once both drag behaviors are active scale based on the distance between the two pointers
  102843. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102844. behavior.onDragObservable.add(function () {
  102845. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102846. var ratio = _this._getCurrentDistance() / _this._startDistance;
  102847. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  102848. }
  102849. });
  102850. });
  102851. ownerNode.addBehavior(this._dragBehaviorA);
  102852. ownerNode.addBehavior(this._dragBehaviorB);
  102853. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102854. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102855. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102856. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  102857. if (change.length() > 0.01) {
  102858. ownerNode.scaling.addInPlace(change);
  102859. }
  102860. }
  102861. });
  102862. };
  102863. /**
  102864. * Detaches the behavior from the mesh
  102865. */
  102866. MultiPointerScaleBehavior.prototype.detach = function () {
  102867. var _this = this;
  102868. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102869. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102870. behavior.onDragStartObservable.clear();
  102871. behavior.onDragObservable.clear();
  102872. _this._ownerNode.removeBehavior(behavior);
  102873. });
  102874. };
  102875. return MultiPointerScaleBehavior;
  102876. }());
  102877. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  102878. })(BABYLON || (BABYLON = {}));
  102879. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  102880. var BABYLON;
  102881. (function (BABYLON) {
  102882. /**
  102883. * A behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  102884. */
  102885. var SixDofDragBehavior = /** @class */ (function () {
  102886. /**
  102887. * Instantiates a behavior that when attached to a mesh will allow the mesh to be dragged around based on directions and origin of the pointer's ray
  102888. */
  102889. function SixDofDragBehavior() {
  102890. this._sceneRenderObserver = null;
  102891. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102892. this._moving = false;
  102893. this._startingOrientation = new BABYLON.Quaternion();
  102894. /**
  102895. * How much faster the object should move when the controller is moving towards it. This is useful to bring objects that are far away from the user to them faster. Set this to 0 to avoid any speed increase. (Default: 3)
  102896. */
  102897. this.zDragFactor = 3;
  102898. /**
  102899. * If the object should rotate to face the drag origin
  102900. */
  102901. this.rotateDraggedObject = true;
  102902. /**
  102903. * If the behavior is currently in a dragging state
  102904. */
  102905. this.dragging = false;
  102906. /**
  102907. * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)
  102908. */
  102909. this.dragDeltaRatio = 0.2;
  102910. /**
  102911. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102912. */
  102913. this.currentDraggingPointerID = -1;
  102914. /**
  102915. * If camera controls should be detached during the drag
  102916. */
  102917. this.detachCameraControls = true;
  102918. /**
  102919. * Fires each time a drag starts
  102920. */
  102921. this.onDragStartObservable = new BABYLON.Observable();
  102922. /**
  102923. * Fires each time a drag ends (eg. mouse release after drag)
  102924. */
  102925. this.onDragEndObservable = new BABYLON.Observable();
  102926. }
  102927. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  102928. /**
  102929. * The name of the behavior
  102930. */
  102931. get: function () {
  102932. return "SixDofDrag";
  102933. },
  102934. enumerable: true,
  102935. configurable: true
  102936. });
  102937. /**
  102938. * Initializes the behavior
  102939. */
  102940. SixDofDragBehavior.prototype.init = function () { };
  102941. /**
  102942. * Attaches the scale behavior the passed in mesh
  102943. * @param ownerNode The mesh that will be scaled around once attached
  102944. */
  102945. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  102946. var _this = this;
  102947. this._ownerNode = ownerNode;
  102948. this._scene = this._ownerNode.getScene();
  102949. if (!SixDofDragBehavior._virtualScene) {
  102950. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  102951. SixDofDragBehavior._virtualScene.detachControl();
  102952. this._scene.getEngine().scenes.pop();
  102953. }
  102954. var pickedMesh = null;
  102955. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  102956. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  102957. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102958. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  102959. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  102960. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  102961. var pickPredicate = function (m) {
  102962. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  102963. };
  102964. var attachedElement = null;
  102965. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102966. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102967. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102968. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  102969. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  102970. }
  102971. pickedMesh = _this._ownerNode;
  102972. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  102973. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  102974. // Set position and orientation of the controller
  102975. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  102976. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  102977. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  102978. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  102979. pickedMesh.computeWorldMatrix();
  102980. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  102981. if (!pickedMesh.rotationQuaternion) {
  102982. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  102983. }
  102984. var oldParent = pickedMesh.parent;
  102985. pickedMesh.setParent(null);
  102986. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  102987. pickedMesh.setParent(oldParent);
  102988. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  102989. // Update state
  102990. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  102991. _this.dragging = true;
  102992. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  102993. // Detatch camera controls
  102994. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  102995. if (_this._scene.activeCamera.inputs.attachedElement) {
  102996. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  102997. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  102998. }
  102999. else {
  103000. attachedElement = null;
  103001. }
  103002. }
  103003. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103004. _this.onDragStartObservable.notifyObservers({});
  103005. }
  103006. }
  103007. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  103008. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  103009. _this.dragging = false;
  103010. _this._moving = false;
  103011. _this.currentDraggingPointerID = -1;
  103012. pickedMesh = null;
  103013. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103014. // Reattach camera controls
  103015. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103016. _this._scene.activeCamera.attachControl(attachedElement, true);
  103017. }
  103018. _this.onDragEndObservable.notifyObservers({});
  103019. }
  103020. }
  103021. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  103022. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  103023. var zDragFactor = _this.zDragFactor;
  103024. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103025. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103026. zDragFactor = 0;
  103027. }
  103028. // Calculate controller drag distance in controller space
  103029. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  103030. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103031. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  103032. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103033. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  103034. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  103035. if (_this._virtualDragMesh.position.z < 0) {
  103036. _this._virtualDragMesh.position.z = 0;
  103037. }
  103038. // Update the controller position
  103039. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103040. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.subtract(pointerInfo.pickInfo.ray.direction));
  103041. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103042. // Move the virtualObjectsPosition into the picked mesh's space if needed
  103043. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103044. if (pickedMesh.parent) {
  103045. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  103046. }
  103047. if (!_this._moving) {
  103048. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  103049. }
  103050. _this._moving = true;
  103051. }
  103052. }
  103053. });
  103054. var tmpQuaternion = new BABYLON.Quaternion();
  103055. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  103056. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  103057. if (_this.dragging && _this._moving && pickedMesh) {
  103058. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103059. // Slowly move mesh to avoid jitter
  103060. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  103061. if (_this.rotateDraggedObject) {
  103062. // Get change in rotation
  103063. tmpQuaternion.copyFrom(_this._startingOrientation);
  103064. tmpQuaternion.x = -tmpQuaternion.x;
  103065. tmpQuaternion.y = -tmpQuaternion.y;
  103066. tmpQuaternion.z = -tmpQuaternion.z;
  103067. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  103068. // Convert change in rotation to only y axis rotation
  103069. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  103070. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  103071. // Slowly move mesh to avoid jitter
  103072. var oldParent = pickedMesh.parent;
  103073. pickedMesh.setParent(null);
  103074. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  103075. pickedMesh.setParent(oldParent);
  103076. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103077. }
  103078. }
  103079. });
  103080. };
  103081. /**
  103082. * Detaches the behavior from the mesh
  103083. */
  103084. SixDofDragBehavior.prototype.detach = function () {
  103085. if (this._scene) {
  103086. this._scene.onPointerObservable.remove(this._pointerObserver);
  103087. }
  103088. if (this._ownerNode) {
  103089. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  103090. }
  103091. if (this._virtualOriginMesh) {
  103092. this._virtualOriginMesh.dispose();
  103093. }
  103094. if (this._virtualDragMesh) {
  103095. this._virtualDragMesh.dispose();
  103096. }
  103097. this.onDragEndObservable.clear();
  103098. this.onDragStartObservable.clear();
  103099. };
  103100. return SixDofDragBehavior;
  103101. }());
  103102. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  103103. })(BABYLON || (BABYLON = {}));
  103104. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  103105. var BABYLON;
  103106. (function (BABYLON) {
  103107. /**
  103108. * @hidden
  103109. */
  103110. var FaceDirectionInfo = /** @class */ (function () {
  103111. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  103112. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  103113. if (diff === void 0) { diff = 0; }
  103114. if (ignore === void 0) { ignore = false; }
  103115. this.direction = direction;
  103116. this.rotatedDirection = rotatedDirection;
  103117. this.diff = diff;
  103118. this.ignore = ignore;
  103119. }
  103120. return FaceDirectionInfo;
  103121. }());
  103122. /**
  103123. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  103124. */
  103125. var AttachToBoxBehavior = /** @class */ (function () {
  103126. /**
  103127. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  103128. * @param ui The transform node that should be attched to the mesh
  103129. */
  103130. function AttachToBoxBehavior(ui) {
  103131. this.ui = ui;
  103132. /**
  103133. * The name of the behavior
  103134. */
  103135. this.name = "AttachToBoxBehavior";
  103136. /**
  103137. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  103138. */
  103139. this.distanceAwayFromFace = 0.15;
  103140. /**
  103141. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  103142. */
  103143. this.distanceAwayFromBottomOfFace = 0.15;
  103144. this._faceVectors = [new FaceDirectionInfo(BABYLON.Vector3.Up()), new FaceDirectionInfo(BABYLON.Vector3.Down()), new FaceDirectionInfo(BABYLON.Vector3.Left()), new FaceDirectionInfo(BABYLON.Vector3.Right()), new FaceDirectionInfo(BABYLON.Vector3.Forward()), new FaceDirectionInfo(BABYLON.Vector3.Forward().scaleInPlace(-1))];
  103145. this._tmpMatrix = new BABYLON.Matrix();
  103146. this._tmpVector = new BABYLON.Vector3();
  103147. this._zeroVector = BABYLON.Vector3.Zero();
  103148. this._lookAtTmpMatrix = new BABYLON.Matrix();
  103149. /* Does nothing */
  103150. }
  103151. /**
  103152. * Initializes the behavior
  103153. */
  103154. AttachToBoxBehavior.prototype.init = function () {
  103155. /* Does nothing */
  103156. };
  103157. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  103158. var _this = this;
  103159. // Go over each face and calculate the angle between the face's normal and targetDirection
  103160. this._faceVectors.forEach(function (v) {
  103161. if (!_this._target.rotationQuaternion) {
  103162. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  103163. }
  103164. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  103165. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  103166. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  103167. });
  103168. // Return the face information of the one with the normal closeset to target direction
  103169. return this._faceVectors.reduce(function (min, p) {
  103170. if (min.ignore) {
  103171. return p;
  103172. }
  103173. else if (p.ignore) {
  103174. return min;
  103175. }
  103176. else {
  103177. return min.diff < p.diff ? min : p;
  103178. }
  103179. }, this._faceVectors[0]);
  103180. };
  103181. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  103182. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  103183. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  103184. this._lookAtTmpMatrix.invert();
  103185. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  103186. };
  103187. /**
  103188. * Attaches the AttachToBoxBehavior to the passed in mesh
  103189. * @param target The mesh that the specified node will be attached to
  103190. */
  103191. AttachToBoxBehavior.prototype.attach = function (target) {
  103192. var _this = this;
  103193. this._target = target;
  103194. this._scene = this._target.getScene();
  103195. // Every frame, update the app bars position
  103196. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  103197. if (!_this._scene.activeCamera) {
  103198. return;
  103199. }
  103200. // Find the face closest to the cameras position
  103201. var cameraPos = _this._scene.activeCamera.position;
  103202. if (_this._scene.activeCamera.devicePosition) {
  103203. cameraPos = _this._scene.activeCamera.devicePosition;
  103204. }
  103205. var facing = _this._closestFace(cameraPos.subtract(target.position));
  103206. if (_this._scene.activeCamera.leftCamera) {
  103207. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103208. }
  103209. else {
  103210. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103211. }
  103212. // Get camera up direction
  103213. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  103214. // Ignore faces to not select a parrelel face for the up vector of the UI
  103215. _this._faceVectors.forEach(function (v) {
  103216. if (facing.direction.x && v.direction.x) {
  103217. v.ignore = true;
  103218. }
  103219. if (facing.direction.y && v.direction.y) {
  103220. v.ignore = true;
  103221. }
  103222. if (facing.direction.z && v.direction.z) {
  103223. v.ignore = true;
  103224. }
  103225. });
  103226. var facingUp = _this._closestFace(_this._tmpVector);
  103227. // Unignore faces
  103228. _this._faceVectors.forEach(function (v) {
  103229. v.ignore = false;
  103230. });
  103231. // Position the app bar on that face
  103232. _this.ui.position.copyFrom(target.position);
  103233. if (facing.direction.x) {
  103234. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103235. _this.ui.position.addInPlace(_this._tmpVector);
  103236. }
  103237. if (facing.direction.y) {
  103238. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103239. _this.ui.position.addInPlace(_this._tmpVector);
  103240. }
  103241. if (facing.direction.z) {
  103242. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103243. _this.ui.position.addInPlace(_this._tmpVector);
  103244. }
  103245. // Rotate to be oriented properly to the camera
  103246. if (!_this.ui.rotationQuaternion) {
  103247. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  103248. }
  103249. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  103250. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  103251. // Place ui the correct distance from the bottom of the mesh
  103252. if (facingUp.direction.x) {
  103253. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  103254. }
  103255. if (facingUp.direction.y) {
  103256. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  103257. }
  103258. if (facingUp.direction.z) {
  103259. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  103260. }
  103261. _this.ui.position.addInPlace(_this._tmpVector);
  103262. });
  103263. };
  103264. /**
  103265. * Detaches the behavior from the mesh
  103266. */
  103267. AttachToBoxBehavior.prototype.detach = function () {
  103268. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  103269. };
  103270. return AttachToBoxBehavior;
  103271. }());
  103272. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  103273. })(BABYLON || (BABYLON = {}));
  103274. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  103275. var BABYLON;
  103276. (function (BABYLON) {
  103277. /**
  103278. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  103279. */
  103280. var FadeInOutBehavior = /** @class */ (function () {
  103281. /**
  103282. * Instatiates the FadeInOutBehavior
  103283. */
  103284. function FadeInOutBehavior() {
  103285. var _this = this;
  103286. /**
  103287. * Time in milliseconds to delay before fading in (Default: 0)
  103288. */
  103289. this.delay = 0;
  103290. /**
  103291. * Time in milliseconds for the mesh to fade in (Default: 300)
  103292. */
  103293. this.fadeInTime = 300;
  103294. this._millisecondsPerFrame = 1000 / 60;
  103295. this._hovered = false;
  103296. this._hoverValue = 0;
  103297. this._ownerNode = null;
  103298. this._update = function () {
  103299. if (_this._ownerNode) {
  103300. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  103301. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  103302. if (_this._ownerNode.visibility > 1) {
  103303. _this._setAllVisibility(_this._ownerNode, 1);
  103304. _this._hoverValue = _this.fadeInTime + _this.delay;
  103305. return;
  103306. }
  103307. else if (_this._ownerNode.visibility < 0) {
  103308. _this._setAllVisibility(_this._ownerNode, 0);
  103309. if (_this._hoverValue < 0) {
  103310. _this._hoverValue = 0;
  103311. return;
  103312. }
  103313. }
  103314. setTimeout(_this._update, _this._millisecondsPerFrame);
  103315. }
  103316. };
  103317. }
  103318. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  103319. /**
  103320. * The name of the behavior
  103321. */
  103322. get: function () {
  103323. return "FadeInOut";
  103324. },
  103325. enumerable: true,
  103326. configurable: true
  103327. });
  103328. /**
  103329. * Initializes the behavior
  103330. */
  103331. FadeInOutBehavior.prototype.init = function () {
  103332. };
  103333. /**
  103334. * Attaches the fade behavior on the passed in mesh
  103335. * @param ownerNode The mesh that will be faded in/out once attached
  103336. */
  103337. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  103338. this._ownerNode = ownerNode;
  103339. this._setAllVisibility(this._ownerNode, 0);
  103340. };
  103341. /**
  103342. * Detaches the behavior from the mesh
  103343. */
  103344. FadeInOutBehavior.prototype.detach = function () {
  103345. this._ownerNode = null;
  103346. };
  103347. /**
  103348. * Triggers the mesh to begin fading in or out
  103349. * @param value if the object should fade in or out (true to fade in)
  103350. */
  103351. FadeInOutBehavior.prototype.fadeIn = function (value) {
  103352. this._hovered = value;
  103353. this._update();
  103354. };
  103355. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  103356. var _this = this;
  103357. mesh.visibility = value;
  103358. mesh.getChildMeshes().forEach(function (c) {
  103359. _this._setAllVisibility(c, value);
  103360. });
  103361. };
  103362. return FadeInOutBehavior;
  103363. }());
  103364. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  103365. })(BABYLON || (BABYLON = {}));
  103366. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  103367. var BABYLON;
  103368. (function (BABYLON) {
  103369. /**
  103370. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  103371. */
  103372. var Gizmo = /** @class */ (function () {
  103373. /**
  103374. * Creates a gizmo
  103375. * @param gizmoLayer The utility layer the gizmo will be added to
  103376. */
  103377. function Gizmo(
  103378. /** The utility layer the gizmo will be added to */
  103379. gizmoLayer) {
  103380. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103381. var _this = this;
  103382. this.gizmoLayer = gizmoLayer;
  103383. /**
  103384. * Ratio for the scale of the gizmo (Default: 1)
  103385. */
  103386. this.scaleRatio = 1;
  103387. this._tmpMatrix = new BABYLON.Matrix();
  103388. /**
  103389. * If a custom mesh has been set (Default: false)
  103390. */
  103391. this._customMeshSet = false;
  103392. /**
  103393. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  103394. */
  103395. this.updateGizmoRotationToMatchAttachedMesh = true;
  103396. /**
  103397. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  103398. */
  103399. this.updateGizmoPositionToMatchAttachedMesh = true;
  103400. /**
  103401. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  103402. */
  103403. this._updateScale = true;
  103404. this._interactionsEnabled = true;
  103405. this._tempVector = new BABYLON.Vector3();
  103406. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  103407. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  103408. _this._update();
  103409. });
  103410. this.attachedMesh = null;
  103411. }
  103412. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  103413. /**
  103414. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  103415. * * When set, interactions will be enabled
  103416. */
  103417. get: function () {
  103418. return this._attachedMesh;
  103419. },
  103420. set: function (value) {
  103421. this._attachedMesh = value;
  103422. this._rootMesh.setEnabled(value ? true : false);
  103423. this._attachedMeshChanged(value);
  103424. },
  103425. enumerable: true,
  103426. configurable: true
  103427. });
  103428. /**
  103429. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103430. * @param mesh The mesh to replace the default mesh of the gizmo
  103431. */
  103432. Gizmo.prototype.setCustomMesh = function (mesh) {
  103433. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  103434. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  103435. }
  103436. this._rootMesh.getChildMeshes().forEach(function (c) {
  103437. c.dispose();
  103438. });
  103439. mesh.parent = this._rootMesh;
  103440. this._customMeshSet = true;
  103441. };
  103442. Gizmo.prototype._attachedMeshChanged = function (value) {
  103443. };
  103444. /**
  103445. * @hidden
  103446. * Updates the gizmo to match the attached mesh's position/rotation
  103447. */
  103448. Gizmo.prototype._update = function () {
  103449. if (this.attachedMesh) {
  103450. if (this.updateGizmoRotationToMatchAttachedMesh) {
  103451. if (!this._rootMesh.rotationQuaternion) {
  103452. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  103453. }
  103454. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  103455. this._tempVector.copyFrom(this.attachedMesh.scaling);
  103456. if (this.attachedMesh.scaling.x < 0) {
  103457. this.attachedMesh.scaling.x *= -1;
  103458. }
  103459. if (this.attachedMesh.scaling.y < 0) {
  103460. this.attachedMesh.scaling.y *= -1;
  103461. }
  103462. if (this.attachedMesh.scaling.z < 0) {
  103463. this.attachedMesh.scaling.z *= -1;
  103464. }
  103465. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  103466. this.attachedMesh.scaling.copyFrom(this._tempVector);
  103467. this.attachedMesh.computeWorldMatrix();
  103468. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  103469. }
  103470. else if (this._rootMesh.rotationQuaternion) {
  103471. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  103472. }
  103473. if (this.updateGizmoPositionToMatchAttachedMesh) {
  103474. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  103475. }
  103476. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  103477. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  103478. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  103479. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  103480. }
  103481. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  103482. var dist = this._tempVector.length() * this.scaleRatio;
  103483. this._rootMesh.scaling.set(dist, dist, dist);
  103484. }
  103485. }
  103486. };
  103487. /**
  103488. * Disposes of the gizmo
  103489. */
  103490. Gizmo.prototype.dispose = function () {
  103491. this._rootMesh.dispose();
  103492. if (this._beforeRenderObserver) {
  103493. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  103494. }
  103495. };
  103496. return Gizmo;
  103497. }());
  103498. BABYLON.Gizmo = Gizmo;
  103499. })(BABYLON || (BABYLON = {}));
  103500. //# sourceMappingURL=babylon.gizmo.js.map
  103501. var BABYLON;
  103502. (function (BABYLON) {
  103503. /**
  103504. * Single axis drag gizmo
  103505. */
  103506. var AxisDragGizmo = /** @class */ (function (_super) {
  103507. __extends(AxisDragGizmo, _super);
  103508. /**
  103509. * Creates an AxisDragGizmo
  103510. * @param gizmoLayer The utility layer the gizmo will be added to
  103511. * @param dragAxis The axis which the gizmo will be able to drag on
  103512. * @param color The color of the gizmo
  103513. */
  103514. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  103515. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103516. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103517. var _this = _super.call(this, gizmoLayer) || this;
  103518. _this._pointerObserver = null;
  103519. /**
  103520. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103521. */
  103522. _this.snapDistance = 0;
  103523. /**
  103524. * Event that fires each time the gizmo snaps to a new location.
  103525. * * snapDistance is the the change in distance
  103526. */
  103527. _this.onSnapObservable = new BABYLON.Observable();
  103528. // Create Material
  103529. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103530. coloredMaterial.disableLighting = true;
  103531. coloredMaterial.emissiveColor = color;
  103532. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103533. hoverMaterial.disableLighting = true;
  103534. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103535. // Build mesh on root node
  103536. var arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, coloredMaterial);
  103537. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  103538. arrow.scaling.scaleInPlace(1 / 3);
  103539. arrow.parent = _this._rootMesh;
  103540. var currentSnapDragDistance = 0;
  103541. var tmpVector = new BABYLON.Vector3();
  103542. var tmpSnapEvent = { snapDistance: 0 };
  103543. // Add drag behavior to handle events when the gizmo is dragged
  103544. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103545. _this.dragBehavior.moveAttached = false;
  103546. _this._rootMesh.addBehavior(_this.dragBehavior);
  103547. var localDelta = new BABYLON.Vector3();
  103548. var tmpMatrix = new BABYLON.Matrix();
  103549. _this.dragBehavior.onDragObservable.add(function (event) {
  103550. if (_this.attachedMesh) {
  103551. // Convert delta to local translation if it has a parent
  103552. if (_this.attachedMesh.parent) {
  103553. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103554. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  103555. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  103556. }
  103557. else {
  103558. localDelta.copyFrom(event.delta);
  103559. }
  103560. // Snapping logic
  103561. if (_this.snapDistance == 0) {
  103562. _this.attachedMesh.position.addInPlace(localDelta);
  103563. }
  103564. else {
  103565. currentSnapDragDistance += event.dragDistance;
  103566. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103567. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  103568. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103569. localDelta.normalizeToRef(tmpVector);
  103570. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  103571. _this.attachedMesh.position.addInPlace(tmpVector);
  103572. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103573. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103574. }
  103575. }
  103576. }
  103577. });
  103578. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103579. if (_this._customMeshSet) {
  103580. return;
  103581. }
  103582. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103583. var material = isHovered ? hoverMaterial : coloredMaterial;
  103584. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103585. m.material = material;
  103586. if (m.color) {
  103587. m.color = material.emissiveColor;
  103588. }
  103589. });
  103590. });
  103591. return _this;
  103592. }
  103593. /** @hidden */
  103594. AxisDragGizmo._CreateArrow = function (scene, material) {
  103595. var arrow = new BABYLON.TransformNode("arrow", scene);
  103596. var cylinder = BABYLON.MeshBuilder.CreateCylinder("cylinder", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, scene);
  103597. var line = BABYLON.MeshBuilder.CreateLines("line", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, scene);
  103598. line.color = material.emissiveColor;
  103599. cylinder.parent = arrow;
  103600. line.parent = arrow;
  103601. // Position arrow pointing in its drag axis
  103602. cylinder.scaling.scaleInPlace(0.05);
  103603. cylinder.material = material;
  103604. cylinder.rotation.x = Math.PI / 2;
  103605. cylinder.position.z += 0.3;
  103606. line.scaling.scaleInPlace(0.26);
  103607. line.rotation.x = Math.PI / 2;
  103608. line.material = material;
  103609. return arrow;
  103610. };
  103611. /** @hidden */
  103612. AxisDragGizmo._CreateArrowInstance = function (scene, arrow) {
  103613. var instance = new BABYLON.TransformNode("arrow", scene);
  103614. for (var _i = 0, _a = arrow.getChildMeshes(); _i < _a.length; _i++) {
  103615. var mesh = _a[_i];
  103616. var childInstance = mesh.createInstance(mesh.name);
  103617. childInstance.parent = instance;
  103618. }
  103619. return instance;
  103620. };
  103621. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  103622. if (this.dragBehavior) {
  103623. this.dragBehavior.enabled = value ? true : false;
  103624. }
  103625. };
  103626. /**
  103627. * Disposes of the gizmo
  103628. */
  103629. AxisDragGizmo.prototype.dispose = function () {
  103630. this.onSnapObservable.clear();
  103631. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103632. this.dragBehavior.detach();
  103633. _super.prototype.dispose.call(this);
  103634. };
  103635. return AxisDragGizmo;
  103636. }(BABYLON.Gizmo));
  103637. BABYLON.AxisDragGizmo = AxisDragGizmo;
  103638. })(BABYLON || (BABYLON = {}));
  103639. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  103640. var BABYLON;
  103641. (function (BABYLON) {
  103642. /**
  103643. * Single axis scale gizmo
  103644. */
  103645. var AxisScaleGizmo = /** @class */ (function (_super) {
  103646. __extends(AxisScaleGizmo, _super);
  103647. /**
  103648. * Creates an AxisScaleGizmo
  103649. * @param gizmoLayer The utility layer the gizmo will be added to
  103650. * @param dragAxis The axis which the gizmo will be able to scale on
  103651. * @param color The color of the gizmo
  103652. */
  103653. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  103654. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103655. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103656. var _this = _super.call(this, gizmoLayer) || this;
  103657. _this._pointerObserver = null;
  103658. /**
  103659. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103660. */
  103661. _this.snapDistance = 0;
  103662. /**
  103663. * Event that fires each time the gizmo snaps to a new location.
  103664. * * snapDistance is the the change in distance
  103665. */
  103666. _this.onSnapObservable = new BABYLON.Observable();
  103667. /**
  103668. * If the scaling operation should be done on all axis (default: false)
  103669. */
  103670. _this.uniformScaling = false;
  103671. // Create Material
  103672. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103673. _this._coloredMaterial.disableLighting = true;
  103674. _this._coloredMaterial.emissiveColor = color;
  103675. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103676. hoverMaterial.disableLighting = true;
  103677. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103678. // Build mesh on root node
  103679. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103680. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  103681. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  103682. arrowTail.color = _this._coloredMaterial.emissiveColor;
  103683. arrow.addChild(arrowMesh);
  103684. arrow.addChild(arrowTail);
  103685. // Position arrow pointing in its drag axis
  103686. arrowMesh.scaling.scaleInPlace(0.1);
  103687. arrowMesh.material = _this._coloredMaterial;
  103688. arrowMesh.rotation.x = Math.PI / 2;
  103689. arrowMesh.position.z += 0.3;
  103690. arrowTail.scaling.scaleInPlace(0.26);
  103691. arrowTail.rotation.x = Math.PI / 2;
  103692. arrowTail.material = _this._coloredMaterial;
  103693. arrow.lookAt(_this._rootMesh.position.subtract(dragAxis));
  103694. _this._rootMesh.addChild(arrow);
  103695. arrow.scaling.scaleInPlace(1 / 3);
  103696. // Add drag behavior to handle events when the gizmo is dragged
  103697. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103698. _this.dragBehavior.moveAttached = false;
  103699. _this._rootMesh.addBehavior(_this.dragBehavior);
  103700. var currentSnapDragDistance = 0;
  103701. var tmpVector = new BABYLON.Vector3();
  103702. var tmpSnapEvent = { snapDistance: 0 };
  103703. _this.dragBehavior.onDragObservable.add(function (event) {
  103704. if (_this.attachedMesh) {
  103705. // Snapping logic
  103706. var snapped = false;
  103707. var dragSteps = 0;
  103708. if (_this.uniformScaling) {
  103709. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  103710. if (tmpVector.y < 0) {
  103711. tmpVector.scaleInPlace(-1);
  103712. }
  103713. }
  103714. else {
  103715. tmpVector.copyFrom(dragAxis);
  103716. }
  103717. if (_this.snapDistance == 0) {
  103718. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  103719. }
  103720. else {
  103721. currentSnapDragDistance += event.dragDistance;
  103722. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103723. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103724. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103725. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  103726. snapped = true;
  103727. }
  103728. else {
  103729. tmpVector.scaleInPlace(0);
  103730. }
  103731. }
  103732. _this.attachedMesh.scaling.addInPlace(tmpVector);
  103733. if (snapped) {
  103734. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103735. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103736. }
  103737. }
  103738. });
  103739. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103740. if (_this._customMeshSet) {
  103741. return;
  103742. }
  103743. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103744. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  103745. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103746. m.material = material;
  103747. if (m.color) {
  103748. m.color = material.emissiveColor;
  103749. }
  103750. });
  103751. });
  103752. return _this;
  103753. }
  103754. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  103755. if (this.dragBehavior) {
  103756. this.dragBehavior.enabled = value ? true : false;
  103757. }
  103758. };
  103759. /**
  103760. * Disposes of the gizmo
  103761. */
  103762. AxisScaleGizmo.prototype.dispose = function () {
  103763. this.onSnapObservable.clear();
  103764. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103765. this.dragBehavior.detach();
  103766. _super.prototype.dispose.call(this);
  103767. };
  103768. /**
  103769. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103770. * @param mesh The mesh to replace the default mesh of the gizmo
  103771. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  103772. */
  103773. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  103774. var _this = this;
  103775. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  103776. _super.prototype.setCustomMesh.call(this, mesh);
  103777. if (useGizmoMaterial) {
  103778. this._rootMesh.getChildMeshes().forEach(function (m) {
  103779. m.material = _this._coloredMaterial;
  103780. if (m.color) {
  103781. m.color = _this._coloredMaterial.emissiveColor;
  103782. }
  103783. });
  103784. this._customMeshSet = false;
  103785. }
  103786. };
  103787. return AxisScaleGizmo;
  103788. }(BABYLON.Gizmo));
  103789. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  103790. })(BABYLON || (BABYLON = {}));
  103791. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  103792. var BABYLON;
  103793. (function (BABYLON) {
  103794. /**
  103795. * Single plane rotation gizmo
  103796. */
  103797. var PlaneRotationGizmo = /** @class */ (function (_super) {
  103798. __extends(PlaneRotationGizmo, _super);
  103799. /**
  103800. * Creates a PlaneRotationGizmo
  103801. * @param gizmoLayer The utility layer the gizmo will be added to
  103802. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  103803. * @param color The color of the gizmo
  103804. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103805. */
  103806. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  103807. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103808. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103809. if (tessellation === void 0) { tessellation = 32; }
  103810. var _this = _super.call(this, gizmoLayer) || this;
  103811. _this._pointerObserver = null;
  103812. /**
  103813. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  103814. */
  103815. _this.snapDistance = 0;
  103816. /**
  103817. * Event that fires each time the gizmo snaps to a new location.
  103818. * * snapDistance is the the change in distance
  103819. */
  103820. _this.onSnapObservable = new BABYLON.Observable();
  103821. // Create Material
  103822. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103823. coloredMaterial.disableLighting = true;
  103824. coloredMaterial.emissiveColor = color;
  103825. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103826. hoverMaterial.disableLighting = true;
  103827. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103828. // Build mesh on root node
  103829. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103830. // Create circle out of lines
  103831. var radius = 0.8;
  103832. var points = new Array();
  103833. for (var i = 0; i < tessellation; i++) {
  103834. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  103835. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  103836. }
  103837. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  103838. rotationMesh.color = coloredMaterial.emissiveColor;
  103839. // Position arrow pointing in its drag axis
  103840. rotationMesh.scaling.scaleInPlace(0.26);
  103841. rotationMesh.material = coloredMaterial;
  103842. rotationMesh.rotation.x = Math.PI / 2;
  103843. parentMesh.addChild(rotationMesh);
  103844. parentMesh.lookAt(_this._rootMesh.position.subtract(planeNormal));
  103845. _this._rootMesh.addChild(parentMesh);
  103846. parentMesh.scaling.scaleInPlace(1 / 3);
  103847. // Add drag behavior to handle events when the gizmo is dragged
  103848. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  103849. _this.dragBehavior.moveAttached = false;
  103850. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  103851. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  103852. _this._rootMesh.addBehavior(_this.dragBehavior);
  103853. var lastDragPosition = new BABYLON.Vector3();
  103854. _this.dragBehavior.onDragStartObservable.add(function (e) {
  103855. if (_this.attachedMesh) {
  103856. lastDragPosition.copyFrom(e.dragPlanePoint);
  103857. }
  103858. });
  103859. var rotationMatrix = new BABYLON.Matrix();
  103860. var planeNormalTowardsCamera = new BABYLON.Vector3();
  103861. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  103862. var tmpSnapEvent = { snapDistance: 0 };
  103863. var currentSnapDragDistance = 0;
  103864. var tmpMatrix = new BABYLON.Matrix();
  103865. var tmpVector = new BABYLON.Vector3();
  103866. var amountToRotate = new BABYLON.Quaternion();
  103867. _this.dragBehavior.onDragObservable.add(function (event) {
  103868. if (_this.attachedMesh) {
  103869. if (!_this.attachedMesh.rotationQuaternion) {
  103870. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103871. }
  103872. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  103873. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  103874. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  103875. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  103876. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  103877. var angle = Math.atan2(cross.length(), dot);
  103878. planeNormalTowardsCamera.copyFrom(planeNormal);
  103879. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  103880. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103881. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  103882. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  103883. }
  103884. // Flip up vector depending on which side the camera is on
  103885. if (gizmoLayer.utilityLayerScene.activeCamera) {
  103886. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  103887. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  103888. planeNormalTowardsCamera.scaleInPlace(-1);
  103889. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  103890. }
  103891. }
  103892. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  103893. if (halfCircleSide) {
  103894. angle = -angle;
  103895. }
  103896. // Snapping logic
  103897. var snapped = false;
  103898. if (_this.snapDistance != 0) {
  103899. currentSnapDragDistance += angle;
  103900. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103901. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103902. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103903. angle = _this.snapDistance * dragSteps;
  103904. snapped = true;
  103905. }
  103906. else {
  103907. angle = 0;
  103908. }
  103909. }
  103910. // If the mesh has a parent, convert needed world rotation to local rotation
  103911. tmpMatrix.reset();
  103912. if (_this.attachedMesh.parent) {
  103913. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103914. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  103915. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  103916. }
  103917. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  103918. var quaternionCoefficient = Math.sin(angle / 2);
  103919. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  103920. // If the meshes local scale is inverted (eg. loaded gltf file parent with z scale of -1) the rotation needs to be inverted on the y axis
  103921. if (tmpMatrix.determinant() > 0) {
  103922. amountToRotate.toEulerAnglesToRef(tmpVector);
  103923. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  103924. }
  103925. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103926. // Rotate selected mesh quaternion over fixed axis
  103927. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  103928. }
  103929. else {
  103930. // Rotate selected mesh quaternion over rotated axis
  103931. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  103932. }
  103933. lastDragPosition.copyFrom(event.dragPlanePoint);
  103934. if (snapped) {
  103935. tmpSnapEvent.snapDistance = angle;
  103936. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103937. }
  103938. }
  103939. });
  103940. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103941. if (_this._customMeshSet) {
  103942. return;
  103943. }
  103944. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103945. var material = isHovered ? hoverMaterial : coloredMaterial;
  103946. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103947. m.material = material;
  103948. if (m.color) {
  103949. m.color = material.emissiveColor;
  103950. }
  103951. });
  103952. });
  103953. return _this;
  103954. }
  103955. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  103956. if (this.dragBehavior) {
  103957. this.dragBehavior.enabled = value ? true : false;
  103958. }
  103959. };
  103960. /**
  103961. * Disposes of the gizmo
  103962. */
  103963. PlaneRotationGizmo.prototype.dispose = function () {
  103964. this.onSnapObservable.clear();
  103965. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103966. this.dragBehavior.detach();
  103967. _super.prototype.dispose.call(this);
  103968. };
  103969. return PlaneRotationGizmo;
  103970. }(BABYLON.Gizmo));
  103971. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  103972. })(BABYLON || (BABYLON = {}));
  103973. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  103974. var BABYLON;
  103975. (function (BABYLON) {
  103976. /**
  103977. * Gizmo that enables dragging a mesh along 3 axis
  103978. */
  103979. var PositionGizmo = /** @class */ (function (_super) {
  103980. __extends(PositionGizmo, _super);
  103981. /**
  103982. * Creates a PositionGizmo
  103983. * @param gizmoLayer The utility layer the gizmo will be added to
  103984. */
  103985. function PositionGizmo(gizmoLayer) {
  103986. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103987. var _this = _super.call(this, gizmoLayer) || this;
  103988. /** Fires an event when any of it's sub gizmos are dragged */
  103989. _this.onDragStartObservable = new BABYLON.Observable();
  103990. /** Fires an event when any of it's sub gizmos are released from dragging */
  103991. _this.onDragEndObservable = new BABYLON.Observable();
  103992. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  103993. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  103994. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  103995. // Relay drag events
  103996. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  103997. gizmo.dragBehavior.onDragStartObservable.add(function () {
  103998. _this.onDragStartObservable.notifyObservers({});
  103999. });
  104000. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104001. _this.onDragEndObservable.notifyObservers({});
  104002. });
  104003. });
  104004. _this.attachedMesh = null;
  104005. return _this;
  104006. }
  104007. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  104008. set: function (mesh) {
  104009. if (this.xGizmo) {
  104010. this.xGizmo.attachedMesh = mesh;
  104011. this.yGizmo.attachedMesh = mesh;
  104012. this.zGizmo.attachedMesh = mesh;
  104013. }
  104014. },
  104015. enumerable: true,
  104016. configurable: true
  104017. });
  104018. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104019. get: function () {
  104020. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104021. },
  104022. set: function (value) {
  104023. if (this.xGizmo) {
  104024. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104025. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104026. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104027. }
  104028. },
  104029. enumerable: true,
  104030. configurable: true
  104031. });
  104032. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  104033. get: function () {
  104034. return this.xGizmo.snapDistance;
  104035. },
  104036. /**
  104037. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104038. */
  104039. set: function (value) {
  104040. if (this.xGizmo) {
  104041. this.xGizmo.snapDistance = value;
  104042. this.yGizmo.snapDistance = value;
  104043. this.zGizmo.snapDistance = value;
  104044. }
  104045. },
  104046. enumerable: true,
  104047. configurable: true
  104048. });
  104049. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  104050. get: function () {
  104051. return this.xGizmo.scaleRatio;
  104052. },
  104053. /**
  104054. * Ratio for the scale of the gizmo (Default: 1)
  104055. */
  104056. set: function (value) {
  104057. if (this.xGizmo) {
  104058. this.xGizmo.scaleRatio = value;
  104059. this.yGizmo.scaleRatio = value;
  104060. this.zGizmo.scaleRatio = value;
  104061. }
  104062. },
  104063. enumerable: true,
  104064. configurable: true
  104065. });
  104066. /**
  104067. * Disposes of the gizmo
  104068. */
  104069. PositionGizmo.prototype.dispose = function () {
  104070. this.xGizmo.dispose();
  104071. this.yGizmo.dispose();
  104072. this.zGizmo.dispose();
  104073. this.onDragStartObservable.clear();
  104074. this.onDragEndObservable.clear();
  104075. };
  104076. /**
  104077. * CustomMeshes are not supported by this gizmo
  104078. * @param mesh The mesh to replace the default mesh of the gizmo
  104079. */
  104080. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  104081. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)");
  104082. };
  104083. return PositionGizmo;
  104084. }(BABYLON.Gizmo));
  104085. BABYLON.PositionGizmo = PositionGizmo;
  104086. })(BABYLON || (BABYLON = {}));
  104087. //# sourceMappingURL=babylon.positionGizmo.js.map
  104088. var BABYLON;
  104089. (function (BABYLON) {
  104090. /**
  104091. * Gizmo that enables rotating a mesh along 3 axis
  104092. */
  104093. var RotationGizmo = /** @class */ (function (_super) {
  104094. __extends(RotationGizmo, _super);
  104095. /**
  104096. * Creates a RotationGizmo
  104097. * @param gizmoLayer The utility layer the gizmo will be added to
  104098. * @param tessellation Amount of tessellation to be used when creating rotation circles
  104099. */
  104100. function RotationGizmo(gizmoLayer, tessellation) {
  104101. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104102. if (tessellation === void 0) { tessellation = 32; }
  104103. var _this = _super.call(this, gizmoLayer) || this;
  104104. /** Fires an event when any of it's sub gizmos are dragged */
  104105. _this.onDragStartObservable = new BABYLON.Observable();
  104106. /** Fires an event when any of it's sub gizmos are released from dragging */
  104107. _this.onDragEndObservable = new BABYLON.Observable();
  104108. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  104109. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  104110. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  104111. // Relay drag events
  104112. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104113. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104114. _this.onDragStartObservable.notifyObservers({});
  104115. });
  104116. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104117. _this.onDragEndObservable.notifyObservers({});
  104118. });
  104119. });
  104120. _this.attachedMesh = null;
  104121. return _this;
  104122. }
  104123. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  104124. set: function (mesh) {
  104125. if (this.xGizmo) {
  104126. this.xGizmo.attachedMesh = mesh;
  104127. this.yGizmo.attachedMesh = mesh;
  104128. this.zGizmo.attachedMesh = mesh;
  104129. }
  104130. },
  104131. enumerable: true,
  104132. configurable: true
  104133. });
  104134. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104135. get: function () {
  104136. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104137. },
  104138. set: function (value) {
  104139. if (this.xGizmo) {
  104140. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104141. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104142. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104143. }
  104144. },
  104145. enumerable: true,
  104146. configurable: true
  104147. });
  104148. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  104149. get: function () {
  104150. return this.xGizmo.snapDistance;
  104151. },
  104152. /**
  104153. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104154. */
  104155. set: function (value) {
  104156. if (this.xGizmo) {
  104157. this.xGizmo.snapDistance = value;
  104158. this.yGizmo.snapDistance = value;
  104159. this.zGizmo.snapDistance = value;
  104160. }
  104161. },
  104162. enumerable: true,
  104163. configurable: true
  104164. });
  104165. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  104166. get: function () {
  104167. return this.xGizmo.scaleRatio;
  104168. },
  104169. /**
  104170. * Ratio for the scale of the gizmo (Default: 1)
  104171. */
  104172. set: function (value) {
  104173. if (this.xGizmo) {
  104174. this.xGizmo.scaleRatio = value;
  104175. this.yGizmo.scaleRatio = value;
  104176. this.zGizmo.scaleRatio = value;
  104177. }
  104178. },
  104179. enumerable: true,
  104180. configurable: true
  104181. });
  104182. /**
  104183. * Disposes of the gizmo
  104184. */
  104185. RotationGizmo.prototype.dispose = function () {
  104186. this.xGizmo.dispose();
  104187. this.yGizmo.dispose();
  104188. this.zGizmo.dispose();
  104189. this.onDragStartObservable.clear();
  104190. this.onDragEndObservable.clear();
  104191. };
  104192. /**
  104193. * CustomMeshes are not supported by this gizmo
  104194. * @param mesh The mesh to replace the default mesh of the gizmo
  104195. */
  104196. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  104197. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo, please set the custom meshes on the gizmos contained within this one (gizmo.xGizmo, gizmo.yGizmo, gizmo.zGizmo)");
  104198. };
  104199. return RotationGizmo;
  104200. }(BABYLON.Gizmo));
  104201. BABYLON.RotationGizmo = RotationGizmo;
  104202. })(BABYLON || (BABYLON = {}));
  104203. //# sourceMappingURL=babylon.rotationGizmo.js.map
  104204. var BABYLON;
  104205. (function (BABYLON) {
  104206. /**
  104207. * Gizmo that enables scaling a mesh along 3 axis
  104208. */
  104209. var ScaleGizmo = /** @class */ (function (_super) {
  104210. __extends(ScaleGizmo, _super);
  104211. /**
  104212. * Creates a ScaleGizmo
  104213. * @param gizmoLayer The utility layer the gizmo will be added to
  104214. */
  104215. function ScaleGizmo(gizmoLayer) {
  104216. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104217. var _this = _super.call(this, gizmoLayer) || this;
  104218. /** Fires an event when any of it's sub gizmos are dragged */
  104219. _this.onDragStartObservable = new BABYLON.Observable();
  104220. /** Fires an event when any of it's sub gizmos are released from dragging */
  104221. _this.onDragEndObservable = new BABYLON.Observable();
  104222. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104223. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104224. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104225. // Create uniform scale gizmo
  104226. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  104227. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  104228. _this.uniformScaleGizmo.uniformScaling = true;
  104229. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104230. uniformScalingMesh.scaling.scaleInPlace(0.02);
  104231. uniformScalingMesh.visibility = 0;
  104232. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104233. octahedron.scaling.scaleInPlace(0.007);
  104234. uniformScalingMesh.addChild(octahedron);
  104235. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  104236. // Relay drag events
  104237. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  104238. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104239. _this.onDragStartObservable.notifyObservers({});
  104240. });
  104241. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104242. _this.onDragEndObservable.notifyObservers({});
  104243. });
  104244. });
  104245. _this.attachedMesh = null;
  104246. return _this;
  104247. }
  104248. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  104249. set: function (mesh) {
  104250. if (this.xGizmo) {
  104251. this.xGizmo.attachedMesh = mesh;
  104252. this.yGizmo.attachedMesh = mesh;
  104253. this.zGizmo.attachedMesh = mesh;
  104254. this.uniformScaleGizmo.attachedMesh = mesh;
  104255. }
  104256. },
  104257. enumerable: true,
  104258. configurable: true
  104259. });
  104260. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104261. get: function () {
  104262. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104263. },
  104264. set: function (value) {
  104265. if (!value) {
  104266. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  104267. }
  104268. if (this.xGizmo) {
  104269. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104270. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104271. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104272. }
  104273. },
  104274. enumerable: true,
  104275. configurable: true
  104276. });
  104277. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  104278. get: function () {
  104279. return this.xGizmo.snapDistance;
  104280. },
  104281. /**
  104282. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104283. */
  104284. set: function (value) {
  104285. if (this.xGizmo) {
  104286. this.xGizmo.snapDistance = value;
  104287. this.yGizmo.snapDistance = value;
  104288. this.zGizmo.snapDistance = value;
  104289. this.uniformScaleGizmo.snapDistance = value;
  104290. }
  104291. },
  104292. enumerable: true,
  104293. configurable: true
  104294. });
  104295. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  104296. get: function () {
  104297. return this.xGizmo.scaleRatio;
  104298. },
  104299. /**
  104300. * Ratio for the scale of the gizmo (Default: 1)
  104301. */
  104302. set: function (value) {
  104303. if (this.xGizmo) {
  104304. this.xGizmo.scaleRatio = value;
  104305. this.yGizmo.scaleRatio = value;
  104306. this.zGizmo.scaleRatio = value;
  104307. this.uniformScaleGizmo.scaleRatio = value;
  104308. }
  104309. },
  104310. enumerable: true,
  104311. configurable: true
  104312. });
  104313. /**
  104314. * Disposes of the gizmo
  104315. */
  104316. ScaleGizmo.prototype.dispose = function () {
  104317. this.xGizmo.dispose();
  104318. this.yGizmo.dispose();
  104319. this.zGizmo.dispose();
  104320. this.uniformScaleGizmo.dispose();
  104321. this.onDragStartObservable.clear();
  104322. this.onDragEndObservable.clear();
  104323. };
  104324. return ScaleGizmo;
  104325. }(BABYLON.Gizmo));
  104326. BABYLON.ScaleGizmo = ScaleGizmo;
  104327. })(BABYLON || (BABYLON = {}));
  104328. //# sourceMappingURL=babylon.scaleGizmo.js.map
  104329. var BABYLON;
  104330. (function (BABYLON) {
  104331. /**
  104332. * Bounding box gizmo
  104333. */
  104334. var BoundingBoxGizmo = /** @class */ (function (_super) {
  104335. __extends(BoundingBoxGizmo, _super);
  104336. /**
  104337. * Creates an BoundingBoxGizmo
  104338. * @param gizmoLayer The utility layer the gizmo will be added to
  104339. * @param color The color of the gizmo
  104340. */
  104341. function BoundingBoxGizmo(color, gizmoLayer) {
  104342. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  104343. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  104344. var _this = _super.call(this, gizmoLayer) || this;
  104345. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  104346. _this._renderObserver = null;
  104347. _this._pointerObserver = null;
  104348. _this._scaleDragSpeed = 0.2;
  104349. _this._tmpQuaternion = new BABYLON.Quaternion();
  104350. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  104351. _this._tmpRotationMatrix = new BABYLON.Matrix();
  104352. /**
  104353. * If child meshes should be ignored when calculating the boudning box. This should be set to true to avoid perf hits with heavily nested meshes (Default: false)
  104354. */
  104355. _this.ignoreChildren = false;
  104356. /**
  104357. * Returns true if a descendant should be included when computing the bounding box. When null, all descendants are included. If ignoreChildren is set this will be ignored. (Default: null)
  104358. */
  104359. _this.includeChildPredicate = null;
  104360. /**
  104361. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  104362. */
  104363. _this.rotationSphereSize = 0.1;
  104364. /**
  104365. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  104366. */
  104367. _this.scaleBoxSize = 0.1;
  104368. /**
  104369. * If set, the rotation spheres and scale boxes will increase in size based on the distance away from the camera to have a consistent screen size (Default: false)
  104370. */
  104371. _this.fixedDragMeshScreenSize = false;
  104372. /**
  104373. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  104374. */
  104375. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  104376. /**
  104377. * Fired when a rotation sphere or scale box is dragged
  104378. */
  104379. _this.onDragStartObservable = new BABYLON.Observable();
  104380. /**
  104381. * Fired when a scale box is dragged
  104382. */
  104383. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  104384. /**
  104385. * Fired when a scale box drag is ended
  104386. */
  104387. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  104388. /**
  104389. * Fired when a rotation sphere is dragged
  104390. */
  104391. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  104392. /**
  104393. * Fired when a rotation sphere drag is ended
  104394. */
  104395. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  104396. /**
  104397. * Relative bounding box pivot used when scaling the attached mesh. When null object with scale from the opposite corner. 0.5,0.5,0.5 for center and 0.5,0,0.5 for bottom (Default: null)
  104398. */
  104399. _this.scalePivot = null;
  104400. _this._existingMeshScale = new BABYLON.Vector3();
  104401. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  104402. _this._updateScale = false;
  104403. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  104404. // Create Materials
  104405. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104406. coloredMaterial.disableLighting = true;
  104407. coloredMaterial.emissiveColor = color;
  104408. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104409. hoverColoredMaterial.disableLighting = true;
  104410. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  104411. // Build bounding box out of lines
  104412. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104413. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  104414. var lines = [];
  104415. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  104416. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104417. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104418. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104419. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104420. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, _this._boundingDimensions.y, 0), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104421. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, _this._boundingDimensions.y, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104422. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104423. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, _this._boundingDimensions.z), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104424. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(0, _this._boundingDimensions.y, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104425. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104426. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, _this._boundingDimensions.z), new BABYLON.Vector3(_this._boundingDimensions.x, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104427. lines.forEach(function (l) {
  104428. l.color = color;
  104429. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  104430. l.isPickable = false;
  104431. _this._lineBoundingBox.addChild(l);
  104432. });
  104433. _this._rootMesh.addChild(_this._lineBoundingBox);
  104434. // Create rotation spheres
  104435. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104436. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  104437. var _loop_1 = function (i_1) {
  104438. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  104439. sphere.rotationQuaternion = new BABYLON.Quaternion();
  104440. sphere.material = coloredMaterial;
  104441. // Drag behavior
  104442. _dragBehavior = new BABYLON.PointerDragBehavior({});
  104443. _dragBehavior.moveAttached = false;
  104444. _dragBehavior.updateDragPlane = false;
  104445. sphere.addBehavior(_dragBehavior);
  104446. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  104447. var totalTurnAmountOfDrag = 0;
  104448. _dragBehavior.onDragStartObservable.add(function (event) {
  104449. startingTurnDirection.copyFrom(sphere.forward);
  104450. totalTurnAmountOfDrag = 0;
  104451. });
  104452. _dragBehavior.onDragObservable.add(function (event) {
  104453. _this.onRotationSphereDragObservable.notifyObservers({});
  104454. if (_this.attachedMesh) {
  104455. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104456. var worldDragDirection = startingTurnDirection;
  104457. // Project the world right on to the drag plane
  104458. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  104459. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  104460. // project drag delta on to the resulting drag axis and rotate based on that
  104461. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  104462. // Make rotation relative to size of mesh.
  104463. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104464. // Rotate based on axis
  104465. if (!_this.attachedMesh.rotationQuaternion) {
  104466. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  104467. }
  104468. if (!_this._anchorMesh.rotationQuaternion) {
  104469. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  104470. }
  104471. // Do not allow the object to turn more than a full circle
  104472. totalTurnAmountOfDrag += projectDist;
  104473. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  104474. if (i_1 >= 8) {
  104475. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  104476. }
  104477. else if (i_1 >= 4) {
  104478. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  104479. }
  104480. else {
  104481. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  104482. }
  104483. // Rotate around center of bounding box
  104484. _this._anchorMesh.addChild(_this.attachedMesh);
  104485. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  104486. _this._anchorMesh.removeChild(_this.attachedMesh);
  104487. }
  104488. _this.updateBoundingBox();
  104489. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104490. }
  104491. });
  104492. // Selection/deselection
  104493. _dragBehavior.onDragStartObservable.add(function () {
  104494. _this.onDragStartObservable.notifyObservers({});
  104495. _this._selectNode(sphere);
  104496. });
  104497. _dragBehavior.onDragEndObservable.add(function () {
  104498. _this.onRotationSphereDragEndObservable.notifyObservers({});
  104499. _this._selectNode(null);
  104500. });
  104501. this_1._rotateSpheresParent.addChild(sphere);
  104502. };
  104503. var this_1 = this, _dragBehavior;
  104504. for (var i_1 = 0; i_1 < 12; i_1++) {
  104505. _loop_1(i_1);
  104506. }
  104507. _this._rootMesh.addChild(_this._rotateSpheresParent);
  104508. // Create scale cubes
  104509. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104510. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  104511. for (var i = 0; i < 2; i++) {
  104512. for (var j = 0; j < 2; j++) {
  104513. var _loop_2 = function () {
  104514. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  104515. box.material = coloredMaterial;
  104516. // Dragging logic
  104517. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  104518. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  104519. _dragBehavior.moveAttached = false;
  104520. box.addBehavior(_dragBehavior);
  104521. _dragBehavior.onDragObservable.add(function (event) {
  104522. _this.onScaleBoxDragObservable.notifyObservers({});
  104523. if (_this.attachedMesh) {
  104524. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104525. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104526. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  104527. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  104528. _this.updateBoundingBox();
  104529. if (_this.scalePivot) {
  104530. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  104531. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  104532. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  104533. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104534. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104535. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  104536. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104537. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  104538. }
  104539. else {
  104540. // Scale from the position of the opposite corner
  104541. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  104542. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104543. }
  104544. _this._anchorMesh.addChild(_this.attachedMesh);
  104545. _this._anchorMesh.scaling.addInPlace(deltaScale);
  104546. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  104547. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  104548. }
  104549. _this._anchorMesh.removeChild(_this.attachedMesh);
  104550. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104551. }
  104552. });
  104553. // Selection/deselection
  104554. _dragBehavior.onDragStartObservable.add(function () {
  104555. _this.onDragStartObservable.notifyObservers({});
  104556. _this._selectNode(box);
  104557. });
  104558. _dragBehavior.onDragEndObservable.add(function () {
  104559. _this.onScaleBoxDragEndObservable.notifyObservers({});
  104560. _this._selectNode(null);
  104561. });
  104562. this_2._scaleBoxesParent.addChild(box);
  104563. };
  104564. var this_2 = this, _dragBehavior;
  104565. for (var k = 0; k < 2; k++) {
  104566. _loop_2();
  104567. }
  104568. }
  104569. }
  104570. _this._rootMesh.addChild(_this._scaleBoxesParent);
  104571. // Hover color change
  104572. var pointerIds = new Array();
  104573. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104574. if (!pointerIds[pointerInfo.event.pointerId]) {
  104575. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  104576. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  104577. pointerIds[pointerInfo.event.pointerId] = mesh;
  104578. mesh.material = hoverColoredMaterial;
  104579. }
  104580. });
  104581. }
  104582. else {
  104583. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  104584. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  104585. delete pointerIds[pointerInfo.event.pointerId];
  104586. }
  104587. }
  104588. });
  104589. // Update bounding box positions
  104590. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  104591. // Only update the bouding box if scaling has changed
  104592. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  104593. _this.updateBoundingBox();
  104594. }
  104595. else if (_this.fixedDragMeshScreenSize) {
  104596. _this._updateRotationSpheres();
  104597. _this._updateScaleBoxes();
  104598. }
  104599. });
  104600. _this.updateBoundingBox();
  104601. return _this;
  104602. }
  104603. /** @hidden */
  104604. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  104605. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  104606. // Save old pivot and set pivot to 0,0,0
  104607. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  104608. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  104609. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  104610. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  104611. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104612. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104613. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104614. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  104615. }
  104616. }
  104617. BoundingBoxGizmo._PivotCached++;
  104618. };
  104619. /** @hidden */
  104620. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  104621. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  104622. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  104623. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104624. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104625. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104626. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  104627. }
  104628. this._PivotCached--;
  104629. };
  104630. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  104631. if (value) {
  104632. // Reset anchor mesh to match attached mesh's scale
  104633. // This is needed to avoid invalid box/sphere position on first drag
  104634. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  104635. this._anchorMesh.addChild(value);
  104636. this._anchorMesh.removeChild(value);
  104637. BoundingBoxGizmo._RestorePivotPoint(value);
  104638. this.updateBoundingBox();
  104639. }
  104640. };
  104641. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  104642. this._rotateSpheresParent.getChildMeshes()
  104643. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  104644. m.isVisible = (!selectedMesh || m == selectedMesh);
  104645. });
  104646. };
  104647. /**
  104648. * Updates the bounding box information for the Gizmo
  104649. */
  104650. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  104651. if (this.attachedMesh) {
  104652. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  104653. this._update();
  104654. // Rotate based on axis
  104655. if (!this.attachedMesh.rotationQuaternion) {
  104656. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  104657. }
  104658. if (!this._anchorMesh.rotationQuaternion) {
  104659. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  104660. }
  104661. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104662. // Store original position and reset mesh to origin before computing the bounding box
  104663. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104664. this._tmpVector.copyFrom(this.attachedMesh.position);
  104665. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  104666. this.attachedMesh.position.set(0, 0, 0);
  104667. // Update bounding dimensions/positions
  104668. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  104669. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  104670. // Update gizmo to match bounding box scaling and rotation
  104671. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  104672. this._lineBoundingBox.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  104673. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  104674. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  104675. this._lineBoundingBox.computeWorldMatrix();
  104676. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  104677. // restore position/rotation values
  104678. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  104679. this.attachedMesh.position.copyFrom(this._tmpVector);
  104680. }
  104681. this._updateRotationSpheres();
  104682. this._updateScaleBoxes();
  104683. if (this.attachedMesh) {
  104684. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  104685. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  104686. }
  104687. };
  104688. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  104689. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  104690. for (var i = 0; i < 3; i++) {
  104691. for (var j = 0; j < 2; j++) {
  104692. for (var k = 0; k < 2; k++) {
  104693. var index = ((i * 4) + (j * 2)) + k;
  104694. if (i == 0) {
  104695. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104696. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104697. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Right(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  104698. }
  104699. if (i == 1) {
  104700. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  104701. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104702. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Up(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  104703. }
  104704. if (i == 2) {
  104705. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  104706. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104707. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(BABYLON.Vector3.Forward(), rotateSpheres[index].position.normalizeToNew()).normalizeToNew().add(rotateSpheres[index].position));
  104708. }
  104709. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104710. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104711. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104712. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104713. }
  104714. else {
  104715. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  104716. }
  104717. }
  104718. }
  104719. }
  104720. };
  104721. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  104722. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  104723. for (var i = 0; i < 2; i++) {
  104724. for (var j = 0; j < 2; j++) {
  104725. for (var k = 0; k < 2; k++) {
  104726. var index = ((i * 4) + (j * 2)) + k;
  104727. if (scaleBoxes[index]) {
  104728. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104729. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104730. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104731. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104732. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104733. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104734. }
  104735. else {
  104736. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  104737. }
  104738. }
  104739. }
  104740. }
  104741. }
  104742. };
  104743. /**
  104744. * Enables rotation on the specified axis and disables rotation on the others
  104745. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  104746. */
  104747. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  104748. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  104749. if (i < 4) {
  104750. m.setEnabled(axis.indexOf("x") != -1);
  104751. }
  104752. else if (i < 8) {
  104753. m.setEnabled(axis.indexOf("y") != -1);
  104754. }
  104755. else {
  104756. m.setEnabled(axis.indexOf("z") != -1);
  104757. }
  104758. });
  104759. };
  104760. /**
  104761. * Disposes of the gizmo
  104762. */
  104763. BoundingBoxGizmo.prototype.dispose = function () {
  104764. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104765. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  104766. this._lineBoundingBox.dispose();
  104767. this._rotateSpheresParent.dispose();
  104768. this._scaleBoxesParent.dispose();
  104769. _super.prototype.dispose.call(this);
  104770. };
  104771. /**
  104772. * Makes a mesh not pickable and wraps the mesh inside of a bounding box mesh that is pickable. (This is useful to avoid picking within complex geometry)
  104773. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  104774. * @returns the bounding box mesh with the passed in mesh as a child
  104775. */
  104776. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  104777. var makeNotPickable = function (root) {
  104778. root.isPickable = false;
  104779. root.getChildMeshes().forEach(function (c) {
  104780. makeNotPickable(c);
  104781. });
  104782. };
  104783. makeNotPickable(mesh);
  104784. // Reset position to get boudning box from origin with no rotation
  104785. if (!mesh.rotationQuaternion) {
  104786. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  104787. }
  104788. var oldPos = mesh.position.clone();
  104789. var oldRot = mesh.rotationQuaternion.clone();
  104790. mesh.rotationQuaternion.set(0, 0, 0, 1);
  104791. mesh.position.set(0, 0, 0);
  104792. // Update bounding dimensions/positions
  104793. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  104794. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  104795. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  104796. // Adjust scale to avoid undefined behavior when adding child
  104797. if (box.scaling.y === 0) {
  104798. box.scaling.y = BABYLON.Epsilon;
  104799. }
  104800. if (box.scaling.x === 0) {
  104801. box.scaling.x = BABYLON.Epsilon;
  104802. }
  104803. if (box.scaling.z === 0) {
  104804. box.scaling.z = BABYLON.Epsilon;
  104805. }
  104806. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  104807. // Restore original positions
  104808. mesh.addChild(box);
  104809. mesh.rotationQuaternion.copyFrom(oldRot);
  104810. mesh.position.copyFrom(oldPos);
  104811. // Reverse parenting
  104812. mesh.removeChild(box);
  104813. box.addChild(mesh);
  104814. box.visibility = 0;
  104815. return box;
  104816. };
  104817. /**
  104818. * CustomMeshes are not supported by this gizmo
  104819. * @param mesh The mesh to replace the default mesh of the gizmo
  104820. */
  104821. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  104822. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  104823. };
  104824. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  104825. // store/remove pivot point should only be applied during their outermost calls
  104826. BoundingBoxGizmo._PivotCached = 0;
  104827. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  104828. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  104829. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  104830. return BoundingBoxGizmo;
  104831. }(BABYLON.Gizmo));
  104832. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  104833. })(BABYLON || (BABYLON = {}));
  104834. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  104835. var BABYLON;
  104836. (function (BABYLON) {
  104837. /**
  104838. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  104839. */
  104840. var GizmoManager = /** @class */ (function () {
  104841. /**
  104842. * Instatiates a gizmo manager
  104843. * @param scene the scene to overlay the gizmos on top of
  104844. */
  104845. function GizmoManager(scene) {
  104846. var _this = this;
  104847. this.scene = scene;
  104848. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  104849. this.clearGizmoOnEmptyPointerEvent = false;
  104850. /** Fires an event when the manager is attached to a mesh */
  104851. this.onAttachedToMeshObservable = new BABYLON.Observable();
  104852. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  104853. this._pointerObserver = null;
  104854. this._attachedMesh = null;
  104855. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  104856. /**
  104857. * When bounding box gizmo is enabled, this can be used to track drag/end events
  104858. */
  104859. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  104860. /**
  104861. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  104862. */
  104863. this.attachableMeshes = null;
  104864. /**
  104865. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  104866. */
  104867. this.usePointerToAttachGizmos = true;
  104868. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104869. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  104870. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104871. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  104872. // Instatiate/dispose gizmos based on pointer actions
  104873. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  104874. if (!_this.usePointerToAttachGizmos) {
  104875. return;
  104876. }
  104877. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  104878. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  104879. var node = pointerInfo.pickInfo.pickedMesh;
  104880. if (_this.attachableMeshes == null) {
  104881. // Attach to the most parent node
  104882. while (node && node.parent != null) {
  104883. node = node.parent;
  104884. }
  104885. }
  104886. else {
  104887. // Attach to the parent node that is an attachableMesh
  104888. var found = false;
  104889. _this.attachableMeshes.forEach(function (mesh) {
  104890. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  104891. node = mesh;
  104892. found = true;
  104893. }
  104894. });
  104895. if (!found) {
  104896. node = null;
  104897. }
  104898. }
  104899. if (node instanceof BABYLON.AbstractMesh) {
  104900. if (_this._attachedMesh != node) {
  104901. _this.attachToMesh(node);
  104902. }
  104903. }
  104904. else {
  104905. if (_this.clearGizmoOnEmptyPointerEvent) {
  104906. _this.attachToMesh(null);
  104907. }
  104908. }
  104909. }
  104910. else {
  104911. if (_this.clearGizmoOnEmptyPointerEvent) {
  104912. _this.attachToMesh(null);
  104913. }
  104914. }
  104915. }
  104916. });
  104917. }
  104918. /**
  104919. * Attaches a set of gizmos to the specified mesh
  104920. * @param mesh The mesh the gizmo's should be attached to
  104921. */
  104922. GizmoManager.prototype.attachToMesh = function (mesh) {
  104923. if (this._attachedMesh) {
  104924. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  104925. }
  104926. this._attachedMesh = mesh;
  104927. for (var key in this.gizmos) {
  104928. var gizmo = (this.gizmos[key]);
  104929. if (gizmo && this._gizmosEnabled[key]) {
  104930. gizmo.attachedMesh = mesh;
  104931. }
  104932. }
  104933. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  104934. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  104935. }
  104936. this.onAttachedToMeshObservable.notifyObservers(mesh);
  104937. };
  104938. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  104939. get: function () {
  104940. return this._gizmosEnabled.positionGizmo;
  104941. },
  104942. /**
  104943. * If the position gizmo is enabled
  104944. */
  104945. set: function (value) {
  104946. if (value) {
  104947. if (!this.gizmos.positionGizmo) {
  104948. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  104949. }
  104950. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  104951. }
  104952. else if (this.gizmos.positionGizmo) {
  104953. this.gizmos.positionGizmo.attachedMesh = null;
  104954. }
  104955. this._gizmosEnabled.positionGizmo = value;
  104956. },
  104957. enumerable: true,
  104958. configurable: true
  104959. });
  104960. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  104961. get: function () {
  104962. return this._gizmosEnabled.rotationGizmo;
  104963. },
  104964. /**
  104965. * If the rotation gizmo is enabled
  104966. */
  104967. set: function (value) {
  104968. if (value) {
  104969. if (!this.gizmos.rotationGizmo) {
  104970. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  104971. }
  104972. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  104973. }
  104974. else if (this.gizmos.rotationGizmo) {
  104975. this.gizmos.rotationGizmo.attachedMesh = null;
  104976. }
  104977. this._gizmosEnabled.rotationGizmo = value;
  104978. },
  104979. enumerable: true,
  104980. configurable: true
  104981. });
  104982. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  104983. get: function () {
  104984. return this._gizmosEnabled.scaleGizmo;
  104985. },
  104986. /**
  104987. * If the scale gizmo is enabled
  104988. */
  104989. set: function (value) {
  104990. if (value) {
  104991. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  104992. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  104993. }
  104994. else if (this.gizmos.scaleGizmo) {
  104995. this.gizmos.scaleGizmo.attachedMesh = null;
  104996. }
  104997. this._gizmosEnabled.scaleGizmo = value;
  104998. },
  104999. enumerable: true,
  105000. configurable: true
  105001. });
  105002. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  105003. get: function () {
  105004. return this._gizmosEnabled.boundingBoxGizmo;
  105005. },
  105006. /**
  105007. * If the boundingBox gizmo is enabled
  105008. */
  105009. set: function (value) {
  105010. if (value) {
  105011. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  105012. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  105013. if (this._attachedMesh) {
  105014. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  105015. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  105016. }
  105017. }
  105018. else if (this.gizmos.boundingBoxGizmo) {
  105019. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  105020. }
  105021. this._gizmosEnabled.boundingBoxGizmo = value;
  105022. },
  105023. enumerable: true,
  105024. configurable: true
  105025. });
  105026. /**
  105027. * Disposes of the gizmo manager
  105028. */
  105029. GizmoManager.prototype.dispose = function () {
  105030. this.scene.onPointerObservable.remove(this._pointerObserver);
  105031. for (var key in this.gizmos) {
  105032. var gizmo = (this.gizmos[key]);
  105033. if (gizmo) {
  105034. gizmo.dispose();
  105035. }
  105036. }
  105037. this._defaultKeepDepthUtilityLayer.dispose();
  105038. this._defaultUtilityLayer.dispose();
  105039. this.boundingBoxDragBehavior.detach();
  105040. this.onAttachedToMeshObservable.clear();
  105041. };
  105042. return GizmoManager;
  105043. }());
  105044. BABYLON.GizmoManager = GizmoManager;
  105045. })(BABYLON || (BABYLON = {}));
  105046. //# sourceMappingURL=babylon.gizmoManager.js.map
  105047. var BABYLON;
  105048. (function (BABYLON) {
  105049. /**
  105050. * Defines a target to use with MorphTargetManager
  105051. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105052. */
  105053. var MorphTarget = /** @class */ (function () {
  105054. /**
  105055. * Creates a new MorphTarget
  105056. * @param name defines the name of the target
  105057. * @param influence defines the influence to use
  105058. */
  105059. function MorphTarget(
  105060. /** defines the name of the target */
  105061. name, influence, scene) {
  105062. if (influence === void 0) { influence = 0; }
  105063. if (scene === void 0) { scene = null; }
  105064. this.name = name;
  105065. /**
  105066. * Gets or sets the list of animations
  105067. */
  105068. this.animations = new Array();
  105069. this._positions = null;
  105070. this._normals = null;
  105071. this._tangents = null;
  105072. /**
  105073. * Observable raised when the influence changes
  105074. */
  105075. this.onInfluenceChanged = new BABYLON.Observable();
  105076. /** @hidden */
  105077. this._onDataLayoutChanged = new BABYLON.Observable();
  105078. this._animationPropertiesOverride = null;
  105079. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  105080. this.influence = influence;
  105081. }
  105082. Object.defineProperty(MorphTarget.prototype, "influence", {
  105083. /**
  105084. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  105085. */
  105086. get: function () {
  105087. return this._influence;
  105088. },
  105089. set: function (influence) {
  105090. if (this._influence === influence) {
  105091. return;
  105092. }
  105093. var previous = this._influence;
  105094. this._influence = influence;
  105095. if (this.onInfluenceChanged.hasObservers) {
  105096. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  105097. }
  105098. },
  105099. enumerable: true,
  105100. configurable: true
  105101. });
  105102. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  105103. /**
  105104. * Gets or sets the animation properties override
  105105. */
  105106. get: function () {
  105107. if (!this._animationPropertiesOverride && this._scene) {
  105108. return this._scene.animationPropertiesOverride;
  105109. }
  105110. return this._animationPropertiesOverride;
  105111. },
  105112. set: function (value) {
  105113. this._animationPropertiesOverride = value;
  105114. },
  105115. enumerable: true,
  105116. configurable: true
  105117. });
  105118. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  105119. /**
  105120. * Gets a boolean defining if the target contains position data
  105121. */
  105122. get: function () {
  105123. return !!this._positions;
  105124. },
  105125. enumerable: true,
  105126. configurable: true
  105127. });
  105128. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  105129. /**
  105130. * Gets a boolean defining if the target contains normal data
  105131. */
  105132. get: function () {
  105133. return !!this._normals;
  105134. },
  105135. enumerable: true,
  105136. configurable: true
  105137. });
  105138. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  105139. /**
  105140. * Gets a boolean defining if the target contains tangent data
  105141. */
  105142. get: function () {
  105143. return !!this._tangents;
  105144. },
  105145. enumerable: true,
  105146. configurable: true
  105147. });
  105148. /**
  105149. * Affects position data to this target
  105150. * @param data defines the position data to use
  105151. */
  105152. MorphTarget.prototype.setPositions = function (data) {
  105153. var hadPositions = this.hasPositions;
  105154. this._positions = data;
  105155. if (hadPositions !== this.hasPositions) {
  105156. this._onDataLayoutChanged.notifyObservers(undefined);
  105157. }
  105158. };
  105159. /**
  105160. * Gets the position data stored in this target
  105161. * @returns a FloatArray containing the position data (or null if not present)
  105162. */
  105163. MorphTarget.prototype.getPositions = function () {
  105164. return this._positions;
  105165. };
  105166. /**
  105167. * Affects normal data to this target
  105168. * @param data defines the normal data to use
  105169. */
  105170. MorphTarget.prototype.setNormals = function (data) {
  105171. var hadNormals = this.hasNormals;
  105172. this._normals = data;
  105173. if (hadNormals !== this.hasNormals) {
  105174. this._onDataLayoutChanged.notifyObservers(undefined);
  105175. }
  105176. };
  105177. /**
  105178. * Gets the normal data stored in this target
  105179. * @returns a FloatArray containing the normal data (or null if not present)
  105180. */
  105181. MorphTarget.prototype.getNormals = function () {
  105182. return this._normals;
  105183. };
  105184. /**
  105185. * Affects tangent data to this target
  105186. * @param data defines the tangent data to use
  105187. */
  105188. MorphTarget.prototype.setTangents = function (data) {
  105189. var hadTangents = this.hasTangents;
  105190. this._tangents = data;
  105191. if (hadTangents !== this.hasTangents) {
  105192. this._onDataLayoutChanged.notifyObservers(undefined);
  105193. }
  105194. };
  105195. /**
  105196. * Gets the tangent data stored in this target
  105197. * @returns a FloatArray containing the tangent data (or null if not present)
  105198. */
  105199. MorphTarget.prototype.getTangents = function () {
  105200. return this._tangents;
  105201. };
  105202. /**
  105203. * Serializes the current target into a Serialization object
  105204. * @returns the serialized object
  105205. */
  105206. MorphTarget.prototype.serialize = function () {
  105207. var serializationObject = {};
  105208. serializationObject.name = this.name;
  105209. serializationObject.influence = this.influence;
  105210. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  105211. if (this.id != null) {
  105212. serializationObject.id = this.id;
  105213. }
  105214. if (this.hasNormals) {
  105215. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  105216. }
  105217. if (this.hasTangents) {
  105218. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  105219. }
  105220. // Animations
  105221. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  105222. return serializationObject;
  105223. };
  105224. /**
  105225. * Returns the string "MorphTarget"
  105226. * @returns "MorphTarget"
  105227. */
  105228. MorphTarget.prototype.getClassName = function () {
  105229. return "MorphTarget";
  105230. };
  105231. // Statics
  105232. /**
  105233. * Creates a new target from serialized data
  105234. * @param serializationObject defines the serialized data to use
  105235. * @returns a new MorphTarget
  105236. */
  105237. MorphTarget.Parse = function (serializationObject) {
  105238. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  105239. result.setPositions(serializationObject.positions);
  105240. if (serializationObject.id != null) {
  105241. result.id = serializationObject.id;
  105242. }
  105243. if (serializationObject.normals) {
  105244. result.setNormals(serializationObject.normals);
  105245. }
  105246. if (serializationObject.tangents) {
  105247. result.setTangents(serializationObject.tangents);
  105248. }
  105249. // Animations
  105250. if (serializationObject.animations) {
  105251. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  105252. var parsedAnimation = serializationObject.animations[animationIndex];
  105253. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  105254. }
  105255. }
  105256. return result;
  105257. };
  105258. /**
  105259. * Creates a MorphTarget from mesh data
  105260. * @param mesh defines the source mesh
  105261. * @param name defines the name to use for the new target
  105262. * @param influence defines the influence to attach to the target
  105263. * @returns a new MorphTarget
  105264. */
  105265. MorphTarget.FromMesh = function (mesh, name, influence) {
  105266. if (!name) {
  105267. name = mesh.name;
  105268. }
  105269. var result = new MorphTarget(name, influence, mesh.getScene());
  105270. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  105271. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  105272. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  105273. }
  105274. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  105275. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  105276. }
  105277. return result;
  105278. };
  105279. __decorate([
  105280. BABYLON.serialize()
  105281. ], MorphTarget.prototype, "id", void 0);
  105282. return MorphTarget;
  105283. }());
  105284. BABYLON.MorphTarget = MorphTarget;
  105285. })(BABYLON || (BABYLON = {}));
  105286. //# sourceMappingURL=babylon.morphTarget.js.map
  105287. var BABYLON;
  105288. (function (BABYLON) {
  105289. /**
  105290. * This class is used to deform meshes using morphing between different targets
  105291. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105292. */
  105293. var MorphTargetManager = /** @class */ (function () {
  105294. /**
  105295. * Creates a new MorphTargetManager
  105296. * @param scene defines the current scene
  105297. */
  105298. function MorphTargetManager(scene) {
  105299. if (scene === void 0) { scene = null; }
  105300. this._targets = new Array();
  105301. this._targetInfluenceChangedObservers = new Array();
  105302. this._targetDataLayoutChangedObservers = new Array();
  105303. this._activeTargets = new BABYLON.SmartArray(16);
  105304. this._supportsNormals = false;
  105305. this._supportsTangents = false;
  105306. this._vertexCount = 0;
  105307. this._uniqueId = 0;
  105308. this._tempInfluences = new Array();
  105309. if (!scene) {
  105310. scene = BABYLON.Engine.LastCreatedScene;
  105311. }
  105312. this._scene = scene;
  105313. if (this._scene) {
  105314. this._scene.morphTargetManagers.push(this);
  105315. this._uniqueId = this._scene.getUniqueId();
  105316. }
  105317. }
  105318. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  105319. /**
  105320. * Gets the unique ID of this manager
  105321. */
  105322. get: function () {
  105323. return this._uniqueId;
  105324. },
  105325. enumerable: true,
  105326. configurable: true
  105327. });
  105328. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  105329. /**
  105330. * Gets the number of vertices handled by this manager
  105331. */
  105332. get: function () {
  105333. return this._vertexCount;
  105334. },
  105335. enumerable: true,
  105336. configurable: true
  105337. });
  105338. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  105339. /**
  105340. * Gets a boolean indicating if this manager supports morphing of normals
  105341. */
  105342. get: function () {
  105343. return this._supportsNormals;
  105344. },
  105345. enumerable: true,
  105346. configurable: true
  105347. });
  105348. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  105349. /**
  105350. * Gets a boolean indicating if this manager supports morphing of tangents
  105351. */
  105352. get: function () {
  105353. return this._supportsTangents;
  105354. },
  105355. enumerable: true,
  105356. configurable: true
  105357. });
  105358. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  105359. /**
  105360. * Gets the number of targets stored in this manager
  105361. */
  105362. get: function () {
  105363. return this._targets.length;
  105364. },
  105365. enumerable: true,
  105366. configurable: true
  105367. });
  105368. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  105369. /**
  105370. * Gets the number of influencers (ie. the number of targets with influences > 0)
  105371. */
  105372. get: function () {
  105373. return this._activeTargets.length;
  105374. },
  105375. enumerable: true,
  105376. configurable: true
  105377. });
  105378. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  105379. /**
  105380. * Gets the list of influences (one per target)
  105381. */
  105382. get: function () {
  105383. return this._influences;
  105384. },
  105385. enumerable: true,
  105386. configurable: true
  105387. });
  105388. /**
  105389. * Gets the active target at specified index. An active target is a target with an influence > 0
  105390. * @param index defines the index to check
  105391. * @returns the requested target
  105392. */
  105393. MorphTargetManager.prototype.getActiveTarget = function (index) {
  105394. return this._activeTargets.data[index];
  105395. };
  105396. /**
  105397. * Gets the target at specified index
  105398. * @param index defines the index to check
  105399. * @returns the requested target
  105400. */
  105401. MorphTargetManager.prototype.getTarget = function (index) {
  105402. return this._targets[index];
  105403. };
  105404. /**
  105405. * Add a new target to this manager
  105406. * @param target defines the target to add
  105407. */
  105408. MorphTargetManager.prototype.addTarget = function (target) {
  105409. var _this = this;
  105410. this._targets.push(target);
  105411. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  105412. _this._syncActiveTargets(needUpdate);
  105413. }));
  105414. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  105415. _this._syncActiveTargets(true);
  105416. }));
  105417. this._syncActiveTargets(true);
  105418. };
  105419. /**
  105420. * Removes a target from the manager
  105421. * @param target defines the target to remove
  105422. */
  105423. MorphTargetManager.prototype.removeTarget = function (target) {
  105424. var index = this._targets.indexOf(target);
  105425. if (index >= 0) {
  105426. this._targets.splice(index, 1);
  105427. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  105428. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  105429. this._syncActiveTargets(true);
  105430. }
  105431. };
  105432. /**
  105433. * Serializes the current manager into a Serialization object
  105434. * @returns the serialized object
  105435. */
  105436. MorphTargetManager.prototype.serialize = function () {
  105437. var serializationObject = {};
  105438. serializationObject.id = this.uniqueId;
  105439. serializationObject.targets = [];
  105440. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105441. var target = _a[_i];
  105442. serializationObject.targets.push(target.serialize());
  105443. }
  105444. return serializationObject;
  105445. };
  105446. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  105447. var influenceCount = 0;
  105448. this._activeTargets.reset();
  105449. this._supportsNormals = true;
  105450. this._supportsTangents = true;
  105451. this._vertexCount = 0;
  105452. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105453. var target = _a[_i];
  105454. if (target.influence === 0) {
  105455. continue;
  105456. }
  105457. this._activeTargets.push(target);
  105458. this._tempInfluences[influenceCount++] = target.influence;
  105459. this._supportsNormals = this._supportsNormals && target.hasNormals;
  105460. this._supportsTangents = this._supportsTangents && target.hasTangents;
  105461. var positions = target.getPositions();
  105462. if (positions) {
  105463. var vertexCount = positions.length / 3;
  105464. if (this._vertexCount === 0) {
  105465. this._vertexCount = vertexCount;
  105466. }
  105467. else if (this._vertexCount !== vertexCount) {
  105468. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  105469. return;
  105470. }
  105471. }
  105472. }
  105473. if (!this._influences || this._influences.length !== influenceCount) {
  105474. this._influences = new Float32Array(influenceCount);
  105475. }
  105476. for (var index = 0; index < influenceCount; index++) {
  105477. this._influences[index] = this._tempInfluences[index];
  105478. }
  105479. if (needUpdate) {
  105480. this.synchronize();
  105481. }
  105482. };
  105483. /**
  105484. * Syncrhonize the targets with all the meshes using this morph target manager
  105485. */
  105486. MorphTargetManager.prototype.synchronize = function () {
  105487. if (!this._scene) {
  105488. return;
  105489. }
  105490. // Flag meshes as dirty to resync with the active targets
  105491. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  105492. var mesh = _a[_i];
  105493. if (mesh.morphTargetManager === this) {
  105494. mesh._syncGeometryWithMorphTargetManager();
  105495. }
  105496. }
  105497. };
  105498. // Statics
  105499. /**
  105500. * Creates a new MorphTargetManager from serialized data
  105501. * @param serializationObject defines the serialized data
  105502. * @param scene defines the hosting scene
  105503. * @returns the new MorphTargetManager
  105504. */
  105505. MorphTargetManager.Parse = function (serializationObject, scene) {
  105506. var result = new MorphTargetManager(scene);
  105507. result._uniqueId = serializationObject.id;
  105508. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  105509. var targetData = _a[_i];
  105510. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  105511. }
  105512. return result;
  105513. };
  105514. return MorphTargetManager;
  105515. }());
  105516. BABYLON.MorphTargetManager = MorphTargetManager;
  105517. })(BABYLON || (BABYLON = {}));
  105518. //# sourceMappingURL=babylon.morphTargetManager.js.map
  105519. var BABYLON;
  105520. (function (BABYLON) {
  105521. /**
  105522. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105523. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105524. */
  105525. var Octree = /** @class */ (function () {
  105526. /**
  105527. * Creates a octree
  105528. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105529. * @param creationFunc function to be used to instatiate the octree
  105530. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105531. * @param maxDepth defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.)
  105532. */
  105533. function Octree(creationFunc, maxBlockCapacity,
  105534. /** Defines the maximum depth (sub-levels) for your octree. Default value is 2, which means 8 8 8 = 512 blocks :) (This parameter takes precedence over capacity.) */
  105535. maxDepth) {
  105536. if (maxDepth === void 0) { maxDepth = 2; }
  105537. this.maxDepth = maxDepth;
  105538. /**
  105539. * Content stored in the octree
  105540. */
  105541. this.dynamicContent = new Array();
  105542. this._maxBlockCapacity = maxBlockCapacity || 64;
  105543. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  105544. this._creationFunc = creationFunc;
  105545. }
  105546. // Methods
  105547. /**
  105548. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105549. * @param worldMin worldMin for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105550. * @param worldMax worldMax for the octree blocks var blockSize = new Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105551. * @param entries meshes to be added to the octree blocks
  105552. */
  105553. Octree.prototype.update = function (worldMin, worldMax, entries) {
  105554. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  105555. };
  105556. /**
  105557. * Adds a mesh to the octree
  105558. * @param entry Mesh to add to the octree
  105559. */
  105560. Octree.prototype.addMesh = function (entry) {
  105561. for (var index = 0; index < this.blocks.length; index++) {
  105562. var block = this.blocks[index];
  105563. block.addEntry(entry);
  105564. }
  105565. };
  105566. /**
  105567. * Selects an array of meshes within the frustum
  105568. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105569. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105570. * @returns array of meshes within the frustum
  105571. */
  105572. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  105573. this._selectionContent.reset();
  105574. for (var index = 0; index < this.blocks.length; index++) {
  105575. var block = this.blocks[index];
  105576. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  105577. }
  105578. if (allowDuplicate) {
  105579. this._selectionContent.concat(this.dynamicContent);
  105580. }
  105581. else {
  105582. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105583. }
  105584. return this._selectionContent;
  105585. };
  105586. /**
  105587. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105588. * @param sphereCenter defines the bounding sphere center
  105589. * @param sphereRadius defines the bounding sphere radius
  105590. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105591. * @returns an array of objects that intersect the sphere
  105592. */
  105593. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  105594. this._selectionContent.reset();
  105595. for (var index = 0; index < this.blocks.length; index++) {
  105596. var block = this.blocks[index];
  105597. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  105598. }
  105599. if (allowDuplicate) {
  105600. this._selectionContent.concat(this.dynamicContent);
  105601. }
  105602. else {
  105603. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105604. }
  105605. return this._selectionContent;
  105606. };
  105607. /**
  105608. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105609. * @param ray defines the ray to test with
  105610. * @returns array of intersected objects
  105611. */
  105612. Octree.prototype.intersectsRay = function (ray) {
  105613. this._selectionContent.reset();
  105614. for (var index = 0; index < this.blocks.length; index++) {
  105615. var block = this.blocks[index];
  105616. block.intersectsRay(ray, this._selectionContent);
  105617. }
  105618. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105619. return this._selectionContent;
  105620. };
  105621. /**
  105622. * @hidden
  105623. */
  105624. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  105625. target.blocks = new Array();
  105626. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105627. // Segmenting space
  105628. for (var x = 0; x < 2; x++) {
  105629. for (var y = 0; y < 2; y++) {
  105630. for (var z = 0; z < 2; z++) {
  105631. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  105632. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  105633. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  105634. block.addEntries(entries);
  105635. target.blocks.push(block);
  105636. }
  105637. }
  105638. }
  105639. };
  105640. /**
  105641. * Adds a mesh into the octree block if it intersects the block
  105642. */
  105643. Octree.CreationFuncForMeshes = function (entry, block) {
  105644. var boundingInfo = entry.getBoundingInfo();
  105645. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105646. block.entries.push(entry);
  105647. }
  105648. };
  105649. /**
  105650. * Adds a submesh into the octree block if it intersects the block
  105651. */
  105652. Octree.CreationFuncForSubMeshes = function (entry, block) {
  105653. var boundingInfo = entry.getBoundingInfo();
  105654. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105655. block.entries.push(entry);
  105656. }
  105657. };
  105658. return Octree;
  105659. }());
  105660. BABYLON.Octree = Octree;
  105661. })(BABYLON || (BABYLON = {}));
  105662. //# sourceMappingURL=babylon.octree.js.map
  105663. var BABYLON;
  105664. (function (BABYLON) {
  105665. /**
  105666. * Class used to store a cell in an octree
  105667. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105668. */
  105669. var OctreeBlock = /** @class */ (function () {
  105670. /**
  105671. * Creates a new block
  105672. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105673. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105674. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105675. * @param depth defines the current depth of this block in the octree
  105676. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105677. * @param creationFunc defines a callback to call when an element is added to the block
  105678. */
  105679. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  105680. /**
  105681. * Gets the content of the current block
  105682. */
  105683. this.entries = new Array();
  105684. this._boundingVectors = new Array();
  105685. this._capacity = capacity;
  105686. this._depth = depth;
  105687. this._maxDepth = maxDepth;
  105688. this._creationFunc = creationFunc;
  105689. this._minPoint = minPoint;
  105690. this._maxPoint = maxPoint;
  105691. this._boundingVectors.push(minPoint.clone());
  105692. this._boundingVectors.push(maxPoint.clone());
  105693. this._boundingVectors.push(minPoint.clone());
  105694. this._boundingVectors[2].x = maxPoint.x;
  105695. this._boundingVectors.push(minPoint.clone());
  105696. this._boundingVectors[3].y = maxPoint.y;
  105697. this._boundingVectors.push(minPoint.clone());
  105698. this._boundingVectors[4].z = maxPoint.z;
  105699. this._boundingVectors.push(maxPoint.clone());
  105700. this._boundingVectors[5].z = minPoint.z;
  105701. this._boundingVectors.push(maxPoint.clone());
  105702. this._boundingVectors[6].x = minPoint.x;
  105703. this._boundingVectors.push(maxPoint.clone());
  105704. this._boundingVectors[7].y = minPoint.y;
  105705. }
  105706. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  105707. // Property
  105708. /**
  105709. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105710. */
  105711. get: function () {
  105712. return this._capacity;
  105713. },
  105714. enumerable: true,
  105715. configurable: true
  105716. });
  105717. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  105718. /**
  105719. * Gets the minimum vector (in world space) of the block's bounding box
  105720. */
  105721. get: function () {
  105722. return this._minPoint;
  105723. },
  105724. enumerable: true,
  105725. configurable: true
  105726. });
  105727. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  105728. /**
  105729. * Gets the maximum vector (in world space) of the block's bounding box
  105730. */
  105731. get: function () {
  105732. return this._maxPoint;
  105733. },
  105734. enumerable: true,
  105735. configurable: true
  105736. });
  105737. // Methods
  105738. /**
  105739. * Add a new element to this block
  105740. * @param entry defines the element to add
  105741. */
  105742. OctreeBlock.prototype.addEntry = function (entry) {
  105743. if (this.blocks) {
  105744. for (var index = 0; index < this.blocks.length; index++) {
  105745. var block = this.blocks[index];
  105746. block.addEntry(entry);
  105747. }
  105748. return;
  105749. }
  105750. this._creationFunc(entry, this);
  105751. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  105752. this.createInnerBlocks();
  105753. }
  105754. };
  105755. /**
  105756. * Add an array of elements to this block
  105757. * @param entries defines the array of elements to add
  105758. */
  105759. OctreeBlock.prototype.addEntries = function (entries) {
  105760. for (var index = 0; index < entries.length; index++) {
  105761. var mesh = entries[index];
  105762. this.addEntry(mesh);
  105763. }
  105764. };
  105765. /**
  105766. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105767. * @param frustumPlanes defines the frustum planes to test
  105768. * @param selection defines the array to store current content if selection is positive
  105769. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105770. */
  105771. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  105772. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  105773. if (this.blocks) {
  105774. for (var index = 0; index < this.blocks.length; index++) {
  105775. var block = this.blocks[index];
  105776. block.select(frustumPlanes, selection, allowDuplicate);
  105777. }
  105778. return;
  105779. }
  105780. if (allowDuplicate) {
  105781. selection.concat(this.entries);
  105782. }
  105783. else {
  105784. selection.concatWithNoDuplicate(this.entries);
  105785. }
  105786. }
  105787. };
  105788. /**
  105789. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105790. * @param sphereCenter defines the bounding sphere center
  105791. * @param sphereRadius defines the bounding sphere radius
  105792. * @param selection defines the array to store current content if selection is positive
  105793. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105794. */
  105795. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  105796. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  105797. if (this.blocks) {
  105798. for (var index = 0; index < this.blocks.length; index++) {
  105799. var block = this.blocks[index];
  105800. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  105801. }
  105802. return;
  105803. }
  105804. if (allowDuplicate) {
  105805. selection.concat(this.entries);
  105806. }
  105807. else {
  105808. selection.concatWithNoDuplicate(this.entries);
  105809. }
  105810. }
  105811. };
  105812. /**
  105813. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105814. * @param ray defines the ray to test with
  105815. * @param selection defines the array to store current content if selection is positive
  105816. */
  105817. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  105818. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  105819. if (this.blocks) {
  105820. for (var index = 0; index < this.blocks.length; index++) {
  105821. var block = this.blocks[index];
  105822. block.intersectsRay(ray, selection);
  105823. }
  105824. return;
  105825. }
  105826. selection.concatWithNoDuplicate(this.entries);
  105827. }
  105828. };
  105829. /**
  105830. * Subdivide the content into child blocks (this block will then be empty)
  105831. */
  105832. OctreeBlock.prototype.createInnerBlocks = function () {
  105833. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  105834. };
  105835. return OctreeBlock;
  105836. }());
  105837. BABYLON.OctreeBlock = OctreeBlock;
  105838. })(BABYLON || (BABYLON = {}));
  105839. //# sourceMappingURL=babylon.octreeBlock.js.map
  105840. var BABYLON;
  105841. (function (BABYLON) {
  105842. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  105843. if (maxCapacity === void 0) { maxCapacity = 64; }
  105844. if (maxDepth === void 0) { maxDepth = 2; }
  105845. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105846. if (!component) {
  105847. component = new OctreeSceneComponent(this);
  105848. this._addComponent(component);
  105849. }
  105850. if (!this._selectionOctree) {
  105851. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  105852. }
  105853. var worldExtends = this.getWorldExtends();
  105854. // Update octree
  105855. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  105856. return this._selectionOctree;
  105857. };
  105858. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  105859. get: function () {
  105860. return this._selectionOctree;
  105861. },
  105862. enumerable: true,
  105863. configurable: true
  105864. });
  105865. /**
  105866. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105867. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105868. * @param maxCapacity defines the maximum size of each block (64 by default)
  105869. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105870. * @returns the new octree
  105871. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105872. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105873. */
  105874. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  105875. if (maxCapacity === void 0) { maxCapacity = 64; }
  105876. if (maxDepth === void 0) { maxDepth = 2; }
  105877. var scene = this.getScene();
  105878. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105879. if (!component) {
  105880. component = new OctreeSceneComponent(scene);
  105881. scene._addComponent(component);
  105882. }
  105883. if (!this._submeshesOctree) {
  105884. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  105885. }
  105886. this.computeWorldMatrix(true);
  105887. var boundingInfo = this.getBoundingInfo();
  105888. // Update octree
  105889. var bbox = boundingInfo.boundingBox;
  105890. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  105891. return this._submeshesOctree;
  105892. };
  105893. /**
  105894. * Defines the octree scene component responsible to manage any octrees
  105895. * in a given scene.
  105896. */
  105897. var OctreeSceneComponent = /** @class */ (function () {
  105898. /**
  105899. * Creates a new instance of the component for the given scene
  105900. * @param scene Defines the scene to register the component in
  105901. */
  105902. function OctreeSceneComponent(scene) {
  105903. /**
  105904. * The component name helpfull to identify the component in the list of scene components.
  105905. */
  105906. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  105907. /**
  105908. * Indicates if the meshes have been checked to make sure they are isEnabled()
  105909. */
  105910. this.checksIsEnabled = true;
  105911. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  105912. this.scene = scene;
  105913. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  105914. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  105915. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  105916. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  105917. }
  105918. /**
  105919. * Registers the component in a given scene
  105920. */
  105921. OctreeSceneComponent.prototype.register = function () {
  105922. var _this = this;
  105923. this.scene.onMeshRemovedObservable.add(function (mesh) {
  105924. var sceneOctree = _this.scene.selectionOctree;
  105925. if (sceneOctree !== undefined && sceneOctree !== null) {
  105926. var index = sceneOctree.dynamicContent.indexOf(mesh);
  105927. if (index !== -1) {
  105928. sceneOctree.dynamicContent.splice(index, 1);
  105929. }
  105930. }
  105931. });
  105932. this.scene.onMeshImportedObservable.add(function (mesh) {
  105933. var sceneOctree = _this.scene.selectionOctree;
  105934. if (sceneOctree !== undefined && sceneOctree !== null) {
  105935. sceneOctree.addMesh(mesh);
  105936. }
  105937. });
  105938. };
  105939. /**
  105940. * Return the list of active meshes
  105941. * @returns the list of active meshes
  105942. */
  105943. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  105944. if (this.scene._selectionOctree) {
  105945. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  105946. return selection;
  105947. }
  105948. return this.scene._getDefaultMeshCandidates();
  105949. };
  105950. /**
  105951. * Return the list of active sub meshes
  105952. * @param mesh The mesh to get the candidates sub meshes from
  105953. * @returns the list of active sub meshes
  105954. */
  105955. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  105956. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  105957. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  105958. return intersections;
  105959. }
  105960. return this.scene._getDefaultSubMeshCandidates(mesh);
  105961. };
  105962. /**
  105963. * Return the list of sub meshes intersecting with a given local ray
  105964. * @param mesh defines the mesh to find the submesh for
  105965. * @param localRay defines the ray in local space
  105966. * @returns the list of intersecting sub meshes
  105967. */
  105968. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  105969. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  105970. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  105971. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  105972. return intersections;
  105973. }
  105974. return this.scene._getDefaultSubMeshCandidates(mesh);
  105975. };
  105976. /**
  105977. * Return the list of sub meshes colliding with a collider
  105978. * @param mesh defines the mesh to find the submesh for
  105979. * @param collider defines the collider to evaluate the collision against
  105980. * @returns the list of colliding sub meshes
  105981. */
  105982. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  105983. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  105984. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  105985. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  105986. return intersections;
  105987. }
  105988. return this.scene._getDefaultSubMeshCandidates(mesh);
  105989. };
  105990. /**
  105991. * Rebuilds the elements related to this component in case of
  105992. * context lost for instance.
  105993. */
  105994. OctreeSceneComponent.prototype.rebuild = function () {
  105995. // Nothing to do here.
  105996. };
  105997. /**
  105998. * Disposes the component and the associated ressources.
  105999. */
  106000. OctreeSceneComponent.prototype.dispose = function () {
  106001. // Nothing to do here.
  106002. };
  106003. return OctreeSceneComponent;
  106004. }());
  106005. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  106006. })(BABYLON || (BABYLON = {}));
  106007. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  106008. var BABYLON;
  106009. (function (BABYLON) {
  106010. /**
  106011. * Postprocess used to generate anaglyphic rendering
  106012. */
  106013. var AnaglyphPostProcess = /** @class */ (function (_super) {
  106014. __extends(AnaglyphPostProcess, _super);
  106015. /**
  106016. * Creates a new AnaglyphPostProcess
  106017. * @param name defines postprocess name
  106018. * @param options defines creation options or target ratio scale
  106019. * @param rigCameras defines cameras using this postprocess
  106020. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  106021. * @param engine defines hosting engine
  106022. * @param reusable defines if the postprocess will be reused multiple times per frame
  106023. */
  106024. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  106025. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  106026. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106027. _this.onApplyObservable.add(function (effect) {
  106028. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  106029. });
  106030. return _this;
  106031. }
  106032. return AnaglyphPostProcess;
  106033. }(BABYLON.PostProcess));
  106034. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  106035. })(BABYLON || (BABYLON = {}));
  106036. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  106037. var BABYLON;
  106038. (function (BABYLON) {
  106039. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  106040. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106041. });
  106042. /**
  106043. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  106044. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106045. */
  106046. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  106047. __extends(AnaglyphArcRotateCamera, _super);
  106048. /**
  106049. * Creates a new AnaglyphArcRotateCamera
  106050. * @param name defines camera name
  106051. * @param alpha defines alpha angle (in radians)
  106052. * @param beta defines beta angle (in radians)
  106053. * @param radius defines radius
  106054. * @param target defines camera target
  106055. * @param interaxialDistance defines distance between each color axis
  106056. * @param scene defines the hosting scene
  106057. */
  106058. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  106059. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106060. _this.interaxialDistance = interaxialDistance;
  106061. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106062. return _this;
  106063. }
  106064. /**
  106065. * Gets camera class name
  106066. * @returns AnaglyphArcRotateCamera
  106067. */
  106068. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  106069. return "AnaglyphArcRotateCamera";
  106070. };
  106071. return AnaglyphArcRotateCamera;
  106072. }(BABYLON.ArcRotateCamera));
  106073. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  106074. })(BABYLON || (BABYLON = {}));
  106075. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  106076. var BABYLON;
  106077. (function (BABYLON) {
  106078. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  106079. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106080. });
  106081. /**
  106082. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  106083. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106084. */
  106085. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  106086. __extends(AnaglyphFreeCamera, _super);
  106087. /**
  106088. * Creates a new AnaglyphFreeCamera
  106089. * @param name defines camera name
  106090. * @param position defines initial position
  106091. * @param interaxialDistance defines distance between each color axis
  106092. * @param scene defines the hosting scene
  106093. */
  106094. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  106095. var _this = _super.call(this, name, position, scene) || this;
  106096. _this.interaxialDistance = interaxialDistance;
  106097. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106098. return _this;
  106099. }
  106100. /**
  106101. * Gets camera class name
  106102. * @returns AnaglyphFreeCamera
  106103. */
  106104. AnaglyphFreeCamera.prototype.getClassName = function () {
  106105. return "AnaglyphFreeCamera";
  106106. };
  106107. return AnaglyphFreeCamera;
  106108. }(BABYLON.FreeCamera));
  106109. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  106110. })(BABYLON || (BABYLON = {}));
  106111. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  106112. var BABYLON;
  106113. (function (BABYLON) {
  106114. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  106115. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106116. });
  106117. /**
  106118. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  106119. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106120. */
  106121. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  106122. __extends(AnaglyphGamepadCamera, _super);
  106123. /**
  106124. * Creates a new AnaglyphGamepadCamera
  106125. * @param name defines camera name
  106126. * @param position defines initial position
  106127. * @param interaxialDistance defines distance between each color axis
  106128. * @param scene defines the hosting scene
  106129. */
  106130. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  106131. var _this = _super.call(this, name, position, scene) || this;
  106132. _this.interaxialDistance = interaxialDistance;
  106133. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106134. return _this;
  106135. }
  106136. /**
  106137. * Gets camera class name
  106138. * @returns AnaglyphGamepadCamera
  106139. */
  106140. AnaglyphGamepadCamera.prototype.getClassName = function () {
  106141. return "AnaglyphGamepadCamera";
  106142. };
  106143. return AnaglyphGamepadCamera;
  106144. }(BABYLON.GamepadCamera));
  106145. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  106146. })(BABYLON || (BABYLON = {}));
  106147. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  106148. var BABYLON;
  106149. (function (BABYLON) {
  106150. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  106151. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106152. });
  106153. /**
  106154. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  106155. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106156. */
  106157. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  106158. __extends(AnaglyphUniversalCamera, _super);
  106159. /**
  106160. * Creates a new AnaglyphUniversalCamera
  106161. * @param name defines camera name
  106162. * @param position defines initial position
  106163. * @param interaxialDistance defines distance between each color axis
  106164. * @param scene defines the hosting scene
  106165. */
  106166. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  106167. var _this = _super.call(this, name, position, scene) || this;
  106168. _this.interaxialDistance = interaxialDistance;
  106169. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106170. return _this;
  106171. }
  106172. /**
  106173. * Gets camera class name
  106174. * @returns AnaglyphUniversalCamera
  106175. */
  106176. AnaglyphUniversalCamera.prototype.getClassName = function () {
  106177. return "AnaglyphUniversalCamera";
  106178. };
  106179. return AnaglyphUniversalCamera;
  106180. }(BABYLON.UniversalCamera));
  106181. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  106182. })(BABYLON || (BABYLON = {}));
  106183. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  106184. var BABYLON;
  106185. (function (BABYLON) {
  106186. /**
  106187. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  106188. */
  106189. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  106190. __extends(StereoscopicInterlacePostProcess, _super);
  106191. /**
  106192. * Initializes a StereoscopicInterlacePostProcess
  106193. * @param name The name of the effect.
  106194. * @param rigCameras The rig cameras to be appled to the post process
  106195. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  106196. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106197. * @param engine The engine which the post process will be applied. (default: current engine)
  106198. * @param reusable If the post process can be reused on the same frame. (default: false)
  106199. */
  106200. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  106201. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  106202. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106203. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106204. _this.onSizeChangedObservable.add(function () {
  106205. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106206. });
  106207. _this.onApplyObservable.add(function (effect) {
  106208. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  106209. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  106210. });
  106211. return _this;
  106212. }
  106213. return StereoscopicInterlacePostProcess;
  106214. }(BABYLON.PostProcess));
  106215. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  106216. })(BABYLON || (BABYLON = {}));
  106217. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  106218. var BABYLON;
  106219. (function (BABYLON) {
  106220. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  106221. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106222. });
  106223. /**
  106224. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  106225. * @see http://doc.babylonjs.com/features/cameras
  106226. */
  106227. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  106228. __extends(StereoscopicArcRotateCamera, _super);
  106229. /**
  106230. * Creates a new StereoscopicArcRotateCamera
  106231. * @param name defines camera name
  106232. * @param alpha defines alpha angle (in radians)
  106233. * @param beta defines beta angle (in radians)
  106234. * @param radius defines radius
  106235. * @param target defines camera target
  106236. * @param interaxialDistance defines distance between each color axis
  106237. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106238. * @param scene defines the hosting scene
  106239. */
  106240. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  106241. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106242. _this.interaxialDistance = interaxialDistance;
  106243. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106244. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106245. return _this;
  106246. }
  106247. /**
  106248. * Gets camera class name
  106249. * @returns StereoscopicArcRotateCamera
  106250. */
  106251. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  106252. return "StereoscopicArcRotateCamera";
  106253. };
  106254. return StereoscopicArcRotateCamera;
  106255. }(BABYLON.ArcRotateCamera));
  106256. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  106257. })(BABYLON || (BABYLON = {}));
  106258. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  106259. var BABYLON;
  106260. (function (BABYLON) {
  106261. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106262. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106263. });
  106264. /**
  106265. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  106266. * @see http://doc.babylonjs.com/features/cameras
  106267. */
  106268. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  106269. __extends(StereoscopicFreeCamera, _super);
  106270. /**
  106271. * Creates a new StereoscopicFreeCamera
  106272. * @param name defines camera name
  106273. * @param position defines initial position
  106274. * @param interaxialDistance defines distance between each color axis
  106275. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106276. * @param scene defines the hosting scene
  106277. */
  106278. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106279. var _this = _super.call(this, name, position, scene) || this;
  106280. _this.interaxialDistance = interaxialDistance;
  106281. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106282. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106283. return _this;
  106284. }
  106285. /**
  106286. * Gets camera class name
  106287. * @returns StereoscopicFreeCamera
  106288. */
  106289. StereoscopicFreeCamera.prototype.getClassName = function () {
  106290. return "StereoscopicFreeCamera";
  106291. };
  106292. return StereoscopicFreeCamera;
  106293. }(BABYLON.FreeCamera));
  106294. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  106295. })(BABYLON || (BABYLON = {}));
  106296. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  106297. var BABYLON;
  106298. (function (BABYLON) {
  106299. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  106300. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106301. });
  106302. /**
  106303. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  106304. * @see http://doc.babylonjs.com/features/cameras
  106305. */
  106306. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  106307. __extends(StereoscopicGamepadCamera, _super);
  106308. /**
  106309. * Creates a new StereoscopicGamepadCamera
  106310. * @param name defines camera name
  106311. * @param position defines initial position
  106312. * @param interaxialDistance defines distance between each color axis
  106313. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106314. * @param scene defines the hosting scene
  106315. */
  106316. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106317. var _this = _super.call(this, name, position, scene) || this;
  106318. _this.interaxialDistance = interaxialDistance;
  106319. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106320. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106321. return _this;
  106322. }
  106323. /**
  106324. * Gets camera class name
  106325. * @returns StereoscopicGamepadCamera
  106326. */
  106327. StereoscopicGamepadCamera.prototype.getClassName = function () {
  106328. return "StereoscopicGamepadCamera";
  106329. };
  106330. return StereoscopicGamepadCamera;
  106331. }(BABYLON.GamepadCamera));
  106332. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  106333. })(BABYLON || (BABYLON = {}));
  106334. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  106335. var BABYLON;
  106336. (function (BABYLON) {
  106337. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106338. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106339. });
  106340. /**
  106341. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  106342. * @see http://doc.babylonjs.com/features/cameras
  106343. */
  106344. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  106345. __extends(StereoscopicUniversalCamera, _super);
  106346. /**
  106347. * Creates a new StereoscopicUniversalCamera
  106348. * @param name defines camera name
  106349. * @param position defines initial position
  106350. * @param interaxialDistance defines distance between each color axis
  106351. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106352. * @param scene defines the hosting scene
  106353. */
  106354. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106355. var _this = _super.call(this, name, position, scene) || this;
  106356. _this.interaxialDistance = interaxialDistance;
  106357. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106358. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106359. return _this;
  106360. }
  106361. /**
  106362. * Gets camera class name
  106363. * @returns StereoscopicUniversalCamera
  106364. */
  106365. StereoscopicUniversalCamera.prototype.getClassName = function () {
  106366. return "StereoscopicUniversalCamera";
  106367. };
  106368. return StereoscopicUniversalCamera;
  106369. }(BABYLON.UniversalCamera));
  106370. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  106371. })(BABYLON || (BABYLON = {}));
  106372. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  106373. var BABYLON;
  106374. (function (BABYLON) {
  106375. /**
  106376. * VRDistortionCorrectionPostProcess used for mobile VR
  106377. */
  106378. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  106379. __extends(VRDistortionCorrectionPostProcess, _super);
  106380. /**
  106381. * Initializes the VRDistortionCorrectionPostProcess
  106382. * @param name The name of the effect.
  106383. * @param camera The camera to apply the render pass to.
  106384. * @param isRightEye If this is for the right eye distortion
  106385. * @param vrMetrics All the required metrics for the VR camera
  106386. */
  106387. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  106388. var _this = _super.call(this, name, "vrDistortionCorrection", [
  106389. 'LensCenter',
  106390. 'Scale',
  106391. 'ScaleIn',
  106392. 'HmdWarpParam'
  106393. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  106394. _this._isRightEye = isRightEye;
  106395. _this._distortionFactors = vrMetrics.distortionK;
  106396. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  106397. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  106398. _this.adaptScaleToCurrentViewport = true;
  106399. _this.onSizeChangedObservable.add(function () {
  106400. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  106401. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  106402. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  106403. });
  106404. _this.onApplyObservable.add(function (effect) {
  106405. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  106406. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  106407. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  106408. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  106409. });
  106410. return _this;
  106411. }
  106412. return VRDistortionCorrectionPostProcess;
  106413. }(BABYLON.PostProcess));
  106414. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  106415. })(BABYLON || (BABYLON = {}));
  106416. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  106417. var BABYLON;
  106418. (function (BABYLON) {
  106419. /**
  106420. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106421. * Screen rotation is taken into account.
  106422. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106423. */
  106424. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  106425. /**
  106426. * Instantiates a new input
  106427. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106428. */
  106429. function FreeCameraDeviceOrientationInput() {
  106430. var _this = this;
  106431. this._screenOrientationAngle = 0;
  106432. this._screenQuaternion = new BABYLON.Quaternion();
  106433. this._alpha = 0;
  106434. this._beta = 0;
  106435. this._gamma = 0;
  106436. this._orientationChanged = function () {
  106437. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  106438. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  106439. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  106440. };
  106441. this._deviceOrientation = function (evt) {
  106442. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  106443. _this._beta = evt.beta !== null ? evt.beta : 0;
  106444. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  106445. };
  106446. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  106447. this._orientationChanged();
  106448. }
  106449. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  106450. /**
  106451. * Define the camera controlled by the input.
  106452. */
  106453. get: function () {
  106454. return this._camera;
  106455. },
  106456. set: function (camera) {
  106457. this._camera = camera;
  106458. if (this._camera != null && !this._camera.rotationQuaternion) {
  106459. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  106460. }
  106461. },
  106462. enumerable: true,
  106463. configurable: true
  106464. });
  106465. /**
  106466. * Attach the input controls to a specific dom element to get the input from.
  106467. * @param element Defines the element the controls should be listened from
  106468. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106469. */
  106470. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106471. window.addEventListener("orientationchange", this._orientationChanged);
  106472. window.addEventListener("deviceorientation", this._deviceOrientation);
  106473. //In certain cases, the attach control is called AFTER orientation was changed,
  106474. //So this is needed.
  106475. this._orientationChanged();
  106476. };
  106477. /**
  106478. * Detach the current controls from the specified dom element.
  106479. * @param element Defines the element to stop listening the inputs from
  106480. */
  106481. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  106482. window.removeEventListener("orientationchange", this._orientationChanged);
  106483. window.removeEventListener("deviceorientation", this._deviceOrientation);
  106484. };
  106485. /**
  106486. * Update the current camera state depending on the inputs that have been used this frame.
  106487. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106488. */
  106489. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  106490. //if no device orientation provided, don't update the rotation.
  106491. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  106492. if (!this._alpha) {
  106493. return;
  106494. }
  106495. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  106496. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  106497. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  106498. //Mirror on XY Plane
  106499. this._camera.rotationQuaternion.z *= -1;
  106500. this._camera.rotationQuaternion.w *= -1;
  106501. };
  106502. /**
  106503. * Gets the class name of the current intput.
  106504. * @returns the class name
  106505. */
  106506. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  106507. return "FreeCameraDeviceOrientationInput";
  106508. };
  106509. /**
  106510. * Get the friendly name associated with the input class.
  106511. * @returns the input friendly name
  106512. */
  106513. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  106514. return "deviceOrientation";
  106515. };
  106516. return FreeCameraDeviceOrientationInput;
  106517. }());
  106518. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  106519. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  106520. })(BABYLON || (BABYLON = {}));
  106521. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  106522. var BABYLON;
  106523. (function (BABYLON) {
  106524. /**
  106525. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106526. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106527. */
  106528. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  106529. /**
  106530. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106531. */
  106532. function ArcRotateCameraVRDeviceOrientationInput() {
  106533. /**
  106534. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106535. */
  106536. this.alphaCorrection = 1;
  106537. /**
  106538. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106539. */
  106540. this.gammaCorrection = 1;
  106541. this._alpha = 0;
  106542. this._gamma = 0;
  106543. this._dirty = false;
  106544. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  106545. }
  106546. /**
  106547. * Attach the input controls to a specific dom element to get the input from.
  106548. * @param element Defines the element the controls should be listened from
  106549. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106550. */
  106551. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106552. this.camera.attachControl(element, noPreventDefault);
  106553. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  106554. };
  106555. /** @hidden */
  106556. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  106557. if (evt.alpha !== null) {
  106558. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  106559. }
  106560. if (evt.gamma !== null) {
  106561. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  106562. }
  106563. this._dirty = true;
  106564. };
  106565. /**
  106566. * Update the current camera state depending on the inputs that have been used this frame.
  106567. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106568. */
  106569. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  106570. if (this._dirty) {
  106571. this._dirty = false;
  106572. if (this._gamma < 0) {
  106573. this._gamma = 180 + this._gamma;
  106574. }
  106575. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  106576. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  106577. }
  106578. };
  106579. /**
  106580. * Detach the current controls from the specified dom element.
  106581. * @param element Defines the element to stop listening the inputs from
  106582. */
  106583. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  106584. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  106585. };
  106586. /**
  106587. * Gets the class name of the current intput.
  106588. * @returns the class name
  106589. */
  106590. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  106591. return "ArcRotateCameraVRDeviceOrientationInput";
  106592. };
  106593. /**
  106594. * Get the friendly name associated with the input class.
  106595. * @returns the input friendly name
  106596. */
  106597. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  106598. return "VRDeviceOrientation";
  106599. };
  106600. return ArcRotateCameraVRDeviceOrientationInput;
  106601. }());
  106602. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  106603. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  106604. })(BABYLON || (BABYLON = {}));
  106605. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  106606. var BABYLON;
  106607. (function (BABYLON) {
  106608. /**
  106609. * This represents all the required metrics to create a VR camera.
  106610. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  106611. */
  106612. var VRCameraMetrics = /** @class */ (function () {
  106613. function VRCameraMetrics() {
  106614. /**
  106615. * Define if the current vr camera should compensate the distortion of the lense or not.
  106616. */
  106617. this.compensateDistortion = true;
  106618. }
  106619. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  106620. /**
  106621. * Gets the rendering aspect ratio based on the provided resolutions.
  106622. */
  106623. get: function () {
  106624. return this.hResolution / (2 * this.vResolution);
  106625. },
  106626. enumerable: true,
  106627. configurable: true
  106628. });
  106629. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  106630. /**
  106631. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  106632. */
  106633. get: function () {
  106634. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  106635. },
  106636. enumerable: true,
  106637. configurable: true
  106638. });
  106639. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  106640. /**
  106641. * @hidden
  106642. */
  106643. get: function () {
  106644. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106645. var h = (4 * meters) / this.hScreenSize;
  106646. return BABYLON.Matrix.Translation(h, 0, 0);
  106647. },
  106648. enumerable: true,
  106649. configurable: true
  106650. });
  106651. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  106652. /**
  106653. * @hidden
  106654. */
  106655. get: function () {
  106656. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106657. var h = (4 * meters) / this.hScreenSize;
  106658. return BABYLON.Matrix.Translation(-h, 0, 0);
  106659. },
  106660. enumerable: true,
  106661. configurable: true
  106662. });
  106663. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  106664. /**
  106665. * @hidden
  106666. */
  106667. get: function () {
  106668. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  106669. },
  106670. enumerable: true,
  106671. configurable: true
  106672. });
  106673. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  106674. /**
  106675. * @hidden
  106676. */
  106677. get: function () {
  106678. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  106679. },
  106680. enumerable: true,
  106681. configurable: true
  106682. });
  106683. /**
  106684. * Get the default VRMetrics based on the most generic setup.
  106685. * @returns the default vr metrics
  106686. */
  106687. VRCameraMetrics.GetDefault = function () {
  106688. var result = new VRCameraMetrics();
  106689. result.hResolution = 1280;
  106690. result.vResolution = 800;
  106691. result.hScreenSize = 0.149759993;
  106692. result.vScreenSize = 0.0935999975;
  106693. result.vScreenCenter = 0.0467999987;
  106694. result.eyeToScreenDistance = 0.0410000011;
  106695. result.lensSeparationDistance = 0.0635000020;
  106696. result.interpupillaryDistance = 0.0640000030;
  106697. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  106698. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  106699. result.postProcessScaleFactor = 1.714605507808412;
  106700. result.lensCenterOffset = 0.151976421;
  106701. return result;
  106702. };
  106703. return VRCameraMetrics;
  106704. }());
  106705. BABYLON.VRCameraMetrics = VRCameraMetrics;
  106706. })(BABYLON || (BABYLON = {}));
  106707. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  106708. var BABYLON;
  106709. (function (BABYLON) {
  106710. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  106711. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106712. });
  106713. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  106714. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106715. });
  106716. /**
  106717. * This represents a WebVR camera.
  106718. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  106719. * @example http://doc.babylonjs.com/how_to/webvr_camera
  106720. */
  106721. var WebVRFreeCamera = /** @class */ (function (_super) {
  106722. __extends(WebVRFreeCamera, _super);
  106723. /**
  106724. * Instantiates a WebVRFreeCamera.
  106725. * @param name The name of the WebVRFreeCamera
  106726. * @param position The starting anchor position for the camera
  106727. * @param scene The scene the camera belongs to
  106728. * @param webVROptions a set of customizable options for the webVRCamera
  106729. */
  106730. function WebVRFreeCamera(name, position, scene, webVROptions) {
  106731. if (webVROptions === void 0) { webVROptions = {}; }
  106732. var _this = _super.call(this, name, position, scene) || this;
  106733. _this.webVROptions = webVROptions;
  106734. /**
  106735. * @hidden
  106736. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  106737. */
  106738. _this._vrDevice = null;
  106739. /**
  106740. * The rawPose of the vrDevice.
  106741. */
  106742. _this.rawPose = null;
  106743. _this._specsVersion = "1.1";
  106744. _this._attached = false;
  106745. _this._descendants = [];
  106746. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  106747. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  106748. /** @hidden */
  106749. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  106750. _this._standingMatrix = null;
  106751. /**
  106752. * Represents device position in babylon space.
  106753. */
  106754. _this.devicePosition = BABYLON.Vector3.Zero();
  106755. /**
  106756. * Represents device rotation in babylon space.
  106757. */
  106758. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  106759. /**
  106760. * The scale of the device to be used when translating from device space to babylon space.
  106761. */
  106762. _this.deviceScaleFactor = 1;
  106763. _this._deviceToWorld = BABYLON.Matrix.Identity();
  106764. _this._worldToDevice = BABYLON.Matrix.Identity();
  106765. /**
  106766. * References to the webVR controllers for the vrDevice.
  106767. */
  106768. _this.controllers = [];
  106769. /**
  106770. * Emits an event when a controller is attached.
  106771. */
  106772. _this.onControllersAttachedObservable = new BABYLON.Observable();
  106773. /**
  106774. * Emits an event when a controller's mesh has been loaded;
  106775. */
  106776. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106777. /**
  106778. * Emits an event when the HMD's pose has been updated.
  106779. */
  106780. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  106781. _this._poseSet = false;
  106782. /**
  106783. * If the rig cameras be used as parent instead of this camera.
  106784. */
  106785. _this.rigParenting = true;
  106786. _this._defaultHeight = undefined;
  106787. _this._htmlElementAttached = null;
  106788. _this._detachIfAttached = function () {
  106789. var vrDisplay = _this.getEngine().getVRDevice();
  106790. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  106791. _this.detachControl(_this._htmlElementAttached);
  106792. }
  106793. };
  106794. _this._workingVector = BABYLON.Vector3.Zero();
  106795. _this._oneVector = BABYLON.Vector3.One();
  106796. _this._workingMatrix = BABYLON.Matrix.Identity();
  106797. _this._tmpMatrix = new BABYLON.Matrix();
  106798. _this._cache.position = BABYLON.Vector3.Zero();
  106799. if (webVROptions.defaultHeight) {
  106800. _this._defaultHeight = webVROptions.defaultHeight;
  106801. _this.position.y = _this._defaultHeight;
  106802. }
  106803. _this.minZ = 0.1;
  106804. //legacy support - the compensation boolean was removed.
  106805. if (arguments.length === 5) {
  106806. _this.webVROptions = arguments[4];
  106807. }
  106808. // default webVR options
  106809. if (_this.webVROptions.trackPosition == undefined) {
  106810. _this.webVROptions.trackPosition = true;
  106811. }
  106812. if (_this.webVROptions.controllerMeshes == undefined) {
  106813. _this.webVROptions.controllerMeshes = true;
  106814. }
  106815. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  106816. _this.webVROptions.defaultLightingOnControllers = true;
  106817. }
  106818. _this.rotationQuaternion = new BABYLON.Quaternion();
  106819. if (_this.webVROptions && _this.webVROptions.positionScale) {
  106820. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  106821. }
  106822. //enable VR
  106823. var engine = _this.getEngine();
  106824. _this._onVREnabled = function (success) { if (success) {
  106825. _this.initControllers();
  106826. } };
  106827. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  106828. engine.initWebVR().add(function (event) {
  106829. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  106830. return;
  106831. }
  106832. _this._vrDevice = event.vrDisplay;
  106833. //reset the rig parameters.
  106834. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  106835. if (_this._attached) {
  106836. _this.getEngine().enableVR();
  106837. }
  106838. });
  106839. if (typeof (VRFrameData) !== "undefined") {
  106840. _this._frameData = new VRFrameData();
  106841. }
  106842. /**
  106843. * The idea behind the following lines:
  106844. * objects that have the camera as parent should actually have the rig cameras as a parent.
  106845. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  106846. * the second will not show it correctly.
  106847. *
  106848. * To solve this - each object that has the camera as parent will be added to a protected array.
  106849. * When the rig camera renders, it will take this array and set all of those to be its children.
  106850. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  106851. * Amazing!
  106852. */
  106853. scene.onBeforeCameraRenderObservable.add(function (camera) {
  106854. if (camera.parent === _this && _this.rigParenting) {
  106855. _this._descendants = _this.getDescendants(true, function (n) {
  106856. // don't take the cameras or the controllers!
  106857. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  106858. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  106859. return !isController && !isRigCamera;
  106860. });
  106861. _this._descendants.forEach(function (node) {
  106862. node.parent = camera;
  106863. });
  106864. }
  106865. });
  106866. scene.onAfterCameraRenderObservable.add(function (camera) {
  106867. if (camera.parent === _this && _this.rigParenting) {
  106868. _this._descendants.forEach(function (node) {
  106869. node.parent = _this;
  106870. });
  106871. }
  106872. });
  106873. return _this;
  106874. }
  106875. /**
  106876. * Gets the device distance from the ground in meters.
  106877. * @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.
  106878. */
  106879. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  106880. if (this._standingMatrix) {
  106881. // Add standing matrix offset to get real offset from ground in room
  106882. this._standingMatrix.getTranslationToRef(this._workingVector);
  106883. return this._deviceRoomPosition.y + this._workingVector.y;
  106884. }
  106885. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  106886. return this._defaultHeight || 0;
  106887. };
  106888. /**
  106889. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106890. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  106891. */
  106892. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  106893. var _this = this;
  106894. if (callback === void 0) { callback = function (bool) { }; }
  106895. // Use standing matrix if available
  106896. this.getEngine().initWebVRAsync().then(function (result) {
  106897. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  106898. callback(false);
  106899. }
  106900. else {
  106901. _this._standingMatrix = new BABYLON.Matrix();
  106902. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  106903. if (!_this.getScene().useRightHandedSystem) {
  106904. if (_this._standingMatrix) {
  106905. _this._standingMatrix.toggleModelMatrixHandInPlace();
  106906. }
  106907. }
  106908. callback(true);
  106909. }
  106910. });
  106911. };
  106912. /**
  106913. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106914. * @returns A promise with a boolean set to if the standing matrix is supported.
  106915. */
  106916. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  106917. var _this = this;
  106918. return new Promise(function (res, rej) {
  106919. _this.useStandingMatrix(function (supported) {
  106920. res(supported);
  106921. });
  106922. });
  106923. };
  106924. /**
  106925. * Disposes the camera
  106926. */
  106927. WebVRFreeCamera.prototype.dispose = function () {
  106928. this._detachIfAttached();
  106929. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  106930. if (this._updateCacheWhenTrackingDisabledObserver) {
  106931. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  106932. }
  106933. _super.prototype.dispose.call(this);
  106934. };
  106935. /**
  106936. * Gets a vrController by name.
  106937. * @param name The name of the controller to retreive
  106938. * @returns the controller matching the name specified or null if not found
  106939. */
  106940. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  106941. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  106942. var gp = _a[_i];
  106943. if (gp.hand === name) {
  106944. return gp;
  106945. }
  106946. }
  106947. return null;
  106948. };
  106949. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  106950. /**
  106951. * The controller corrisponding to the users left hand.
  106952. */
  106953. get: function () {
  106954. if (!this._leftController) {
  106955. this._leftController = this.getControllerByName("left");
  106956. }
  106957. return this._leftController;
  106958. },
  106959. enumerable: true,
  106960. configurable: true
  106961. });
  106962. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  106963. /**
  106964. * The controller corrisponding to the users right hand.
  106965. */
  106966. get: function () {
  106967. if (!this._rightController) {
  106968. this._rightController = this.getControllerByName("right");
  106969. }
  106970. return this._rightController;
  106971. },
  106972. enumerable: true,
  106973. configurable: true
  106974. });
  106975. /**
  106976. * Casts a ray forward from the vrCamera's gaze.
  106977. * @param length Length of the ray (default: 100)
  106978. * @returns the ray corrisponding to the gaze
  106979. */
  106980. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  106981. if (length === void 0) { length = 100; }
  106982. if (this.leftCamera) {
  106983. // Use left eye to avoid computation to compute center on every call
  106984. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  106985. }
  106986. else {
  106987. return _super.prototype.getForwardRay.call(this, length);
  106988. }
  106989. };
  106990. /**
  106991. * @hidden
  106992. * Updates the camera based on device's frame data
  106993. */
  106994. WebVRFreeCamera.prototype._checkInputs = function () {
  106995. if (this._vrDevice && this._vrDevice.isPresenting) {
  106996. this._vrDevice.getFrameData(this._frameData);
  106997. this.updateFromDevice(this._frameData.pose);
  106998. }
  106999. _super.prototype._checkInputs.call(this);
  107000. };
  107001. /**
  107002. * Updates the poseControlled values based on the input device pose.
  107003. * @param poseData Pose coming from the device
  107004. */
  107005. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  107006. if (poseData && poseData.orientation) {
  107007. this.rawPose = poseData;
  107008. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  107009. if (this.getScene().useRightHandedSystem) {
  107010. this._deviceRoomRotationQuaternion.z *= -1;
  107011. this._deviceRoomRotationQuaternion.w *= -1;
  107012. }
  107013. if (this.webVROptions.trackPosition && this.rawPose.position) {
  107014. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  107015. if (this.getScene().useRightHandedSystem) {
  107016. this._deviceRoomPosition.z *= -1;
  107017. }
  107018. }
  107019. this._poseSet = true;
  107020. }
  107021. };
  107022. /**
  107023. * WebVR's attach control will start broadcasting frames to the device.
  107024. * Note that in certain browsers (chrome for example) this function must be called
  107025. * within a user-interaction callback. Example:
  107026. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  107027. *
  107028. * @param element html element to attach the vrDevice to
  107029. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  107030. */
  107031. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  107032. _super.prototype.attachControl.call(this, element, noPreventDefault);
  107033. this._attached = true;
  107034. this._htmlElementAttached = element;
  107035. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  107036. if (this._vrDevice) {
  107037. this.getEngine().enableVR();
  107038. }
  107039. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107040. };
  107041. /**
  107042. * Detaches the camera from the html element and disables VR
  107043. *
  107044. * @param element html element to detach from
  107045. */
  107046. WebVRFreeCamera.prototype.detachControl = function (element) {
  107047. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  107048. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  107049. _super.prototype.detachControl.call(this, element);
  107050. this._attached = false;
  107051. this.getEngine().disableVR();
  107052. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107053. };
  107054. /**
  107055. * @returns the name of this class
  107056. */
  107057. WebVRFreeCamera.prototype.getClassName = function () {
  107058. return "WebVRFreeCamera";
  107059. };
  107060. /**
  107061. * Calls resetPose on the vrDisplay
  107062. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  107063. */
  107064. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  107065. //uses the vrDisplay's "resetPose()".
  107066. //pitch and roll won't be affected.
  107067. this._vrDevice.resetPose();
  107068. };
  107069. /**
  107070. * @hidden
  107071. * Updates the rig cameras (left and right eye)
  107072. */
  107073. WebVRFreeCamera.prototype._updateRigCameras = function () {
  107074. var camLeft = this._rigCameras[0];
  107075. var camRight = this._rigCameras[1];
  107076. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107077. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107078. camLeft.position.copyFrom(this._deviceRoomPosition);
  107079. camRight.position.copyFrom(this._deviceRoomPosition);
  107080. };
  107081. // Remove translation from 6dof headset if trackposition is set to false
  107082. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  107083. if (isViewMatrix === void 0) { isViewMatrix = false; }
  107084. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  107085. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  107086. if (!isViewMatrix) {
  107087. this._tmpMatrix.invert();
  107088. }
  107089. this._tmpMatrix.multiplyToRef(matrix, matrix);
  107090. }
  107091. };
  107092. /**
  107093. * @hidden
  107094. * Updates the cached values of the camera
  107095. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  107096. */
  107097. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  107098. var _this = this;
  107099. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  107100. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  107101. if (!this.updateCacheCalled) {
  107102. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  107103. this.updateCacheCalled = true;
  107104. this.update();
  107105. }
  107106. // Set working vector to the device position in room space rotated by the new rotation
  107107. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  107108. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  107109. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  107110. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  107111. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  107112. // Add translation from anchor position
  107113. this._deviceToWorld.getTranslationToRef(this._workingVector);
  107114. this._workingVector.addInPlace(this.position);
  107115. this._workingVector.subtractInPlace(this._cache.position);
  107116. this._deviceToWorld.setTranslation(this._workingVector);
  107117. // Set an inverted matrix to be used when updating the camera
  107118. this._deviceToWorld.invertToRef(this._worldToDevice);
  107119. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  107120. this.controllers.forEach(function (controller) {
  107121. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  107122. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  107123. controller.update();
  107124. });
  107125. }
  107126. if (!ignoreParentClass) {
  107127. _super.prototype._updateCache.call(this);
  107128. }
  107129. this.updateCacheCalled = false;
  107130. };
  107131. /**
  107132. * @hidden
  107133. * Get current device position in babylon world
  107134. */
  107135. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  107136. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  107137. };
  107138. /**
  107139. * Updates the current device position and rotation in the babylon world
  107140. */
  107141. WebVRFreeCamera.prototype.update = function () {
  107142. this._computeDevicePosition();
  107143. // Get current device rotation in babylon world
  107144. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  107145. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  107146. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  107147. if (this._poseSet) {
  107148. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  107149. }
  107150. _super.prototype.update.call(this);
  107151. };
  107152. /**
  107153. * @hidden
  107154. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  107155. * @returns an identity matrix
  107156. */
  107157. WebVRFreeCamera.prototype._getViewMatrix = function () {
  107158. return BABYLON.Matrix.Identity();
  107159. };
  107160. /**
  107161. * This function is called by the two RIG cameras.
  107162. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  107163. */
  107164. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  107165. // Update the parent camera prior to using a child camera to avoid desynchronization
  107166. var parentCamera = this._cameraRigParams["parentCamera"];
  107167. parentCamera._updateCache();
  107168. //WebVR 1.1
  107169. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  107170. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  107171. if (!this.getScene().useRightHandedSystem) {
  107172. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  107173. }
  107174. // update the camera rotation matrix
  107175. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  107176. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  107177. // Computing target and final matrix
  107178. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  107179. // should the view matrix be updated with scale and position offset?
  107180. if (parentCamera.deviceScaleFactor !== 1) {
  107181. this._webvrViewMatrix.invert();
  107182. // scale the position, if set
  107183. if (parentCamera.deviceScaleFactor) {
  107184. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  107185. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  107186. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  107187. }
  107188. this._webvrViewMatrix.invert();
  107189. }
  107190. // Remove translation from 6dof headset if trackposition is set to false
  107191. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  107192. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  107193. // Compute global position
  107194. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  107195. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  107196. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  107197. this._workingMatrix.getTranslationToRef(this._globalPosition);
  107198. this._markSyncedWithParent();
  107199. return this._webvrViewMatrix;
  107200. };
  107201. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  107202. var parentCamera = this.parent;
  107203. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  107204. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  107205. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  107206. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  107207. //babylon compatible matrix
  107208. if (!this.getScene().useRightHandedSystem) {
  107209. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107210. }
  107211. return this._projectionMatrix;
  107212. };
  107213. /**
  107214. * Initializes the controllers and their meshes
  107215. */
  107216. WebVRFreeCamera.prototype.initControllers = function () {
  107217. var _this = this;
  107218. this.controllers = [];
  107219. var manager = this.getScene().gamepadManager;
  107220. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  107221. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107222. var webVrController = gamepad;
  107223. if (webVrController.defaultModel) {
  107224. webVrController.defaultModel.setEnabled(false);
  107225. }
  107226. if (webVrController.hand === "right") {
  107227. _this._rightController = null;
  107228. }
  107229. if (webVrController.hand === "left") {
  107230. _this._leftController = null;
  107231. }
  107232. var controllerIndex = _this.controllers.indexOf(webVrController);
  107233. if (controllerIndex !== -1) {
  107234. _this.controllers.splice(controllerIndex, 1);
  107235. }
  107236. }
  107237. });
  107238. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  107239. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107240. var webVrController_1 = gamepad;
  107241. if (!_this.webVROptions.trackPosition) {
  107242. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  107243. // Cache must be updated before rendering controllers to avoid them being one frame behind
  107244. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  107245. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  107246. _this._updateCache();
  107247. });
  107248. }
  107249. }
  107250. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  107251. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  107252. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  107253. if (_this.webVROptions.controllerMeshes) {
  107254. if (webVrController_1.defaultModel) {
  107255. webVrController_1.defaultModel.setEnabled(true);
  107256. }
  107257. else {
  107258. // Load the meshes
  107259. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  107260. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  107261. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  107262. if (_this.webVROptions.defaultLightingOnControllers) {
  107263. if (!_this._lightOnControllers) {
  107264. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  107265. }
  107266. var activateLightOnSubMeshes_1 = function (mesh, light) {
  107267. var children = mesh.getChildren();
  107268. if (children && children.length !== 0) {
  107269. children.forEach(function (mesh) {
  107270. light.includedOnlyMeshes.push(mesh);
  107271. activateLightOnSubMeshes_1(mesh, light);
  107272. });
  107273. }
  107274. };
  107275. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  107276. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  107277. }
  107278. });
  107279. }
  107280. }
  107281. webVrController_1.attachToPoseControlledCamera(_this);
  107282. // since this is async - sanity check. Is the controller already stored?
  107283. if (_this.controllers.indexOf(webVrController_1) === -1) {
  107284. //add to the controllers array
  107285. _this.controllers.push(webVrController_1);
  107286. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  107287. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  107288. // So we're overriding setting left & right manually to be sure
  107289. var firstViveWandDetected = false;
  107290. for (var i = 0; i < _this.controllers.length; i++) {
  107291. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107292. if (!firstViveWandDetected) {
  107293. firstViveWandDetected = true;
  107294. _this.controllers[i].hand = "left";
  107295. }
  107296. else {
  107297. _this.controllers[i].hand = "right";
  107298. }
  107299. }
  107300. }
  107301. //did we find enough controllers? Great! let the developer know.
  107302. if (_this.controllers.length >= 2) {
  107303. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  107304. }
  107305. }
  107306. }
  107307. });
  107308. };
  107309. return WebVRFreeCamera;
  107310. }(BABYLON.FreeCamera));
  107311. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  107312. })(BABYLON || (BABYLON = {}));
  107313. //# sourceMappingURL=babylon.webVRCamera.js.map
  107314. var BABYLON;
  107315. (function (BABYLON) {
  107316. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  107317. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  107318. });
  107319. // We're mainly based on the logic defined into the FreeCamera code
  107320. /**
  107321. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107322. * being tilted forward or back and left or right.
  107323. */
  107324. var DeviceOrientationCamera = /** @class */ (function (_super) {
  107325. __extends(DeviceOrientationCamera, _super);
  107326. /**
  107327. * Creates a new device orientation camera
  107328. * @param name The name of the camera
  107329. * @param position The start position camera
  107330. * @param scene The scene the camera belongs to
  107331. */
  107332. function DeviceOrientationCamera(name, position, scene) {
  107333. var _this = _super.call(this, name, position, scene) || this;
  107334. _this._quaternionCache = new BABYLON.Quaternion();
  107335. _this.inputs.addDeviceOrientation();
  107336. return _this;
  107337. }
  107338. /**
  107339. * Gets the current instance class name ("DeviceOrientationCamera").
  107340. * This helps avoiding instanceof at run time.
  107341. * @returns the class name
  107342. */
  107343. DeviceOrientationCamera.prototype.getClassName = function () {
  107344. return "DeviceOrientationCamera";
  107345. };
  107346. /**
  107347. * @hidden
  107348. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107349. */
  107350. DeviceOrientationCamera.prototype._checkInputs = function () {
  107351. _super.prototype._checkInputs.call(this);
  107352. this._quaternionCache.copyFrom(this.rotationQuaternion);
  107353. if (this._initialQuaternion) {
  107354. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107355. }
  107356. };
  107357. /**
  107358. * Reset the camera to its default orientation on the specified axis only.
  107359. * @param axis The axis to reset
  107360. */
  107361. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  107362. var _this = this;
  107363. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  107364. //can only work if this camera has a rotation quaternion already.
  107365. if (!this.rotationQuaternion) {
  107366. return;
  107367. }
  107368. if (!this._initialQuaternion) {
  107369. this._initialQuaternion = new BABYLON.Quaternion();
  107370. }
  107371. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  107372. ['x', 'y', 'z'].forEach(function (axisName) {
  107373. if (!axis[axisName]) {
  107374. _this._initialQuaternion[axisName] = 0;
  107375. }
  107376. else {
  107377. _this._initialQuaternion[axisName] *= -1;
  107378. }
  107379. });
  107380. this._initialQuaternion.normalize();
  107381. //force rotation update
  107382. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107383. };
  107384. return DeviceOrientationCamera;
  107385. }(BABYLON.FreeCamera));
  107386. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  107387. })(BABYLON || (BABYLON = {}));
  107388. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  107389. var BABYLON;
  107390. (function (BABYLON) {
  107391. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107392. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  107393. });
  107394. /**
  107395. * Camera used to simulate VR rendering (based on FreeCamera)
  107396. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107397. */
  107398. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  107399. __extends(VRDeviceOrientationFreeCamera, _super);
  107400. /**
  107401. * Creates a new VRDeviceOrientationFreeCamera
  107402. * @param name defines camera name
  107403. * @param position defines the start position of the camera
  107404. * @param scene defines the scene the camera belongs to
  107405. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107406. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107407. */
  107408. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107409. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107410. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107411. var _this = _super.call(this, name, position, scene) || this;
  107412. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107413. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107414. return _this;
  107415. }
  107416. /**
  107417. * Gets camera class name
  107418. * @returns VRDeviceOrientationFreeCamera
  107419. */
  107420. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  107421. return "VRDeviceOrientationFreeCamera";
  107422. };
  107423. return VRDeviceOrientationFreeCamera;
  107424. }(BABYLON.DeviceOrientationCamera));
  107425. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  107426. })(BABYLON || (BABYLON = {}));
  107427. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  107428. var BABYLON;
  107429. (function (BABYLON) {
  107430. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107431. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  107432. });
  107433. /**
  107434. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107435. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107436. */
  107437. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  107438. __extends(VRDeviceOrientationArcRotateCamera, _super);
  107439. /**
  107440. * Creates a new VRDeviceOrientationArcRotateCamera
  107441. * @param name defines camera name
  107442. * @param alpha defines the camera rotation along the logitudinal axis
  107443. * @param beta defines the camera rotation along the latitudinal axis
  107444. * @param radius defines the camera distance from its target
  107445. * @param target defines the camera target
  107446. * @param scene defines the scene the camera belongs to
  107447. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107448. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107449. */
  107450. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  107451. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107452. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107453. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  107454. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107455. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107456. _this.inputs.addVRDeviceOrientation();
  107457. return _this;
  107458. }
  107459. /**
  107460. * Gets camera class name
  107461. * @returns VRDeviceOrientationArcRotateCamera
  107462. */
  107463. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  107464. return "VRDeviceOrientationArcRotateCamera";
  107465. };
  107466. return VRDeviceOrientationArcRotateCamera;
  107467. }(BABYLON.ArcRotateCamera));
  107468. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  107469. })(BABYLON || (BABYLON = {}));
  107470. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  107471. var BABYLON;
  107472. (function (BABYLON) {
  107473. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  107474. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  107475. });
  107476. /**
  107477. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107478. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107479. */
  107480. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  107481. __extends(VRDeviceOrientationGamepadCamera, _super);
  107482. /**
  107483. * Creates a new VRDeviceOrientationGamepadCamera
  107484. * @param name defines camera name
  107485. * @param position defines the start position of the camera
  107486. * @param scene defines the scene the camera belongs to
  107487. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107488. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107489. */
  107490. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107491. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107492. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107493. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  107494. _this.inputs.addGamepad();
  107495. return _this;
  107496. }
  107497. /**
  107498. * Gets camera class name
  107499. * @returns VRDeviceOrientationGamepadCamera
  107500. */
  107501. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  107502. return "VRDeviceOrientationGamepadCamera";
  107503. };
  107504. return VRDeviceOrientationGamepadCamera;
  107505. }(BABYLON.VRDeviceOrientationFreeCamera));
  107506. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  107507. })(BABYLON || (BABYLON = {}));
  107508. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  107509. var BABYLON;
  107510. (function (BABYLON) {
  107511. var VRExperienceHelperGazer = /** @class */ (function () {
  107512. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  107513. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  107514. this.scene = scene;
  107515. /** @hidden */
  107516. this._pointerDownOnMeshAsked = false;
  107517. /** @hidden */
  107518. this._isActionableMesh = false;
  107519. /** @hidden */
  107520. this._teleportationRequestInitiated = false;
  107521. /** @hidden */
  107522. this._teleportationBackRequestInitiated = false;
  107523. /** @hidden */
  107524. this._rotationRightAsked = false;
  107525. /** @hidden */
  107526. this._rotationLeftAsked = false;
  107527. /** @hidden */
  107528. this._dpadPressed = true;
  107529. /** @hidden */
  107530. this._activePointer = false;
  107531. this._id = VRExperienceHelperGazer._idCounter++;
  107532. // Gaze tracker
  107533. if (!gazeTrackerToClone) {
  107534. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  107535. this._gazeTracker.bakeCurrentTransformIntoVertices();
  107536. this._gazeTracker.isPickable = false;
  107537. this._gazeTracker.isVisible = false;
  107538. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  107539. targetMat.specularColor = BABYLON.Color3.Black();
  107540. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107541. targetMat.backFaceCulling = false;
  107542. this._gazeTracker.material = targetMat;
  107543. }
  107544. else {
  107545. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  107546. }
  107547. }
  107548. /** @hidden */
  107549. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  107550. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  107551. };
  107552. /** @hidden */
  107553. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  107554. this._pointerDownOnMeshAsked = true;
  107555. if (this._currentHit) {
  107556. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  107557. }
  107558. };
  107559. /** @hidden */
  107560. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  107561. if (this._currentHit) {
  107562. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  107563. }
  107564. this._pointerDownOnMeshAsked = false;
  107565. };
  107566. /** @hidden */
  107567. VRExperienceHelperGazer.prototype._activatePointer = function () {
  107568. this._activePointer = true;
  107569. };
  107570. /** @hidden */
  107571. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  107572. this._activePointer = false;
  107573. };
  107574. /** @hidden */
  107575. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  107576. if (distance === void 0) { distance = 100; }
  107577. };
  107578. VRExperienceHelperGazer.prototype.dispose = function () {
  107579. this._interactionsEnabled = false;
  107580. this._teleportationEnabled = false;
  107581. if (this._gazeTracker) {
  107582. this._gazeTracker.dispose();
  107583. }
  107584. };
  107585. VRExperienceHelperGazer._idCounter = 0;
  107586. return VRExperienceHelperGazer;
  107587. }());
  107588. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  107589. __extends(VRExperienceHelperControllerGazer, _super);
  107590. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  107591. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  107592. _this.webVRController = webVRController;
  107593. // Laser pointer
  107594. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  107595. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  107596. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107597. laserPointerMaterial.alpha = 0.6;
  107598. _this._laserPointer.material = laserPointerMaterial;
  107599. _this._laserPointer.rotation.x = Math.PI / 2;
  107600. _this._laserPointer.position.z = -0.5;
  107601. _this._laserPointer.isVisible = false;
  107602. _this._laserPointer.isPickable = false;
  107603. if (!webVRController.mesh) {
  107604. // Create an empty mesh that is used prior to loading the high quality model
  107605. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  107606. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  107607. preloadPointerPose.rotation.x = -0.7;
  107608. preloadMesh.addChild(preloadPointerPose);
  107609. webVRController.attachToMesh(preloadMesh);
  107610. }
  107611. _this._setLaserPointerParent(webVRController.mesh);
  107612. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  107613. _this._setLaserPointerParent(mesh);
  107614. });
  107615. return _this;
  107616. }
  107617. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  107618. return this.webVRController.getForwardRay(length);
  107619. };
  107620. /** @hidden */
  107621. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  107622. _super.prototype._activatePointer.call(this);
  107623. this._laserPointer.isVisible = true;
  107624. };
  107625. /** @hidden */
  107626. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  107627. _super.prototype._deactivatePointer.call(this);
  107628. this._laserPointer.isVisible = false;
  107629. };
  107630. /** @hidden */
  107631. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  107632. this._laserPointer.material.emissiveColor = color;
  107633. };
  107634. /** @hidden */
  107635. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  107636. var makeNotPick = function (root) {
  107637. root.isPickable = false;
  107638. root.getChildMeshes().forEach(function (c) {
  107639. makeNotPick(c);
  107640. });
  107641. };
  107642. makeNotPick(mesh);
  107643. var meshChildren = mesh.getChildren(undefined, false);
  107644. var laserParent = mesh;
  107645. this.webVRController._pointingPoseNode = null;
  107646. for (var i = 0; i < meshChildren.length; i++) {
  107647. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  107648. laserParent = meshChildren[i];
  107649. this.webVRController._pointingPoseNode = laserParent;
  107650. break;
  107651. }
  107652. }
  107653. this._laserPointer.parent = laserParent;
  107654. };
  107655. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  107656. if (distance === void 0) { distance = 100; }
  107657. this._laserPointer.scaling.y = distance;
  107658. this._laserPointer.position.z = -distance / 2;
  107659. };
  107660. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  107661. _super.prototype.dispose.call(this);
  107662. this._laserPointer.dispose();
  107663. if (this._meshAttachedObserver) {
  107664. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  107665. }
  107666. };
  107667. return VRExperienceHelperControllerGazer;
  107668. }(VRExperienceHelperGazer));
  107669. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  107670. __extends(VRExperienceHelperCameraGazer, _super);
  107671. function VRExperienceHelperCameraGazer(getCamera, scene) {
  107672. var _this = _super.call(this, scene) || this;
  107673. _this.getCamera = getCamera;
  107674. return _this;
  107675. }
  107676. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  107677. var camera = this.getCamera();
  107678. if (camera) {
  107679. return camera.getForwardRay(length);
  107680. }
  107681. else {
  107682. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  107683. }
  107684. };
  107685. return VRExperienceHelperCameraGazer;
  107686. }(VRExperienceHelperGazer));
  107687. /**
  107688. * Helps to quickly add VR support to an existing scene.
  107689. * See http://doc.babylonjs.com/how_to/webvr_helper
  107690. */
  107691. var VRExperienceHelper = /** @class */ (function () {
  107692. /**
  107693. * Instantiates a VRExperienceHelper.
  107694. * Helps to quickly add VR support to an existing scene.
  107695. * @param scene The scene the VRExperienceHelper belongs to.
  107696. * @param webVROptions Options to modify the vr experience helper's behavior.
  107697. */
  107698. function VRExperienceHelper(scene,
  107699. /** Options to modify the vr experience helper's behavior. */
  107700. webVROptions) {
  107701. if (webVROptions === void 0) { webVROptions = {}; }
  107702. var _this = this;
  107703. this.webVROptions = webVROptions;
  107704. // Can the system support WebVR, even if a headset isn't plugged in?
  107705. this._webVRsupported = false;
  107706. // If WebVR is supported, is a headset plugged in and are we ready to present?
  107707. this._webVRready = false;
  107708. // Are we waiting for the requestPresent callback to complete?
  107709. this._webVRrequesting = false;
  107710. // Are we presenting to the headset right now? (this is the vrDevice state)
  107711. this._webVRpresenting = false;
  107712. // Are we presenting in the fullscreen fallback?
  107713. this._fullscreenVRpresenting = false;
  107714. /**
  107715. * Observable raised when entering VR.
  107716. */
  107717. this.onEnteringVRObservable = new BABYLON.Observable();
  107718. /**
  107719. * Observable raised when exiting VR.
  107720. */
  107721. this.onExitingVRObservable = new BABYLON.Observable();
  107722. /**
  107723. * Observable raised when controller mesh is loaded.
  107724. */
  107725. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  107726. this._useCustomVRButton = false;
  107727. this._teleportationRequested = false;
  107728. this._teleportActive = false;
  107729. this._floorMeshesCollection = [];
  107730. this._rotationAllowed = true;
  107731. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  107732. this._isDefaultTeleportationTarget = true;
  107733. this._teleportationFillColor = "#444444";
  107734. this._teleportationBorderColor = "#FFFFFF";
  107735. this._rotationAngle = 0;
  107736. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  107737. this._padSensibilityUp = 0.65;
  107738. this._padSensibilityDown = 0.35;
  107739. this._leftController = null;
  107740. this._rightController = null;
  107741. /**
  107742. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  107743. */
  107744. this.onNewMeshSelected = new BABYLON.Observable();
  107745. /**
  107746. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  107747. */
  107748. this.onNewMeshPicked = new BABYLON.Observable();
  107749. /**
  107750. * Observable raised before camera teleportation
  107751. */
  107752. this.onBeforeCameraTeleport = new BABYLON.Observable();
  107753. /**
  107754. * Observable raised after camera teleportation
  107755. */
  107756. this.onAfterCameraTeleport = new BABYLON.Observable();
  107757. /**
  107758. * Observable raised when current selected mesh gets unselected
  107759. */
  107760. this.onSelectedMeshUnselected = new BABYLON.Observable();
  107761. /**
  107762. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  107763. */
  107764. this.teleportationEnabled = true;
  107765. this._teleportationInitialized = false;
  107766. this._interactionsEnabled = false;
  107767. this._interactionsRequested = false;
  107768. this._displayGaze = true;
  107769. this._displayLaserPointer = true;
  107770. /**
  107771. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  107772. */
  107773. this.updateGazeTrackerScale = true;
  107774. this._onResize = function () {
  107775. _this.moveButtonToBottomRight();
  107776. if (_this._fullscreenVRpresenting && _this._webVRready) {
  107777. _this.exitVR();
  107778. }
  107779. };
  107780. this._onFullscreenChange = function () {
  107781. if (document.fullscreen !== undefined) {
  107782. _this._fullscreenVRpresenting = document.fullscreen;
  107783. }
  107784. else if (document.mozFullScreen !== undefined) {
  107785. _this._fullscreenVRpresenting = document.mozFullScreen;
  107786. }
  107787. else if (document.webkitIsFullScreen !== undefined) {
  107788. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  107789. }
  107790. else if (document.msIsFullScreen !== undefined) {
  107791. _this._fullscreenVRpresenting = document.msIsFullScreen;
  107792. }
  107793. else if (document.msFullscreenElement !== undefined) {
  107794. _this._fullscreenVRpresenting = document.msFullscreenElement;
  107795. }
  107796. if (!_this._fullscreenVRpresenting && _this._canvas) {
  107797. _this.exitVR();
  107798. if (!_this._useCustomVRButton) {
  107799. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  107800. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  107801. }
  107802. }
  107803. };
  107804. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  107805. this.beforeRender = function () {
  107806. if (_this._leftController && _this._leftController._activePointer) {
  107807. _this._castRayAndSelectObject(_this._leftController);
  107808. }
  107809. if (_this._rightController && _this._rightController._activePointer) {
  107810. _this._castRayAndSelectObject(_this._rightController);
  107811. }
  107812. if (_this._noControllerIsActive) {
  107813. _this._castRayAndSelectObject(_this._cameraGazer);
  107814. }
  107815. else {
  107816. _this._cameraGazer._gazeTracker.isVisible = false;
  107817. }
  107818. };
  107819. this._onNewGamepadConnected = function (gamepad) {
  107820. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  107821. if (gamepad.leftStick) {
  107822. gamepad.onleftstickchanged(function (stickValues) {
  107823. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  107824. // Listening to classic/xbox gamepad only if no VR controller is active
  107825. if ((!_this._leftController && !_this._rightController) ||
  107826. ((_this._leftController && !_this._leftController._activePointer) &&
  107827. (_this._rightController && !_this._rightController._activePointer))) {
  107828. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  107829. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  107830. }
  107831. }
  107832. });
  107833. }
  107834. if (gamepad.rightStick) {
  107835. gamepad.onrightstickchanged(function (stickValues) {
  107836. if (_this._teleportationInitialized) {
  107837. _this._checkRotate(stickValues, _this._cameraGazer);
  107838. }
  107839. });
  107840. }
  107841. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  107842. gamepad.onbuttondown(function (buttonPressed) {
  107843. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107844. _this._cameraGazer._selectionPointerDown();
  107845. }
  107846. });
  107847. gamepad.onbuttonup(function (buttonPressed) {
  107848. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107849. _this._cameraGazer._selectionPointerUp();
  107850. }
  107851. });
  107852. }
  107853. }
  107854. else {
  107855. var webVRController = gamepad;
  107856. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  107857. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  107858. _this._rightController = controller;
  107859. }
  107860. else {
  107861. _this._leftController = controller;
  107862. }
  107863. _this._tryEnableInteractionOnController(controller);
  107864. }
  107865. };
  107866. // 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
  107867. this._tryEnableInteractionOnController = function (controller) {
  107868. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  107869. _this._enableInteractionOnController(controller);
  107870. }
  107871. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  107872. _this._enableTeleportationOnController(controller);
  107873. }
  107874. };
  107875. this._onNewGamepadDisconnected = function (gamepad) {
  107876. if (gamepad instanceof BABYLON.WebVRController) {
  107877. if (gamepad.hand === "left" && _this._leftController != null) {
  107878. _this._leftController.dispose();
  107879. _this._leftController = null;
  107880. }
  107881. if (gamepad.hand === "right" && _this._rightController != null) {
  107882. _this._rightController.dispose();
  107883. _this._rightController = null;
  107884. }
  107885. }
  107886. };
  107887. this._workingVector = BABYLON.Vector3.Zero();
  107888. this._workingQuaternion = BABYLON.Quaternion.Identity();
  107889. this._workingMatrix = BABYLON.Matrix.Identity();
  107890. this._scene = scene;
  107891. this._canvas = scene.getEngine().getRenderingCanvas();
  107892. // Parse options
  107893. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  107894. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  107895. }
  107896. if (webVROptions.createDeviceOrientationCamera === undefined) {
  107897. webVROptions.createDeviceOrientationCamera = true;
  107898. }
  107899. if (webVROptions.laserToggle === undefined) {
  107900. webVROptions.laserToggle = true;
  107901. }
  107902. if (webVROptions.defaultHeight === undefined) {
  107903. webVROptions.defaultHeight = 1.7;
  107904. }
  107905. if (webVROptions.useCustomVRButton) {
  107906. this._useCustomVRButton = true;
  107907. if (webVROptions.customVRButton) {
  107908. this._btnVR = webVROptions.customVRButton;
  107909. }
  107910. }
  107911. if (webVROptions.rayLength) {
  107912. this._rayLength = webVROptions.rayLength;
  107913. }
  107914. this._defaultHeight = webVROptions.defaultHeight;
  107915. if (webVROptions.positionScale) {
  107916. this._rayLength *= webVROptions.positionScale;
  107917. this._defaultHeight *= webVROptions.positionScale;
  107918. }
  107919. this._hasEnteredVR = false;
  107920. // Set position
  107921. if (this._scene.activeCamera) {
  107922. this._position = this._scene.activeCamera.position.clone();
  107923. }
  107924. else {
  107925. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  107926. }
  107927. // Set non-vr camera
  107928. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  107929. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  107930. // Copy data from existing camera
  107931. if (this._scene.activeCamera) {
  107932. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  107933. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  107934. // Set rotation from previous camera
  107935. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  107936. var targetCamera = this._scene.activeCamera;
  107937. if (targetCamera.rotationQuaternion) {
  107938. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  107939. }
  107940. else {
  107941. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  107942. }
  107943. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  107944. }
  107945. }
  107946. this._scene.activeCamera = this._deviceOrientationCamera;
  107947. if (this._canvas) {
  107948. this._scene.activeCamera.attachControl(this._canvas);
  107949. }
  107950. }
  107951. else {
  107952. this._existingCamera = this._scene.activeCamera;
  107953. }
  107954. // Create VR cameras
  107955. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107956. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  107957. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  107958. }
  107959. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  107960. this._webVRCamera.useStandingMatrix();
  107961. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  107962. // Create default button
  107963. if (!this._useCustomVRButton) {
  107964. this._btnVR = document.createElement("BUTTON");
  107965. this._btnVR.className = "babylonVRicon";
  107966. this._btnVR.id = "babylonVRiconbtn";
  107967. this._btnVR.title = "Click to switch to VR";
  107968. 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) }";
  107969. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  107970. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  107971. // css += ".babylonVRicon.vrdisplaysupported { }";
  107972. // css += ".babylonVRicon.vrdisplayready { }";
  107973. // css += ".babylonVRicon.vrdisplayrequesting { }";
  107974. var style = document.createElement('style');
  107975. style.appendChild(document.createTextNode(css));
  107976. document.getElementsByTagName('head')[0].appendChild(style);
  107977. this.moveButtonToBottomRight();
  107978. }
  107979. // VR button click event
  107980. if (this._btnVR) {
  107981. this._btnVR.addEventListener("click", function () {
  107982. if (!_this.isInVRMode) {
  107983. _this.enterVR();
  107984. }
  107985. else {
  107986. _this.exitVR();
  107987. }
  107988. });
  107989. }
  107990. // Window events
  107991. window.addEventListener("resize", this._onResize);
  107992. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  107993. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  107994. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  107995. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  107996. document.onmsfullscreenchange = this._onFullscreenChange;
  107997. // Display vr button when headset is connected
  107998. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  107999. this.displayVRButton();
  108000. }
  108001. else {
  108002. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  108003. if (e.vrDisplay) {
  108004. _this.displayVRButton();
  108005. }
  108006. });
  108007. }
  108008. // Exiting VR mode using 'ESC' key on desktop
  108009. this._onKeyDown = function (event) {
  108010. if (event.keyCode === 27 && _this.isInVRMode) {
  108011. _this.exitVR();
  108012. }
  108013. };
  108014. document.addEventListener("keydown", this._onKeyDown);
  108015. // Exiting VR mode double tapping the touch screen
  108016. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  108017. if (_this.isInVRMode) {
  108018. _this.exitVR();
  108019. if (_this._fullscreenVRpresenting) {
  108020. _this._scene.getEngine().switchFullscreen(true);
  108021. }
  108022. }
  108023. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  108024. // Listen for WebVR display changes
  108025. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  108026. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  108027. this._onVRRequestPresentStart = function () {
  108028. _this._webVRrequesting = true;
  108029. _this.updateButtonVisibility();
  108030. };
  108031. this._onVRRequestPresentComplete = function (success) {
  108032. _this._webVRrequesting = false;
  108033. _this.updateButtonVisibility();
  108034. };
  108035. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  108036. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  108037. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  108038. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108039. scene.onDisposeObservable.add(function () {
  108040. _this.dispose();
  108041. });
  108042. // Gamepad connection events
  108043. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  108044. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  108045. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  108046. this.updateButtonVisibility();
  108047. //create easing functions
  108048. this._circleEase = new BABYLON.CircleEase();
  108049. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108050. if (this.webVROptions.floorMeshes) {
  108051. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  108052. }
  108053. }
  108054. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  108055. /** Return this.onEnteringVRObservable
  108056. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108057. */
  108058. get: function () {
  108059. return this.onEnteringVRObservable;
  108060. },
  108061. enumerable: true,
  108062. configurable: true
  108063. });
  108064. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  108065. /** Return this.onExitingVRObservable
  108066. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108067. */
  108068. get: function () {
  108069. return this.onExitingVRObservable;
  108070. },
  108071. enumerable: true,
  108072. configurable: true
  108073. });
  108074. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  108075. /** Return this.onControllerMeshLoadedObservable
  108076. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108077. */
  108078. get: function () {
  108079. return this.onControllerMeshLoadedObservable;
  108080. },
  108081. enumerable: true,
  108082. configurable: true
  108083. });
  108084. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  108085. /**
  108086. * The mesh used to display where the user is going to teleport.
  108087. */
  108088. get: function () {
  108089. return this._teleportationTarget;
  108090. },
  108091. /**
  108092. * Sets the mesh to be used to display where the user is going to teleport.
  108093. */
  108094. set: function (value) {
  108095. if (value) {
  108096. value.name = "teleportationTarget";
  108097. this._isDefaultTeleportationTarget = false;
  108098. this._teleportationTarget = value;
  108099. }
  108100. },
  108101. enumerable: true,
  108102. configurable: true
  108103. });
  108104. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  108105. /**
  108106. * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
  108107. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  108108. * See http://doc.babylonjs.com/resources/baking_transformations
  108109. */
  108110. get: function () {
  108111. return this._cameraGazer._gazeTracker;
  108112. },
  108113. set: function (value) {
  108114. if (value) {
  108115. // Dispose of existing meshes
  108116. if (this._cameraGazer._gazeTracker) {
  108117. this._cameraGazer._gazeTracker.dispose();
  108118. }
  108119. if (this._leftController && this._leftController._gazeTracker) {
  108120. this._leftController._gazeTracker.dispose();
  108121. }
  108122. if (this._rightController && this._rightController._gazeTracker) {
  108123. this._rightController._gazeTracker.dispose();
  108124. }
  108125. // Set and create gaze trackers on head and controllers
  108126. this._cameraGazer._gazeTracker = value;
  108127. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  108128. this._cameraGazer._gazeTracker.isPickable = false;
  108129. this._cameraGazer._gazeTracker.isVisible = false;
  108130. this._cameraGazer._gazeTracker.name = "gazeTracker";
  108131. if (this._leftController) {
  108132. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108133. }
  108134. if (this._rightController) {
  108135. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108136. }
  108137. }
  108138. },
  108139. enumerable: true,
  108140. configurable: true
  108141. });
  108142. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  108143. /**
  108144. * The gaze tracking mesh corresponding to the left controller
  108145. */
  108146. get: function () {
  108147. if (this._leftController) {
  108148. return this._leftController._gazeTracker;
  108149. }
  108150. return null;
  108151. },
  108152. enumerable: true,
  108153. configurable: true
  108154. });
  108155. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  108156. /**
  108157. * The gaze tracking mesh corresponding to the right controller
  108158. */
  108159. get: function () {
  108160. if (this._rightController) {
  108161. return this._rightController._gazeTracker;
  108162. }
  108163. return null;
  108164. },
  108165. enumerable: true,
  108166. configurable: true
  108167. });
  108168. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  108169. /**
  108170. * If the ray of the gaze should be displayed.
  108171. */
  108172. get: function () {
  108173. return this._displayGaze;
  108174. },
  108175. /**
  108176. * Sets if the ray of the gaze should be displayed.
  108177. */
  108178. set: function (value) {
  108179. this._displayGaze = value;
  108180. if (!value) {
  108181. this._cameraGazer._gazeTracker.isVisible = false;
  108182. if (this._leftController) {
  108183. this._leftController._gazeTracker.isVisible = false;
  108184. }
  108185. if (this._rightController) {
  108186. this._rightController._gazeTracker.isVisible = false;
  108187. }
  108188. }
  108189. },
  108190. enumerable: true,
  108191. configurable: true
  108192. });
  108193. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  108194. /**
  108195. * If the ray of the LaserPointer should be displayed.
  108196. */
  108197. get: function () {
  108198. return this._displayLaserPointer;
  108199. },
  108200. /**
  108201. * Sets if the ray of the LaserPointer should be displayed.
  108202. */
  108203. set: function (value) {
  108204. this._displayLaserPointer = value;
  108205. if (!value) {
  108206. if (this._rightController) {
  108207. this._rightController._deactivatePointer();
  108208. this._rightController._gazeTracker.isVisible = false;
  108209. }
  108210. if (this._leftController) {
  108211. this._leftController._deactivatePointer();
  108212. this._leftController._gazeTracker.isVisible = false;
  108213. }
  108214. }
  108215. else {
  108216. if (this._rightController) {
  108217. this._rightController._activatePointer();
  108218. }
  108219. if (this._leftController) {
  108220. this._leftController._activatePointer();
  108221. }
  108222. }
  108223. },
  108224. enumerable: true,
  108225. configurable: true
  108226. });
  108227. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  108228. /**
  108229. * The deviceOrientationCamera used as the camera when not in VR.
  108230. */
  108231. get: function () {
  108232. return this._deviceOrientationCamera;
  108233. },
  108234. enumerable: true,
  108235. configurable: true
  108236. });
  108237. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  108238. /**
  108239. * Based on the current WebVR support, returns the current VR camera used.
  108240. */
  108241. get: function () {
  108242. if (this._webVRready) {
  108243. return this._webVRCamera;
  108244. }
  108245. else {
  108246. return this._scene.activeCamera;
  108247. }
  108248. },
  108249. enumerable: true,
  108250. configurable: true
  108251. });
  108252. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  108253. /**
  108254. * The webVRCamera which is used when in VR.
  108255. */
  108256. get: function () {
  108257. return this._webVRCamera;
  108258. },
  108259. enumerable: true,
  108260. configurable: true
  108261. });
  108262. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  108263. /**
  108264. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  108265. */
  108266. get: function () {
  108267. return this._vrDeviceOrientationCamera;
  108268. },
  108269. enumerable: true,
  108270. configurable: true
  108271. });
  108272. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  108273. get: function () {
  108274. var result = this._cameraGazer._teleportationRequestInitiated
  108275. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  108276. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  108277. return result;
  108278. },
  108279. enumerable: true,
  108280. configurable: true
  108281. });
  108282. // Raised when one of the controller has loaded successfully its associated default mesh
  108283. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  108284. if (this._leftController && this._leftController.webVRController == webVRController) {
  108285. if (webVRController.mesh) {
  108286. this._leftController._setLaserPointerParent(webVRController.mesh);
  108287. }
  108288. }
  108289. if (this._rightController && this._rightController.webVRController == webVRController) {
  108290. if (webVRController.mesh) {
  108291. this._rightController._setLaserPointerParent(webVRController.mesh);
  108292. }
  108293. }
  108294. try {
  108295. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  108296. }
  108297. catch (err) {
  108298. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  108299. }
  108300. };
  108301. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  108302. /**
  108303. * Gets a value indicating if we are currently in VR mode.
  108304. */
  108305. get: function () {
  108306. return this._webVRpresenting || this._fullscreenVRpresenting;
  108307. },
  108308. enumerable: true,
  108309. configurable: true
  108310. });
  108311. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  108312. var vrDisplay = this._scene.getEngine().getVRDevice();
  108313. if (vrDisplay) {
  108314. var wasPresenting = this._webVRpresenting;
  108315. this._webVRpresenting = vrDisplay.isPresenting;
  108316. if (wasPresenting && !this._webVRpresenting) {
  108317. this.exitVR();
  108318. }
  108319. }
  108320. else {
  108321. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  108322. }
  108323. this.updateButtonVisibility();
  108324. };
  108325. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  108326. this._webVRsupported = eventArgs.vrSupported;
  108327. this._webVRready = !!eventArgs.vrDisplay;
  108328. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  108329. this.updateButtonVisibility();
  108330. };
  108331. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  108332. if (this._canvas && !this._useCustomVRButton) {
  108333. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  108334. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  108335. }
  108336. };
  108337. VRExperienceHelper.prototype.displayVRButton = function () {
  108338. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  108339. document.body.appendChild(this._btnVR);
  108340. this._btnVRDisplayed = true;
  108341. }
  108342. };
  108343. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  108344. if (!this._btnVR || this._useCustomVRButton) {
  108345. return;
  108346. }
  108347. this._btnVR.className = "babylonVRicon";
  108348. if (this.isInVRMode) {
  108349. this._btnVR.className += " vrdisplaypresenting";
  108350. }
  108351. else {
  108352. if (this._webVRready) {
  108353. this._btnVR.className += " vrdisplayready";
  108354. }
  108355. if (this._webVRsupported) {
  108356. this._btnVR.className += " vrdisplaysupported";
  108357. }
  108358. if (this._webVRrequesting) {
  108359. this._btnVR.className += " vrdisplayrequesting";
  108360. }
  108361. }
  108362. };
  108363. /**
  108364. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  108365. * Otherwise, will use the fullscreen API.
  108366. */
  108367. VRExperienceHelper.prototype.enterVR = function () {
  108368. if (this.onEnteringVRObservable) {
  108369. try {
  108370. this.onEnteringVRObservable.notifyObservers(this);
  108371. }
  108372. catch (err) {
  108373. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  108374. }
  108375. }
  108376. if (this._scene.activeCamera) {
  108377. this._position = this._scene.activeCamera.position.clone();
  108378. if (this.vrDeviceOrientationCamera) {
  108379. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  108380. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  108381. }
  108382. if (this.webVRCamera) {
  108383. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  108384. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  108385. var delta = desiredYRotation - currentYRotation;
  108386. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  108387. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  108388. }
  108389. // make sure that we return to the last active camera
  108390. this._existingCamera = this._scene.activeCamera;
  108391. // Remove and cache angular sensability to avoid camera rotation when in VR
  108392. if (this._existingCamera.angularSensibilityX) {
  108393. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  108394. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  108395. }
  108396. if (this._existingCamera.angularSensibilityY) {
  108397. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  108398. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  108399. }
  108400. if (this._existingCamera.angularSensibility) {
  108401. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  108402. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  108403. }
  108404. }
  108405. if (this._webVRrequesting) {
  108406. return;
  108407. }
  108408. // If WebVR is supported and a headset is connected
  108409. if (this._webVRready) {
  108410. if (!this._webVRpresenting) {
  108411. this._webVRCamera.position = this._position;
  108412. this._scene.activeCamera = this._webVRCamera;
  108413. }
  108414. }
  108415. else if (this._vrDeviceOrientationCamera) {
  108416. this._vrDeviceOrientationCamera.position = this._position;
  108417. if (this._scene.activeCamera) {
  108418. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108419. }
  108420. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  108421. this._scene.getEngine().switchFullscreen(true);
  108422. this.updateButtonVisibility();
  108423. }
  108424. if (this._scene.activeCamera && this._canvas) {
  108425. this._scene.activeCamera.attachControl(this._canvas);
  108426. }
  108427. if (this._interactionsEnabled) {
  108428. this._scene.registerBeforeRender(this.beforeRender);
  108429. }
  108430. this._hasEnteredVR = true;
  108431. };
  108432. /**
  108433. * Attempt to exit VR, or fullscreen.
  108434. */
  108435. VRExperienceHelper.prototype.exitVR = function () {
  108436. if (this._hasEnteredVR) {
  108437. if (this.onExitingVRObservable) {
  108438. try {
  108439. this.onExitingVRObservable.notifyObservers(this);
  108440. }
  108441. catch (err) {
  108442. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  108443. }
  108444. }
  108445. if (this._webVRpresenting) {
  108446. this._scene.getEngine().disableVR();
  108447. }
  108448. if (this._scene.activeCamera) {
  108449. this._position = this._scene.activeCamera.position.clone();
  108450. }
  108451. if (this.vrDeviceOrientationCamera) {
  108452. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108453. }
  108454. if (this._deviceOrientationCamera) {
  108455. this._deviceOrientationCamera.position = this._position;
  108456. this._scene.activeCamera = this._deviceOrientationCamera;
  108457. if (this._canvas) {
  108458. this._scene.activeCamera.attachControl(this._canvas);
  108459. }
  108460. // Restore angular sensibility
  108461. if (this._cachedAngularSensibility.angularSensibilityX) {
  108462. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108463. this._cachedAngularSensibility.angularSensibilityX = null;
  108464. }
  108465. if (this._cachedAngularSensibility.angularSensibilityY) {
  108466. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108467. this._cachedAngularSensibility.angularSensibilityY = null;
  108468. }
  108469. if (this._cachedAngularSensibility.angularSensibility) {
  108470. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108471. this._cachedAngularSensibility.angularSensibility = null;
  108472. }
  108473. }
  108474. else if (this._existingCamera) {
  108475. this._existingCamera.position = this._position;
  108476. this._scene.activeCamera = this._existingCamera;
  108477. // Restore angular sensibility
  108478. if (this._cachedAngularSensibility.angularSensibilityX) {
  108479. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108480. this._cachedAngularSensibility.angularSensibilityX = null;
  108481. }
  108482. if (this._cachedAngularSensibility.angularSensibilityY) {
  108483. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108484. this._cachedAngularSensibility.angularSensibilityY = null;
  108485. }
  108486. if (this._cachedAngularSensibility.angularSensibility) {
  108487. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108488. this._cachedAngularSensibility.angularSensibility = null;
  108489. }
  108490. }
  108491. this.updateButtonVisibility();
  108492. if (this._interactionsEnabled) {
  108493. this._scene.unregisterBeforeRender(this.beforeRender);
  108494. this._cameraGazer._gazeTracker.isVisible = false;
  108495. if (this._leftController) {
  108496. this._leftController._gazeTracker.isVisible = false;
  108497. }
  108498. if (this._rightController) {
  108499. this._rightController._gazeTracker.isVisible = false;
  108500. }
  108501. }
  108502. // resize to update width and height when exiting vr exits fullscreen
  108503. this._scene.getEngine().resize();
  108504. this._hasEnteredVR = false;
  108505. }
  108506. };
  108507. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  108508. /**
  108509. * The position of the vr experience helper.
  108510. */
  108511. get: function () {
  108512. return this._position;
  108513. },
  108514. /**
  108515. * Sets the position of the vr experience helper.
  108516. */
  108517. set: function (value) {
  108518. this._position = value;
  108519. if (this._scene.activeCamera) {
  108520. this._scene.activeCamera.position = value;
  108521. }
  108522. },
  108523. enumerable: true,
  108524. configurable: true
  108525. });
  108526. /**
  108527. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  108528. */
  108529. VRExperienceHelper.prototype.enableInteractions = function () {
  108530. var _this = this;
  108531. if (!this._interactionsEnabled) {
  108532. this._interactionsRequested = true;
  108533. if (this._leftController) {
  108534. this._enableInteractionOnController(this._leftController);
  108535. }
  108536. if (this._rightController) {
  108537. this._enableInteractionOnController(this._rightController);
  108538. }
  108539. this.raySelectionPredicate = function (mesh) {
  108540. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  108541. };
  108542. this.meshSelectionPredicate = function (mesh) {
  108543. return true;
  108544. };
  108545. this._raySelectionPredicate = function (mesh) {
  108546. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  108547. && mesh.name.indexOf("teleportationTarget") === -1
  108548. && mesh.name.indexOf("torusTeleportation") === -1)) {
  108549. return _this.raySelectionPredicate(mesh);
  108550. }
  108551. return false;
  108552. };
  108553. this._interactionsEnabled = true;
  108554. }
  108555. };
  108556. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  108557. get: function () {
  108558. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  108559. },
  108560. enumerable: true,
  108561. configurable: true
  108562. });
  108563. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  108564. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  108565. if (this._floorMeshesCollection[i].id === mesh.id) {
  108566. return true;
  108567. }
  108568. }
  108569. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  108570. return true;
  108571. }
  108572. return false;
  108573. };
  108574. /**
  108575. * Adds a floor mesh to be used for teleportation.
  108576. * @param floorMesh the mesh to be used for teleportation.
  108577. */
  108578. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  108579. if (!this._floorMeshesCollection) {
  108580. return;
  108581. }
  108582. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  108583. return;
  108584. }
  108585. this._floorMeshesCollection.push(floorMesh);
  108586. };
  108587. /**
  108588. * Removes a floor mesh from being used for teleportation.
  108589. * @param floorMesh the mesh to be removed.
  108590. */
  108591. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  108592. if (!this._floorMeshesCollection) {
  108593. return;
  108594. }
  108595. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  108596. if (meshIndex !== -1) {
  108597. this._floorMeshesCollection.splice(meshIndex, 1);
  108598. }
  108599. };
  108600. /**
  108601. * Enables interactions and teleportation using the VR controllers and gaze.
  108602. * @param vrTeleportationOptions options to modify teleportation behavior.
  108603. */
  108604. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  108605. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  108606. if (!this._teleportationInitialized) {
  108607. this._teleportationRequested = true;
  108608. this.enableInteractions();
  108609. if (vrTeleportationOptions.floorMeshName) {
  108610. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  108611. }
  108612. if (vrTeleportationOptions.floorMeshes) {
  108613. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  108614. }
  108615. if (this._leftController != null) {
  108616. this._enableTeleportationOnController(this._leftController);
  108617. }
  108618. if (this._rightController != null) {
  108619. this._enableTeleportationOnController(this._rightController);
  108620. }
  108621. // Creates an image processing post process for the vignette not relying
  108622. // on the main scene configuration for image processing to reduce setup and spaces
  108623. // (gamma/linear) conflicts.
  108624. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  108625. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  108626. imageProcessingConfiguration.vignetteEnabled = true;
  108627. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  108628. this._webVRCamera.detachPostProcess(this._postProcessMove);
  108629. this._teleportationInitialized = true;
  108630. if (this._isDefaultTeleportationTarget) {
  108631. this._createTeleportationCircles();
  108632. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  108633. }
  108634. }
  108635. };
  108636. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  108637. var _this = this;
  108638. var controllerMesh = controller.webVRController.mesh;
  108639. if (controllerMesh) {
  108640. controller._interactionsEnabled = true;
  108641. controller._activatePointer();
  108642. if (this.webVROptions.laserToggle) {
  108643. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  108644. // Enabling / disabling laserPointer
  108645. if (_this._displayLaserPointer && stateObject.value === 1) {
  108646. if (controller._activePointer) {
  108647. controller._deactivatePointer();
  108648. }
  108649. else {
  108650. controller._activatePointer();
  108651. }
  108652. if (_this.displayGaze) {
  108653. controller._gazeTracker.isVisible = controller._activePointer;
  108654. }
  108655. }
  108656. });
  108657. }
  108658. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  108659. var gazer = controller;
  108660. if (_this._noControllerIsActive) {
  108661. gazer = _this._cameraGazer;
  108662. }
  108663. if (!gazer._pointerDownOnMeshAsked) {
  108664. if (stateObject.value > _this._padSensibilityUp) {
  108665. gazer._selectionPointerDown();
  108666. }
  108667. }
  108668. else if (stateObject.value < _this._padSensibilityDown) {
  108669. gazer._selectionPointerUp();
  108670. }
  108671. });
  108672. }
  108673. };
  108674. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  108675. // Dont teleport if another gaze already requested teleportation
  108676. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  108677. return;
  108678. }
  108679. if (!gazer._teleportationRequestInitiated) {
  108680. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  108681. gazer._activatePointer();
  108682. gazer._teleportationRequestInitiated = true;
  108683. }
  108684. }
  108685. else {
  108686. // Listening to the proper controller values changes to confirm teleportation
  108687. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  108688. if (this._teleportActive) {
  108689. this.teleportCamera(this._haloCenter);
  108690. }
  108691. gazer._teleportationRequestInitiated = false;
  108692. }
  108693. }
  108694. };
  108695. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  108696. // Only rotate when user is not currently selecting a teleportation location
  108697. if (gazer._teleportationRequestInitiated) {
  108698. return;
  108699. }
  108700. if (!gazer._rotationLeftAsked) {
  108701. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  108702. gazer._rotationLeftAsked = true;
  108703. if (this._rotationAllowed) {
  108704. this._rotateCamera(false);
  108705. }
  108706. }
  108707. }
  108708. else {
  108709. if (stateObject.x > -this._padSensibilityDown) {
  108710. gazer._rotationLeftAsked = false;
  108711. }
  108712. }
  108713. if (!gazer._rotationRightAsked) {
  108714. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  108715. gazer._rotationRightAsked = true;
  108716. if (this._rotationAllowed) {
  108717. this._rotateCamera(true);
  108718. }
  108719. }
  108720. }
  108721. else {
  108722. if (stateObject.x < this._padSensibilityDown) {
  108723. gazer._rotationRightAsked = false;
  108724. }
  108725. }
  108726. };
  108727. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  108728. // Only teleport backwards when user is not currently selecting a teleportation location
  108729. if (gazer._teleportationRequestInitiated) {
  108730. return;
  108731. }
  108732. // Teleport backwards
  108733. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  108734. if (!gazer._teleportationBackRequestInitiated) {
  108735. if (!this.currentVRCamera) {
  108736. return;
  108737. }
  108738. // Get rotation and position of the current camera
  108739. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  108740. var position = this.currentVRCamera.position;
  108741. // If the camera has device position, use that instead
  108742. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  108743. rotation = this.currentVRCamera.deviceRotationQuaternion;
  108744. position = this.currentVRCamera.devicePosition;
  108745. }
  108746. // Get matrix with only the y rotation of the device rotation
  108747. rotation.toEulerAnglesToRef(this._workingVector);
  108748. this._workingVector.z = 0;
  108749. this._workingVector.x = 0;
  108750. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  108751. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  108752. // Rotate backwards ray by device rotation to cast at the ground behind the user
  108753. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  108754. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  108755. var ray = new BABYLON.Ray(position, this._workingVector);
  108756. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108757. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  108758. this.teleportCamera(hit.pickedPoint);
  108759. }
  108760. gazer._teleportationBackRequestInitiated = true;
  108761. }
  108762. }
  108763. else {
  108764. gazer._teleportationBackRequestInitiated = false;
  108765. }
  108766. };
  108767. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  108768. var _this = this;
  108769. var controllerMesh = controller.webVRController.mesh;
  108770. if (controllerMesh) {
  108771. if (!controller._interactionsEnabled) {
  108772. this._enableInteractionOnController(controller);
  108773. }
  108774. controller._interactionsEnabled = true;
  108775. controller._teleportationEnabled = true;
  108776. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  108777. controller._dpadPressed = false;
  108778. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  108779. controller._dpadPressed = stateObject.pressed;
  108780. if (!controller._dpadPressed) {
  108781. controller._rotationLeftAsked = false;
  108782. controller._rotationRightAsked = false;
  108783. controller._teleportationBackRequestInitiated = false;
  108784. }
  108785. });
  108786. }
  108787. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  108788. if (_this.teleportationEnabled) {
  108789. _this._checkTeleportBackwards(stateObject, controller);
  108790. _this._checkTeleportWithRay(stateObject, controller);
  108791. }
  108792. _this._checkRotate(stateObject, controller);
  108793. });
  108794. }
  108795. };
  108796. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  108797. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  108798. this._teleportationTarget.isPickable = false;
  108799. var length = 512;
  108800. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  108801. dynamicTexture.hasAlpha = true;
  108802. var context = dynamicTexture.getContext();
  108803. var centerX = length / 2;
  108804. var centerY = length / 2;
  108805. var radius = 200;
  108806. context.beginPath();
  108807. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  108808. context.fillStyle = this._teleportationFillColor;
  108809. context.fill();
  108810. context.lineWidth = 10;
  108811. context.strokeStyle = this._teleportationBorderColor;
  108812. context.stroke();
  108813. context.closePath();
  108814. dynamicTexture.update();
  108815. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  108816. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  108817. this._teleportationTarget.material = teleportationCircleMaterial;
  108818. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  108819. torus.isPickable = false;
  108820. torus.parent = this._teleportationTarget;
  108821. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  108822. var keys = [];
  108823. keys.push({
  108824. frame: 0,
  108825. value: 0
  108826. });
  108827. keys.push({
  108828. frame: 30,
  108829. value: 0.4
  108830. });
  108831. keys.push({
  108832. frame: 60,
  108833. value: 0
  108834. });
  108835. animationInnerCircle.setKeys(keys);
  108836. var easingFunction = new BABYLON.SineEase();
  108837. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108838. animationInnerCircle.setEasingFunction(easingFunction);
  108839. torus.animations = [];
  108840. torus.animations.push(animationInnerCircle);
  108841. this._scene.beginAnimation(torus, 0, 60, true);
  108842. this._hideTeleportationTarget();
  108843. };
  108844. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  108845. this._teleportActive = true;
  108846. if (this._teleportationInitialized) {
  108847. this._teleportationTarget.isVisible = true;
  108848. if (this._isDefaultTeleportationTarget) {
  108849. this._teleportationTarget.getChildren()[0].isVisible = true;
  108850. }
  108851. }
  108852. };
  108853. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  108854. this._teleportActive = false;
  108855. if (this._teleportationInitialized) {
  108856. this._teleportationTarget.isVisible = false;
  108857. if (this._isDefaultTeleportationTarget) {
  108858. this._teleportationTarget.getChildren()[0].isVisible = false;
  108859. }
  108860. }
  108861. };
  108862. VRExperienceHelper.prototype._rotateCamera = function (right) {
  108863. var _this = this;
  108864. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108865. return;
  108866. }
  108867. if (right) {
  108868. this._rotationAngle++;
  108869. }
  108870. else {
  108871. this._rotationAngle--;
  108872. }
  108873. this.currentVRCamera.animations = [];
  108874. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  108875. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108876. var animationRotationKeys = [];
  108877. animationRotationKeys.push({
  108878. frame: 0,
  108879. value: this.currentVRCamera.rotationQuaternion
  108880. });
  108881. animationRotationKeys.push({
  108882. frame: 6,
  108883. value: target
  108884. });
  108885. animationRotation.setKeys(animationRotationKeys);
  108886. animationRotation.setEasingFunction(this._circleEase);
  108887. this.currentVRCamera.animations.push(animationRotation);
  108888. this._postProcessMove.animations = [];
  108889. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108890. var vignetteWeightKeys = [];
  108891. vignetteWeightKeys.push({
  108892. frame: 0,
  108893. value: 0
  108894. });
  108895. vignetteWeightKeys.push({
  108896. frame: 3,
  108897. value: 4
  108898. });
  108899. vignetteWeightKeys.push({
  108900. frame: 6,
  108901. value: 0
  108902. });
  108903. animationPP.setKeys(vignetteWeightKeys);
  108904. animationPP.setEasingFunction(this._circleEase);
  108905. this._postProcessMove.animations.push(animationPP);
  108906. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108907. var vignetteStretchKeys = [];
  108908. vignetteStretchKeys.push({
  108909. frame: 0,
  108910. value: 0
  108911. });
  108912. vignetteStretchKeys.push({
  108913. frame: 3,
  108914. value: 10
  108915. });
  108916. vignetteStretchKeys.push({
  108917. frame: 6,
  108918. value: 0
  108919. });
  108920. animationPP2.setKeys(vignetteStretchKeys);
  108921. animationPP2.setEasingFunction(this._circleEase);
  108922. this._postProcessMove.animations.push(animationPP2);
  108923. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  108924. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  108925. this._postProcessMove.samples = 4;
  108926. this._webVRCamera.attachPostProcess(this._postProcessMove);
  108927. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  108928. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  108929. });
  108930. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  108931. };
  108932. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  108933. if (hit.pickedPoint) {
  108934. if (gazer._teleportationRequestInitiated) {
  108935. this._displayTeleportationTarget();
  108936. this._haloCenter.copyFrom(hit.pickedPoint);
  108937. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  108938. }
  108939. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  108940. if (pickNormal) {
  108941. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  108942. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  108943. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  108944. }
  108945. this._teleportationTarget.position.y += 0.1;
  108946. }
  108947. };
  108948. /**
  108949. * Teleports the users feet to the desired location
  108950. * @param location The location where the user's feet should be placed
  108951. */
  108952. VRExperienceHelper.prototype.teleportCamera = function (location) {
  108953. var _this = this;
  108954. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108955. return;
  108956. }
  108957. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  108958. // offset of the headset from the anchor.
  108959. if (this.webVRCamera.leftCamera) {
  108960. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  108961. this._workingVector.subtractInPlace(this.webVRCamera.position);
  108962. location.subtractToRef(this._workingVector, this._workingVector);
  108963. }
  108964. else {
  108965. this._workingVector.copyFrom(location);
  108966. }
  108967. // Add height to account for user's height offset
  108968. if (this.isInVRMode) {
  108969. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  108970. }
  108971. else {
  108972. this._workingVector.y += this._defaultHeight;
  108973. }
  108974. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  108975. // Create animation from the camera's position to the new location
  108976. this.currentVRCamera.animations = [];
  108977. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108978. var animationCameraTeleportationKeys = [{
  108979. frame: 0,
  108980. value: this.currentVRCamera.position
  108981. },
  108982. {
  108983. frame: 11,
  108984. value: this._workingVector
  108985. }
  108986. ];
  108987. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  108988. animationCameraTeleportation.setEasingFunction(this._circleEase);
  108989. this.currentVRCamera.animations.push(animationCameraTeleportation);
  108990. this._postProcessMove.animations = [];
  108991. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108992. var vignetteWeightKeys = [];
  108993. vignetteWeightKeys.push({
  108994. frame: 0,
  108995. value: 0
  108996. });
  108997. vignetteWeightKeys.push({
  108998. frame: 5,
  108999. value: 8
  109000. });
  109001. vignetteWeightKeys.push({
  109002. frame: 11,
  109003. value: 0
  109004. });
  109005. animationPP.setKeys(vignetteWeightKeys);
  109006. this._postProcessMove.animations.push(animationPP);
  109007. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109008. var vignetteStretchKeys = [];
  109009. vignetteStretchKeys.push({
  109010. frame: 0,
  109011. value: 0
  109012. });
  109013. vignetteStretchKeys.push({
  109014. frame: 5,
  109015. value: 10
  109016. });
  109017. vignetteStretchKeys.push({
  109018. frame: 11,
  109019. value: 0
  109020. });
  109021. animationPP2.setKeys(vignetteStretchKeys);
  109022. this._postProcessMove.animations.push(animationPP2);
  109023. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  109024. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  109025. this._webVRCamera.attachPostProcess(this._postProcessMove);
  109026. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  109027. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109028. });
  109029. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  109030. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  109031. });
  109032. this._hideTeleportationTarget();
  109033. };
  109034. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  109035. if (normal) {
  109036. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  109037. if (angle < Math.PI / 2) {
  109038. normal.scaleInPlace(-1);
  109039. }
  109040. }
  109041. return normal;
  109042. };
  109043. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  109044. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109045. return;
  109046. }
  109047. var ray = gazer._getForwardRay(this._rayLength);
  109048. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  109049. if (hit) {
  109050. // Populate the contrllers mesh that can be used for drag/drop
  109051. if (gazer._laserPointer) {
  109052. hit.originMesh = gazer._laserPointer.parent;
  109053. }
  109054. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  109055. }
  109056. gazer._currentHit = hit;
  109057. // Moving the gazeTracker on the mesh face targetted
  109058. if (hit && hit.pickedPoint) {
  109059. if (this._displayGaze) {
  109060. var multiplier = 1;
  109061. gazer._gazeTracker.isVisible = true;
  109062. if (gazer._isActionableMesh) {
  109063. multiplier = 3;
  109064. }
  109065. if (this.updateGazeTrackerScale) {
  109066. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  109067. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  109068. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  109069. }
  109070. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  109071. // To avoid z-fighting
  109072. var deltaFighting = 0.002;
  109073. if (pickNormal) {
  109074. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109075. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109076. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  109077. }
  109078. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  109079. if (gazer._gazeTracker.position.x < 0) {
  109080. gazer._gazeTracker.position.x += deltaFighting;
  109081. }
  109082. else {
  109083. gazer._gazeTracker.position.x -= deltaFighting;
  109084. }
  109085. if (gazer._gazeTracker.position.y < 0) {
  109086. gazer._gazeTracker.position.y += deltaFighting;
  109087. }
  109088. else {
  109089. gazer._gazeTracker.position.y -= deltaFighting;
  109090. }
  109091. if (gazer._gazeTracker.position.z < 0) {
  109092. gazer._gazeTracker.position.z += deltaFighting;
  109093. }
  109094. else {
  109095. gazer._gazeTracker.position.z -= deltaFighting;
  109096. }
  109097. }
  109098. // Changing the size of the laser pointer based on the distance from the targetted point
  109099. gazer._updatePointerDistance(hit.distance);
  109100. }
  109101. else {
  109102. gazer._updatePointerDistance();
  109103. gazer._gazeTracker.isVisible = false;
  109104. }
  109105. if (hit && hit.pickedMesh) {
  109106. // The object selected is the floor, we're in a teleportation scenario
  109107. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  109108. // Moving the teleportation area to this targetted point
  109109. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  109110. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  109111. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109112. }
  109113. gazer._currentMeshSelected = null;
  109114. if (gazer._teleportationRequestInitiated) {
  109115. this._moveTeleportationSelectorTo(hit, gazer, ray);
  109116. }
  109117. return;
  109118. }
  109119. // If not, we're in a selection scenario
  109120. //this._teleportationAllowed = false;
  109121. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  109122. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  109123. this.onNewMeshPicked.notifyObservers(hit);
  109124. gazer._currentMeshSelected = hit.pickedMesh;
  109125. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  109126. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  109127. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  109128. gazer._isActionableMesh = true;
  109129. }
  109130. else {
  109131. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109132. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109133. gazer._isActionableMesh = false;
  109134. }
  109135. try {
  109136. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  109137. }
  109138. catch (err) {
  109139. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  109140. }
  109141. }
  109142. else {
  109143. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109144. gazer._currentMeshSelected = null;
  109145. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109146. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109147. }
  109148. }
  109149. }
  109150. else {
  109151. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109152. gazer._currentMeshSelected = null;
  109153. //this._teleportationAllowed = false;
  109154. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109155. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109156. }
  109157. };
  109158. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  109159. if (mesh) {
  109160. this.onSelectedMeshUnselected.notifyObservers(mesh);
  109161. }
  109162. };
  109163. /**
  109164. * Sets the color of the laser ray from the vr controllers.
  109165. * @param color new color for the ray.
  109166. */
  109167. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  109168. if (this._leftController) {
  109169. this._leftController._setLaserPointerColor(color);
  109170. }
  109171. if (this._rightController) {
  109172. this._rightController._setLaserPointerColor(color);
  109173. }
  109174. };
  109175. /**
  109176. * Sets the color of the ray from the vr headsets gaze.
  109177. * @param color new color for the ray.
  109178. */
  109179. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  109180. if (!this._cameraGazer._gazeTracker.material) {
  109181. return;
  109182. }
  109183. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  109184. if (this._leftController) {
  109185. this._leftController._gazeTracker.material.emissiveColor = color;
  109186. }
  109187. if (this._rightController) {
  109188. this._rightController._gazeTracker.material.emissiveColor = color;
  109189. }
  109190. };
  109191. /**
  109192. * Exits VR and disposes of the vr experience helper
  109193. */
  109194. VRExperienceHelper.prototype.dispose = function () {
  109195. if (this.isInVRMode) {
  109196. this.exitVR();
  109197. }
  109198. if (this._postProcessMove) {
  109199. this._postProcessMove.dispose();
  109200. }
  109201. if (this._webVRCamera) {
  109202. this._webVRCamera.dispose();
  109203. }
  109204. if (this._vrDeviceOrientationCamera) {
  109205. this._vrDeviceOrientationCamera.dispose();
  109206. }
  109207. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  109208. document.body.removeChild(this._btnVR);
  109209. }
  109210. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  109211. this._deviceOrientationCamera.dispose();
  109212. }
  109213. if (this._cameraGazer) {
  109214. this._cameraGazer.dispose();
  109215. }
  109216. if (this._leftController) {
  109217. this._leftController.dispose();
  109218. }
  109219. if (this._rightController) {
  109220. this._rightController.dispose();
  109221. }
  109222. if (this._teleportationTarget) {
  109223. this._teleportationTarget.dispose();
  109224. }
  109225. this._floorMeshesCollection = [];
  109226. document.removeEventListener("keydown", this._onKeyDown);
  109227. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109228. window.removeEventListener("resize", this._onResize);
  109229. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  109230. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  109231. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  109232. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  109233. document.onmsfullscreenchange = null;
  109234. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  109235. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  109236. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  109237. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109238. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  109239. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  109240. this._scene.unregisterBeforeRender(this.beforeRender);
  109241. };
  109242. /**
  109243. * Gets the name of the VRExperienceHelper class
  109244. * @returns "VRExperienceHelper"
  109245. */
  109246. VRExperienceHelper.prototype.getClassName = function () {
  109247. return "VRExperienceHelper";
  109248. };
  109249. return VRExperienceHelper;
  109250. }());
  109251. BABYLON.VRExperienceHelper = VRExperienceHelper;
  109252. })(BABYLON || (BABYLON = {}));
  109253. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  109254. var BABYLON;
  109255. (function (BABYLON) {
  109256. /**
  109257. * WebXR Camera which holds the views for the xrSession
  109258. * @see https://doc.babylonjs.com/how_to/webxr
  109259. */
  109260. var WebXRCamera = /** @class */ (function (_super) {
  109261. __extends(WebXRCamera, _super);
  109262. /**
  109263. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109264. * @param name the name of the camera
  109265. * @param scene the scene to add the camera to
  109266. */
  109267. function WebXRCamera(name, scene) {
  109268. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  109269. // Initial camera configuration
  109270. _this.minZ = 0;
  109271. _this.rotationQuaternion = new BABYLON.Quaternion();
  109272. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  109273. _this.updateUpVectorFromRotation = true;
  109274. _this._updateNumberOfRigCameras(1);
  109275. return _this;
  109276. }
  109277. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  109278. if (viewCount === void 0) { viewCount = 1; }
  109279. while (this.rigCameras.length < viewCount) {
  109280. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  109281. newCamera.minZ = 0;
  109282. newCamera.parent = this;
  109283. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  109284. newCamera.updateUpVectorFromRotation = true;
  109285. this.rigCameras.push(newCamera);
  109286. }
  109287. while (this.rigCameras.length > viewCount) {
  109288. var removedCamera = this.rigCameras.pop();
  109289. if (removedCamera) {
  109290. removedCamera.dispose();
  109291. }
  109292. }
  109293. };
  109294. /** @hidden */
  109295. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  109296. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  109297. // Create initial camera rigs
  109298. this._updateNumberOfRigCameras(2);
  109299. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  109300. this.rigCameras[0].position.x = -pupilDistance / 2;
  109301. this.rigCameras[0].outputRenderTarget = null;
  109302. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  109303. this.rigCameras[1].position.x = pupilDistance / 2;
  109304. this.rigCameras[1].outputRenderTarget = null;
  109305. };
  109306. /**
  109307. * Updates the cameras position from the current pose information of the XR session
  109308. * @param xrSessionManager the session containing pose information
  109309. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109310. */
  109311. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  109312. var _this = this;
  109313. // Ensure all frame data is available
  109314. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  109315. return false;
  109316. }
  109317. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  109318. if (!pose || !pose.poseModelMatrix) {
  109319. return false;
  109320. }
  109321. // Update the parent cameras matrix
  109322. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  109323. if (!this._scene.useRightHandedSystem) {
  109324. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  109325. }
  109326. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  109327. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  109328. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  109329. this.computeWorldMatrix();
  109330. // Update camera rigs
  109331. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  109332. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  109333. // Update view/projection matrix
  109334. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  109335. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  109336. if (!_this._scene.useRightHandedSystem) {
  109337. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  109338. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  109339. }
  109340. // Update viewport
  109341. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  109342. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  109343. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  109344. _this.rigCameras[i].viewport.width = viewport.width / width;
  109345. _this.rigCameras[i].viewport.height = viewport.height / height;
  109346. _this.rigCameras[i].viewport.x = viewport.x / width;
  109347. _this.rigCameras[i].viewport.y = viewport.y / height;
  109348. // Set cameras to render to the session's render target
  109349. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  109350. });
  109351. return true;
  109352. };
  109353. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  109354. return WebXRCamera;
  109355. }(BABYLON.FreeCamera));
  109356. BABYLON.WebXRCamera = WebXRCamera;
  109357. })(BABYLON || (BABYLON = {}));
  109358. //# sourceMappingURL=babylon.webXRCamera.js.map
  109359. var BABYLON;
  109360. (function (BABYLON) {
  109361. /**
  109362. * Manages an XRSession
  109363. * @see https://doc.babylonjs.com/how_to/webxr
  109364. */
  109365. var WebXRSessionManager = /** @class */ (function () {
  109366. /**
  109367. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109368. * @param scene The scene which the session should be created for
  109369. */
  109370. function WebXRSessionManager(scene) {
  109371. this.scene = scene;
  109372. /**
  109373. * Fires every time a new xrFrame arrives which can be used to update the camera
  109374. */
  109375. this.onXRFrameObservable = new BABYLON.Observable();
  109376. /**
  109377. * Fires when the xr session is ended either by the device or manually done
  109378. */
  109379. this.onXRSessionEnded = new BABYLON.Observable();
  109380. /** @hidden */
  109381. this._sessionRenderTargetTexture = null;
  109382. this._tmpMatrix = new BABYLON.Matrix();
  109383. }
  109384. /**
  109385. * Initializes the manager
  109386. * After initialization enterXR can be called to start an XR session
  109387. * @returns Promise which resolves after it is initialized
  109388. */
  109389. WebXRSessionManager.prototype.initializeAsync = function () {
  109390. var _this = this;
  109391. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  109392. // Check if the browser supports webXR
  109393. this._xrNavigator = navigator;
  109394. if (!this._xrNavigator.xr) {
  109395. return Promise.reject("webXR not supported by this browser");
  109396. }
  109397. // Request the webXR device
  109398. return this._xrNavigator.xr.requestDevice().then(function (device) {
  109399. _this._xrDevice = device;
  109400. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  109401. });
  109402. };
  109403. /**
  109404. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  109405. * @param sessionCreationOptions xr options to create the session with
  109406. * @param frameOfReferenceType option to configure how the xr pose is expressed
  109407. * @returns Promise which resolves after it enters XR
  109408. */
  109409. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  109410. var _this = this;
  109411. // initialize session
  109412. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  109413. _this._xrSession = session;
  109414. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  109415. _this._xrSession.addEventListener("end", function () {
  109416. // Remove render target texture and notify frame obervers
  109417. _this._sessionRenderTargetTexture = null;
  109418. // Restore frame buffer to avoid clear on xr framebuffer after session end
  109419. _this.scene.getEngine().restoreDefaultFramebuffer();
  109420. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  109421. _this.scene.getEngine().customAnimationFrameRequester = null;
  109422. _this.onXRSessionEnded.notifyObservers(null);
  109423. _this.scene.getEngine()._renderLoop();
  109424. }, { once: true });
  109425. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  109426. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  109427. }).then(function (frameOfRef) {
  109428. _this._frameOfReference = frameOfRef;
  109429. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  109430. _this.scene.getEngine().customAnimationFrameRequester = {
  109431. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  109432. renderFunction: function (timestamp, xrFrame) {
  109433. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  109434. _this._currentXRFrame = xrFrame;
  109435. _this.onXRFrameObservable.notifyObservers(null);
  109436. _this.scene.getEngine()._renderLoop();
  109437. }
  109438. };
  109439. // Create render target texture from xr's webgl render target
  109440. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  109441. // Stop window's animation frame and trigger sessions animation frame
  109442. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  109443. _this.scene.getEngine()._renderLoop();
  109444. });
  109445. };
  109446. /**
  109447. * Stops the xrSession and restores the renderloop
  109448. * @returns Promise which resolves after it exits XR
  109449. */
  109450. WebXRSessionManager.prototype.exitXRAsync = function () {
  109451. return this._xrSession.end();
  109452. };
  109453. /**
  109454. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109455. * @param ray ray to cast into the environment
  109456. * @returns Promise which resolves with a collision point in the environment if it exists
  109457. */
  109458. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  109459. var _this = this;
  109460. return new Promise(function (res, rej) {
  109461. // Compute left handed inputs to request hit test
  109462. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  109463. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  109464. if (!_this.scene.useRightHandedSystem) {
  109465. origin[2] *= -1;
  109466. direction[2] *= -1;
  109467. }
  109468. // Fire hittest
  109469. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  109470. .then(function (hits) {
  109471. if (hits.length > 0) {
  109472. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  109473. var hitPoint = _this._tmpMatrix.getTranslation();
  109474. if (!_this.scene.useRightHandedSystem) {
  109475. hitPoint.z *= -1;
  109476. }
  109477. res(hitPoint);
  109478. }
  109479. else {
  109480. res(null);
  109481. }
  109482. }).catch(function (e) {
  109483. res(null);
  109484. });
  109485. });
  109486. };
  109487. /**
  109488. * Checks if a session would be supported for the creation options specified
  109489. * @param options creation options to check if they are supported
  109490. * @returns true if supported
  109491. */
  109492. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  109493. return this._xrDevice.supportsSession(options).then(function () {
  109494. return true;
  109495. }).catch(function (e) {
  109496. return false;
  109497. });
  109498. };
  109499. /**
  109500. * @hidden
  109501. * Converts the render layer of xrSession to a render target
  109502. * @param session session to create render target for
  109503. * @param scene scene the new render target should be created for
  109504. */
  109505. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  109506. // Create internal texture
  109507. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  109508. internalTexture.width = session.baseLayer.framebufferWidth;
  109509. internalTexture.height = session.baseLayer.framebufferHeight;
  109510. internalTexture._framebuffer = session.baseLayer.framebuffer;
  109511. // Create render target texture from the internal texture
  109512. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  109513. renderTargetTexture._texture = internalTexture;
  109514. return renderTargetTexture;
  109515. };
  109516. /**
  109517. * Disposes of the session manager
  109518. */
  109519. WebXRSessionManager.prototype.dispose = function () {
  109520. this.onXRFrameObservable.clear();
  109521. this.onXRSessionEnded.clear();
  109522. };
  109523. return WebXRSessionManager;
  109524. }());
  109525. BABYLON.WebXRSessionManager = WebXRSessionManager;
  109526. })(BABYLON || (BABYLON = {}));
  109527. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  109528. var BABYLON;
  109529. (function (BABYLON) {
  109530. /**
  109531. * States of the webXR experience
  109532. */
  109533. var WebXRState;
  109534. (function (WebXRState) {
  109535. /**
  109536. * Transitioning to being in XR mode
  109537. */
  109538. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  109539. /**
  109540. * Transitioning to non XR mode
  109541. */
  109542. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  109543. /**
  109544. * In XR mode and presenting
  109545. */
  109546. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  109547. /**
  109548. * Not entered XR mode
  109549. */
  109550. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  109551. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  109552. /**
  109553. * Helper class used to enable XR
  109554. * @see https://doc.babylonjs.com/how_to/webxr
  109555. */
  109556. var WebXRExperienceHelper = /** @class */ (function () {
  109557. /**
  109558. * Creates a WebXRExperienceHelper
  109559. * @param scene The scene the helper should be created in
  109560. */
  109561. function WebXRExperienceHelper(scene) {
  109562. this.scene = scene;
  109563. /**
  109564. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109565. */
  109566. this.state = WebXRState.NOT_IN_XR;
  109567. /**
  109568. * Fires when the state of the experience helper has changed
  109569. */
  109570. this.onStateChangedObservable = new BABYLON.Observable();
  109571. this._nonVRCamera = null;
  109572. this._originalSceneAutoClear = true;
  109573. this._supported = false;
  109574. this.camera = new BABYLON.WebXRCamera("", scene);
  109575. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  109576. this.container = new BABYLON.AbstractMesh("", scene);
  109577. this.camera.parent = this.container;
  109578. }
  109579. WebXRExperienceHelper.prototype._setState = function (val) {
  109580. this.state = val;
  109581. this.onStateChangedObservable.notifyObservers(this.state);
  109582. };
  109583. /**
  109584. * Creates the experience helper
  109585. * @param scene the scene to attach the experience helper to
  109586. * @returns a promise for the experience helper
  109587. */
  109588. WebXRExperienceHelper.CreateAsync = function (scene) {
  109589. var helper = new WebXRExperienceHelper(scene);
  109590. return helper._sessionManager.initializeAsync().then(function () {
  109591. helper._supported = true;
  109592. return helper;
  109593. }).catch(function () {
  109594. return helper;
  109595. });
  109596. };
  109597. /**
  109598. * Exits XR mode and returns the scene to its original state
  109599. * @returns promise that resolves after xr mode has exited
  109600. */
  109601. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  109602. this._setState(WebXRState.EXITING_XR);
  109603. return this._sessionManager.exitXRAsync();
  109604. };
  109605. /**
  109606. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109607. * @param sessionCreationOptions options for the XR session
  109608. * @param frameOfReference frame of reference of the XR session
  109609. * @returns promise that resolves after xr mode has entered
  109610. */
  109611. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  109612. var _this = this;
  109613. if (!this._supported) {
  109614. throw "XR session not supported by this browser";
  109615. }
  109616. this._setState(WebXRState.ENTERING_XR);
  109617. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  109618. // Cache pre xr scene settings
  109619. _this._originalSceneAutoClear = _this.scene.autoClear;
  109620. _this._nonVRCamera = _this.scene.activeCamera;
  109621. // Overwrite current scene settings
  109622. _this.scene.autoClear = false;
  109623. _this.scene.activeCamera = _this.camera;
  109624. _this._sessionManager.onXRFrameObservable.add(function () {
  109625. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  109626. });
  109627. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  109628. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  109629. _this.camera.rigCameras.forEach(function (c) {
  109630. c.outputRenderTarget = null;
  109631. });
  109632. // Restore scene settings
  109633. _this.scene.autoClear = _this._originalSceneAutoClear;
  109634. _this.scene.activeCamera = _this._nonVRCamera;
  109635. _this._sessionManager.onXRFrameObservable.clear();
  109636. _this._setState(WebXRState.NOT_IN_XR);
  109637. });
  109638. _this._setState(WebXRState.IN_XR);
  109639. });
  109640. };
  109641. /**
  109642. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109643. * @param ray ray to cast into the environment
  109644. * @returns Promise which resolves with a collision point in the environment if it exists
  109645. */
  109646. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  109647. return this._sessionManager.environmentPointHitTestAsync(ray);
  109648. };
  109649. /**
  109650. * Updates the global position of the camera by moving the camera's container
  109651. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109652. * @param position The desired global position of the camera
  109653. */
  109654. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  109655. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  109656. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  109657. };
  109658. /**
  109659. * Rotates the xr camera by rotating the camera's container around the camera's position
  109660. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109661. * @param rotation the desired quaternion rotation to apply to the camera
  109662. */
  109663. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  109664. if (!this.container.rotationQuaternion) {
  109665. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  109666. }
  109667. this.container.rotationQuaternion.multiplyInPlace(rotation);
  109668. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  109669. };
  109670. /**
  109671. * Checks if the creation options are supported by the xr session
  109672. * @param options creation options
  109673. * @returns true if supported
  109674. */
  109675. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  109676. if (!this._supported) {
  109677. return Promise.resolve(false);
  109678. }
  109679. return this._sessionManager.supportsSessionAsync(options);
  109680. };
  109681. /**
  109682. * Disposes of the experience helper
  109683. */
  109684. WebXRExperienceHelper.prototype.dispose = function () {
  109685. this.camera.dispose();
  109686. this.container.dispose();
  109687. this.onStateChangedObservable.clear();
  109688. this._sessionManager.dispose();
  109689. };
  109690. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  109691. return WebXRExperienceHelper;
  109692. }());
  109693. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  109694. })(BABYLON || (BABYLON = {}));
  109695. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  109696. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  109697. return new (P || (P = Promise))(function (resolve, reject) {
  109698. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  109699. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  109700. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  109701. step((generator = generator.apply(thisArg, _arguments || [])).next());
  109702. });
  109703. };
  109704. var __generator = (this && this.__generator) || function (thisArg, body) {
  109705. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  109706. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  109707. function verb(n) { return function (v) { return step([n, v]); }; }
  109708. function step(op) {
  109709. if (f) throw new TypeError("Generator is already executing.");
  109710. while (_) try {
  109711. if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
  109712. if (y = 0, t) op = [op[0] & 2, t.value];
  109713. switch (op[0]) {
  109714. case 0: case 1: t = op; break;
  109715. case 4: _.label++; return { value: op[1], done: false };
  109716. case 5: _.label++; y = op[1]; op = [0]; continue;
  109717. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  109718. default:
  109719. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  109720. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  109721. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  109722. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  109723. if (t[2]) _.ops.pop();
  109724. _.trys.pop(); continue;
  109725. }
  109726. op = body.call(thisArg, _);
  109727. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  109728. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  109729. }
  109730. };
  109731. var BABYLON;
  109732. (function (BABYLON) {
  109733. /**
  109734. * Button which can be used to enter a different mode of XR
  109735. */
  109736. var WebXREnterExitUIButton = /** @class */ (function () {
  109737. /**
  109738. * Creates a WebXREnterExitUIButton
  109739. * @param element button element
  109740. * @param initializationOptions XR initialization options for the button
  109741. */
  109742. function WebXREnterExitUIButton(
  109743. /** button element */
  109744. element,
  109745. /** XR initialization options for the button */
  109746. initializationOptions) {
  109747. this.element = element;
  109748. this.initializationOptions = initializationOptions;
  109749. }
  109750. /**
  109751. * Overwritable function which can be used to update the button's visuals when the state changes
  109752. * @param activeButton the current active button in the UI
  109753. */
  109754. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  109755. };
  109756. return WebXREnterExitUIButton;
  109757. }());
  109758. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  109759. /**
  109760. * Options to create the webXR UI
  109761. */
  109762. var WebXREnterExitUIOptions = /** @class */ (function () {
  109763. function WebXREnterExitUIOptions() {
  109764. }
  109765. return WebXREnterExitUIOptions;
  109766. }());
  109767. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  109768. /**
  109769. * UI to allow the user to enter/exit XR mode
  109770. */
  109771. var WebXREnterExitUI = /** @class */ (function () {
  109772. function WebXREnterExitUI(scene, options) {
  109773. var _this = this;
  109774. this.scene = scene;
  109775. this._buttons = [];
  109776. this._activeButton = null;
  109777. /**
  109778. * Fired every time the active button is changed.
  109779. *
  109780. * When xr is entered via a button that launches xr that button will be the callback parameter
  109781. *
  109782. * When exiting xr the callback parameter will be null)
  109783. */
  109784. this.activeButtonChangedObservable = new BABYLON.Observable();
  109785. this._overlay = document.createElement("div");
  109786. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  109787. if (options.customButtons) {
  109788. this._buttons = options.customButtons;
  109789. }
  109790. else {
  109791. var hmdBtn = document.createElement("button");
  109792. hmdBtn.style.cssText = "color: #868686; border-color: #868686; border-style: solid; margin-left: 10px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-repeat:no-repeat; background-position: center; outline: none;";
  109793. hmdBtn.innerText = "HMD";
  109794. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  109795. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109796. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109797. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  109798. };
  109799. var windowBtn = document.createElement("button");
  109800. windowBtn.style.cssText = hmdBtn.style.cssText;
  109801. windowBtn.innerText = "Window";
  109802. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  109803. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109804. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109805. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  109806. };
  109807. this._updateButtons(null);
  109808. }
  109809. var renderCanvas = scene.getEngine().getRenderingCanvas();
  109810. if (renderCanvas && renderCanvas.parentNode) {
  109811. renderCanvas.parentNode.appendChild(this._overlay);
  109812. scene.onDisposeObservable.addOnce(function () {
  109813. _this.dispose();
  109814. });
  109815. }
  109816. }
  109817. /**
  109818. * Creates UI to allow the user to enter/exit XR mode
  109819. * @param scene the scene to add the ui to
  109820. * @param helper the xr experience helper to enter/exit xr with
  109821. * @param options options to configure the UI
  109822. * @returns the created ui
  109823. */
  109824. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  109825. var _this = this;
  109826. var ui = new WebXREnterExitUI(scene, options);
  109827. var supportedPromises = ui._buttons.map(function (btn) {
  109828. return helper.supportsSessionAsync(btn.initializationOptions);
  109829. });
  109830. helper.onStateChangedObservable.add(function (state) {
  109831. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  109832. ui._updateButtons(null);
  109833. }
  109834. });
  109835. return Promise.all(supportedPromises).then(function (results) {
  109836. results.forEach(function (supported, i) {
  109837. if (supported) {
  109838. ui._overlay.appendChild(ui._buttons[i].element);
  109839. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  109840. return __generator(this, function (_a) {
  109841. switch (_a.label) {
  109842. case 0:
  109843. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  109844. ui._updateButtons(null);
  109845. return [4 /*yield*/, helper.exitXRAsync()];
  109846. case 1:
  109847. _a.sent();
  109848. return [2 /*return*/];
  109849. case 2:
  109850. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  109851. ui._updateButtons(ui._buttons[i]);
  109852. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  109853. case 3:
  109854. _a.sent();
  109855. _a.label = 4;
  109856. case 4: return [2 /*return*/];
  109857. }
  109858. });
  109859. }); };
  109860. }
  109861. });
  109862. return ui;
  109863. });
  109864. };
  109865. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  109866. var _this = this;
  109867. this._activeButton = activeButton;
  109868. this._buttons.forEach(function (b) {
  109869. b.update(_this._activeButton);
  109870. });
  109871. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  109872. };
  109873. /**
  109874. * Disposes of the object
  109875. */
  109876. WebXREnterExitUI.prototype.dispose = function () {
  109877. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  109878. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  109879. renderCanvas.parentNode.removeChild(this._overlay);
  109880. }
  109881. this.activeButtonChangedObservable.clear();
  109882. };
  109883. return WebXREnterExitUI;
  109884. }());
  109885. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  109886. })(BABYLON || (BABYLON = {}));
  109887. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  109888. var BABYLON;
  109889. (function (BABYLON) {
  109890. /**
  109891. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109892. */
  109893. var WebXRManagedOutputCanvas = /** @class */ (function () {
  109894. /**
  109895. * Initializes the canvas to be added/removed upon entering/exiting xr
  109896. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  109897. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109898. */
  109899. function WebXRManagedOutputCanvas(helper, canvas) {
  109900. var _this = this;
  109901. this._canvas = null;
  109902. /**
  109903. * xrpresent context of the canvas which can be used to display/mirror xr content
  109904. */
  109905. this.canvasContext = null;
  109906. if (!canvas) {
  109907. canvas = document.createElement('canvas');
  109908. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  109909. }
  109910. this._setManagedOutputCanvas(canvas);
  109911. helper.onStateChangedObservable.add(function (stateInfo) {
  109912. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  109913. // The canvas is added to the screen before entering XR because currently the xr session must be initialized while the canvas is added render properly
  109914. _this._addCanvas();
  109915. }
  109916. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  109917. _this._removeCanvas();
  109918. }
  109919. });
  109920. }
  109921. /**
  109922. * Disposes of the object
  109923. */
  109924. WebXRManagedOutputCanvas.prototype.dispose = function () {
  109925. this._removeCanvas();
  109926. this._setManagedOutputCanvas(null);
  109927. };
  109928. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  109929. this._removeCanvas();
  109930. if (!canvas) {
  109931. this._canvas = null;
  109932. this.canvasContext = null;
  109933. }
  109934. else {
  109935. this._canvas = canvas;
  109936. this.canvasContext = this._canvas.getContext('xrpresent');
  109937. }
  109938. };
  109939. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  109940. if (this._canvas) {
  109941. document.body.appendChild(this._canvas);
  109942. }
  109943. };
  109944. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  109945. if (this._canvas && document.body.contains(this._canvas)) {
  109946. document.body.removeChild(this._canvas);
  109947. }
  109948. };
  109949. return WebXRManagedOutputCanvas;
  109950. }());
  109951. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  109952. })(BABYLON || (BABYLON = {}));
  109953. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  109954. var BABYLON;
  109955. (function (BABYLON) {
  109956. /**
  109957. * Represents an XR input
  109958. */
  109959. var WebXRController = /** @class */ (function () {
  109960. /**
  109961. * Creates the controller
  109962. * @see https://doc.babylonjs.com/how_to/webxr
  109963. * @param scene the scene which the controller should be associated to
  109964. */
  109965. function WebXRController(scene) {
  109966. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  109967. }
  109968. /**
  109969. * Disposes of the object
  109970. */
  109971. WebXRController.prototype.dispose = function () {
  109972. if (this.grip) {
  109973. this.grip.dispose();
  109974. }
  109975. this.pointer.dispose();
  109976. };
  109977. return WebXRController;
  109978. }());
  109979. BABYLON.WebXRController = WebXRController;
  109980. /**
  109981. * XR input used to track XR inputs such as controllers/rays
  109982. */
  109983. var WebXRInput = /** @class */ (function () {
  109984. /**
  109985. * Initializes the WebXRInput
  109986. * @param helper experience helper which the input should be created for
  109987. */
  109988. function WebXRInput(helper) {
  109989. var _this = this;
  109990. this.helper = helper;
  109991. /**
  109992. * XR controllers being tracked
  109993. */
  109994. this.controllers = [];
  109995. this._tmpMatrix = new BABYLON.Matrix();
  109996. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  109997. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  109998. return;
  109999. }
  110000. var xrFrame = helper._sessionManager._currentXRFrame;
  110001. var inputSources = helper._sessionManager._xrSession.getInputSources();
  110002. inputSources.forEach(function (input, i) {
  110003. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  110004. if (inputPose) {
  110005. if (_this.controllers.length <= i) {
  110006. _this.controllers.push(new WebXRController(helper.container.getScene()));
  110007. }
  110008. var controller = _this.controllers[i];
  110009. // Manage the grip if it exists
  110010. if (inputPose.gripMatrix) {
  110011. if (!controller.grip) {
  110012. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  110013. }
  110014. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  110015. if (!controller.grip.getScene().useRightHandedSystem) {
  110016. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110017. }
  110018. if (!controller.grip.rotationQuaternion) {
  110019. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  110020. }
  110021. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  110022. }
  110023. // Manager pointer of controller
  110024. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  110025. if (!controller.pointer.getScene().useRightHandedSystem) {
  110026. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110027. }
  110028. if (!controller.pointer.rotationQuaternion) {
  110029. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  110030. }
  110031. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  110032. }
  110033. });
  110034. });
  110035. }
  110036. /**
  110037. * Disposes of the object
  110038. */
  110039. WebXRInput.prototype.dispose = function () {
  110040. this.controllers.forEach(function (c) {
  110041. c.dispose();
  110042. });
  110043. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  110044. };
  110045. return WebXRInput;
  110046. }());
  110047. BABYLON.WebXRInput = WebXRInput;
  110048. })(BABYLON || (BABYLON = {}));
  110049. //# sourceMappingURL=babylon.webXRInput.js.map
  110050. // Mainly based on these 2 articles :
  110051. // 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
  110052. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  110053. var BABYLON;
  110054. (function (BABYLON) {
  110055. /**
  110056. * Defines the potential axis of a Joystick
  110057. */
  110058. var JoystickAxis;
  110059. (function (JoystickAxis) {
  110060. /** X axis */
  110061. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  110062. /** Y axis */
  110063. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  110064. /** Z axis */
  110065. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  110066. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  110067. /**
  110068. * Class used to define virtual joystick (used in touch mode)
  110069. */
  110070. var VirtualJoystick = /** @class */ (function () {
  110071. /**
  110072. * Creates a new virtual joystick
  110073. * @param leftJoystick defines that the joystick is for left hand (false by default)
  110074. */
  110075. function VirtualJoystick(leftJoystick) {
  110076. var _this = this;
  110077. if (leftJoystick) {
  110078. this._leftJoystick = true;
  110079. }
  110080. else {
  110081. this._leftJoystick = false;
  110082. }
  110083. VirtualJoystick._globalJoystickIndex++;
  110084. // By default left & right arrow keys are moving the X
  110085. // and up & down keys are moving the Y
  110086. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110087. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110088. this.reverseLeftRight = false;
  110089. this.reverseUpDown = false;
  110090. // collections of pointers
  110091. this._touches = new BABYLON.StringDictionary();
  110092. this.deltaPosition = BABYLON.Vector3.Zero();
  110093. this._joystickSensibility = 25;
  110094. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110095. this._onResize = function (evt) {
  110096. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110097. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110098. if (VirtualJoystick.Canvas) {
  110099. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  110100. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  110101. }
  110102. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  110103. };
  110104. // injecting a canvas element on top of the canvas 3D game
  110105. if (!VirtualJoystick.Canvas) {
  110106. window.addEventListener("resize", this._onResize, false);
  110107. VirtualJoystick.Canvas = document.createElement("canvas");
  110108. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110109. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110110. VirtualJoystick.Canvas.width = window.innerWidth;
  110111. VirtualJoystick.Canvas.height = window.innerHeight;
  110112. VirtualJoystick.Canvas.style.width = "100%";
  110113. VirtualJoystick.Canvas.style.height = "100%";
  110114. VirtualJoystick.Canvas.style.position = "absolute";
  110115. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  110116. VirtualJoystick.Canvas.style.top = "0px";
  110117. VirtualJoystick.Canvas.style.left = "0px";
  110118. VirtualJoystick.Canvas.style.zIndex = "5";
  110119. VirtualJoystick.Canvas.style.msTouchAction = "none";
  110120. // Support for jQuery PEP polyfill
  110121. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  110122. var context = VirtualJoystick.Canvas.getContext('2d');
  110123. if (!context) {
  110124. throw new Error("Unable to create canvas for virtual joystick");
  110125. }
  110126. VirtualJoystick.vjCanvasContext = context;
  110127. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  110128. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110129. document.body.appendChild(VirtualJoystick.Canvas);
  110130. }
  110131. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  110132. this.pressed = false;
  110133. // default joystick color
  110134. this._joystickColor = "cyan";
  110135. this._joystickPointerID = -1;
  110136. // current joystick position
  110137. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  110138. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  110139. // origin joystick position
  110140. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  110141. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  110142. this._onPointerDownHandlerRef = function (evt) {
  110143. _this._onPointerDown(evt);
  110144. };
  110145. this._onPointerMoveHandlerRef = function (evt) {
  110146. _this._onPointerMove(evt);
  110147. };
  110148. this._onPointerUpHandlerRef = function (evt) {
  110149. _this._onPointerUp(evt);
  110150. };
  110151. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  110152. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  110153. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  110154. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  110155. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  110156. evt.preventDefault(); // Disables system menu
  110157. }, false);
  110158. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110159. }
  110160. /**
  110161. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  110162. * @param newJoystickSensibility defines the new sensibility
  110163. */
  110164. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  110165. this._joystickSensibility = newJoystickSensibility;
  110166. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110167. };
  110168. VirtualJoystick.prototype._onPointerDown = function (e) {
  110169. var positionOnScreenCondition;
  110170. e.preventDefault();
  110171. if (this._leftJoystick === true) {
  110172. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  110173. }
  110174. else {
  110175. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  110176. }
  110177. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  110178. // First contact will be dedicated to the virtual joystick
  110179. this._joystickPointerID = e.pointerId;
  110180. this._joystickPointerStartPos.x = e.clientX;
  110181. this._joystickPointerStartPos.y = e.clientY;
  110182. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  110183. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  110184. this._deltaJoystickVector.x = 0;
  110185. this._deltaJoystickVector.y = 0;
  110186. this.pressed = true;
  110187. this._touches.add(e.pointerId.toString(), e);
  110188. }
  110189. else {
  110190. // You can only trigger the action buttons with a joystick declared
  110191. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  110192. this._action();
  110193. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  110194. }
  110195. }
  110196. };
  110197. VirtualJoystick.prototype._onPointerMove = function (e) {
  110198. // If the current pointer is the one associated to the joystick (first touch contact)
  110199. if (this._joystickPointerID == e.pointerId) {
  110200. this._joystickPointerPos.x = e.clientX;
  110201. this._joystickPointerPos.y = e.clientY;
  110202. this._deltaJoystickVector = this._joystickPointerPos.clone();
  110203. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  110204. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  110205. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  110206. switch (this._axisTargetedByLeftAndRight) {
  110207. case JoystickAxis.X:
  110208. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  110209. break;
  110210. case JoystickAxis.Y:
  110211. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  110212. break;
  110213. case JoystickAxis.Z:
  110214. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  110215. break;
  110216. }
  110217. var directionUpDown = this.reverseUpDown ? 1 : -1;
  110218. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  110219. switch (this._axisTargetedByUpAndDown) {
  110220. case JoystickAxis.X:
  110221. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  110222. break;
  110223. case JoystickAxis.Y:
  110224. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  110225. break;
  110226. case JoystickAxis.Z:
  110227. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  110228. break;
  110229. }
  110230. }
  110231. else {
  110232. var data = this._touches.get(e.pointerId.toString());
  110233. if (data) {
  110234. data.x = e.clientX;
  110235. data.y = e.clientY;
  110236. }
  110237. }
  110238. };
  110239. VirtualJoystick.prototype._onPointerUp = function (e) {
  110240. if (this._joystickPointerID == e.pointerId) {
  110241. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  110242. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  110243. this._joystickPointerID = -1;
  110244. this.pressed = false;
  110245. }
  110246. else {
  110247. var touch = this._touches.get(e.pointerId.toString());
  110248. if (touch) {
  110249. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110250. }
  110251. }
  110252. this._deltaJoystickVector.x = 0;
  110253. this._deltaJoystickVector.y = 0;
  110254. this._touches.remove(e.pointerId.toString());
  110255. };
  110256. /**
  110257. * Change the color of the virtual joystick
  110258. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  110259. */
  110260. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  110261. this._joystickColor = newColor;
  110262. };
  110263. /**
  110264. * Defines a callback to call when the joystick is touched
  110265. * @param action defines the callback
  110266. */
  110267. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  110268. this._action = action;
  110269. };
  110270. /**
  110271. * Defines which axis you'd like to control for left & right
  110272. * @param axis defines the axis to use
  110273. */
  110274. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  110275. switch (axis) {
  110276. case JoystickAxis.X:
  110277. case JoystickAxis.Y:
  110278. case JoystickAxis.Z:
  110279. this._axisTargetedByLeftAndRight = axis;
  110280. break;
  110281. default:
  110282. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110283. break;
  110284. }
  110285. };
  110286. /**
  110287. * Defines which axis you'd like to control for up & down
  110288. * @param axis defines the axis to use
  110289. */
  110290. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  110291. switch (axis) {
  110292. case JoystickAxis.X:
  110293. case JoystickAxis.Y:
  110294. case JoystickAxis.Z:
  110295. this._axisTargetedByUpAndDown = axis;
  110296. break;
  110297. default:
  110298. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110299. break;
  110300. }
  110301. };
  110302. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  110303. var _this = this;
  110304. if (this.pressed) {
  110305. this._touches.forEach(function (key, touch) {
  110306. if (touch.pointerId === _this._joystickPointerID) {
  110307. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  110308. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  110309. VirtualJoystick.vjCanvasContext.beginPath();
  110310. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110311. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110312. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  110313. VirtualJoystick.vjCanvasContext.stroke();
  110314. VirtualJoystick.vjCanvasContext.closePath();
  110315. VirtualJoystick.vjCanvasContext.beginPath();
  110316. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110317. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110318. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  110319. VirtualJoystick.vjCanvasContext.stroke();
  110320. VirtualJoystick.vjCanvasContext.closePath();
  110321. VirtualJoystick.vjCanvasContext.beginPath();
  110322. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110323. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  110324. VirtualJoystick.vjCanvasContext.stroke();
  110325. VirtualJoystick.vjCanvasContext.closePath();
  110326. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  110327. }
  110328. else {
  110329. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110330. VirtualJoystick.vjCanvasContext.beginPath();
  110331. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  110332. VirtualJoystick.vjCanvasContext.beginPath();
  110333. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  110334. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110335. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  110336. VirtualJoystick.vjCanvasContext.stroke();
  110337. VirtualJoystick.vjCanvasContext.closePath();
  110338. touch.prevX = touch.x;
  110339. touch.prevY = touch.y;
  110340. }
  110341. });
  110342. }
  110343. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110344. };
  110345. /**
  110346. * Release internal HTML canvas
  110347. */
  110348. VirtualJoystick.prototype.releaseCanvas = function () {
  110349. if (VirtualJoystick.Canvas) {
  110350. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  110351. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  110352. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  110353. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  110354. window.removeEventListener("resize", this._onResize);
  110355. document.body.removeChild(VirtualJoystick.Canvas);
  110356. VirtualJoystick.Canvas = null;
  110357. }
  110358. };
  110359. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  110360. VirtualJoystick._globalJoystickIndex = 0;
  110361. return VirtualJoystick;
  110362. }());
  110363. BABYLON.VirtualJoystick = VirtualJoystick;
  110364. })(BABYLON || (BABYLON = {}));
  110365. //# sourceMappingURL=babylon.virtualJoystick.js.map
  110366. var BABYLON;
  110367. (function (BABYLON) {
  110368. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  110369. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  110370. });
  110371. /**
  110372. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  110373. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110374. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110375. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110376. */
  110377. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  110378. __extends(VirtualJoysticksCamera, _super);
  110379. /**
  110380. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  110381. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110382. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110383. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110384. * @param name Define the name of the camera in the scene
  110385. * @param position Define the start position of the camera in the scene
  110386. * @param scene Define the scene the camera belongs to
  110387. */
  110388. function VirtualJoysticksCamera(name, position, scene) {
  110389. var _this = _super.call(this, name, position, scene) || this;
  110390. _this.inputs.addVirtualJoystick();
  110391. return _this;
  110392. }
  110393. /**
  110394. * Gets the current object class name.
  110395. * @return the class name
  110396. */
  110397. VirtualJoysticksCamera.prototype.getClassName = function () {
  110398. return "VirtualJoysticksCamera";
  110399. };
  110400. return VirtualJoysticksCamera;
  110401. }(BABYLON.FreeCamera));
  110402. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  110403. })(BABYLON || (BABYLON = {}));
  110404. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  110405. var BABYLON;
  110406. (function (BABYLON) {
  110407. /**
  110408. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  110409. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110410. */
  110411. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  110412. function FreeCameraVirtualJoystickInput() {
  110413. }
  110414. /**
  110415. * Gets the left stick of the virtual joystick.
  110416. * @returns The virtual Joystick
  110417. */
  110418. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  110419. return this._leftjoystick;
  110420. };
  110421. /**
  110422. * Gets the right stick of the virtual joystick.
  110423. * @returns The virtual Joystick
  110424. */
  110425. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  110426. return this._rightjoystick;
  110427. };
  110428. /**
  110429. * Update the current camera state depending on the inputs that have been used this frame.
  110430. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  110431. */
  110432. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  110433. if (this._leftjoystick) {
  110434. var camera = this.camera;
  110435. var speed = camera._computeLocalCameraSpeed() * 50;
  110436. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  110437. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  110438. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  110439. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  110440. if (!this._leftjoystick.pressed) {
  110441. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  110442. }
  110443. if (!this._rightjoystick.pressed) {
  110444. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  110445. }
  110446. }
  110447. };
  110448. /**
  110449. * Attach the input controls to a specific dom element to get the input from.
  110450. * @param element Defines the element the controls should be listened from
  110451. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110452. */
  110453. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  110454. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  110455. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  110456. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  110457. this._leftjoystick.setJoystickSensibility(0.15);
  110458. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  110459. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  110460. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  110461. this._rightjoystick.reverseUpDown = true;
  110462. this._rightjoystick.setJoystickSensibility(0.05);
  110463. this._rightjoystick.setJoystickColor("yellow");
  110464. };
  110465. /**
  110466. * Detach the current controls from the specified dom element.
  110467. * @param element Defines the element to stop listening the inputs from
  110468. */
  110469. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  110470. this._leftjoystick.releaseCanvas();
  110471. this._rightjoystick.releaseCanvas();
  110472. };
  110473. /**
  110474. * Gets the class name of the current intput.
  110475. * @returns the class name
  110476. */
  110477. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  110478. return "FreeCameraVirtualJoystickInput";
  110479. };
  110480. /**
  110481. * Get the friendly name associated with the input class.
  110482. * @returns the input friendly name
  110483. */
  110484. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  110485. return "virtualJoystick";
  110486. };
  110487. return FreeCameraVirtualJoystickInput;
  110488. }());
  110489. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  110490. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  110491. })(BABYLON || (BABYLON = {}));
  110492. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  110493. var BABYLON;
  110494. (function (BABYLON) {
  110495. /**
  110496. * Class used to specify simplification options
  110497. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110498. */
  110499. var SimplificationSettings = /** @class */ (function () {
  110500. /**
  110501. * Creates a SimplificationSettings
  110502. * @param quality expected quality
  110503. * @param distance distance when this optimized version should be used
  110504. * @param optimizeMesh already optimized mesh
  110505. */
  110506. function SimplificationSettings(
  110507. /** expected quality */
  110508. quality,
  110509. /** distance when this optimized version should be used */
  110510. distance,
  110511. /** already optimized mesh */
  110512. optimizeMesh) {
  110513. this.quality = quality;
  110514. this.distance = distance;
  110515. this.optimizeMesh = optimizeMesh;
  110516. }
  110517. return SimplificationSettings;
  110518. }());
  110519. BABYLON.SimplificationSettings = SimplificationSettings;
  110520. /**
  110521. * Queue used to order the simplification tasks
  110522. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110523. */
  110524. var SimplificationQueue = /** @class */ (function () {
  110525. /**
  110526. * Creates a new queue
  110527. */
  110528. function SimplificationQueue() {
  110529. this.running = false;
  110530. this._simplificationArray = [];
  110531. }
  110532. /**
  110533. * Adds a new simplification task
  110534. * @param task defines a task to add
  110535. */
  110536. SimplificationQueue.prototype.addTask = function (task) {
  110537. this._simplificationArray.push(task);
  110538. };
  110539. /**
  110540. * Execute next task
  110541. */
  110542. SimplificationQueue.prototype.executeNext = function () {
  110543. var task = this._simplificationArray.pop();
  110544. if (task) {
  110545. this.running = true;
  110546. this.runSimplification(task);
  110547. }
  110548. else {
  110549. this.running = false;
  110550. }
  110551. };
  110552. /**
  110553. * Execute a simplification task
  110554. * @param task defines the task to run
  110555. */
  110556. SimplificationQueue.prototype.runSimplification = function (task) {
  110557. var _this = this;
  110558. if (task.parallelProcessing) {
  110559. //parallel simplifier
  110560. task.settings.forEach(function (setting) {
  110561. var simplifier = _this.getSimplifier(task);
  110562. simplifier.simplify(setting, function (newMesh) {
  110563. task.mesh.addLODLevel(setting.distance, newMesh);
  110564. newMesh.isVisible = true;
  110565. //check if it is the last
  110566. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  110567. //all done, run the success callback.
  110568. task.successCallback();
  110569. }
  110570. _this.executeNext();
  110571. });
  110572. });
  110573. }
  110574. else {
  110575. //single simplifier.
  110576. var simplifier = this.getSimplifier(task);
  110577. var runDecimation = function (setting, callback) {
  110578. simplifier.simplify(setting, function (newMesh) {
  110579. task.mesh.addLODLevel(setting.distance, newMesh);
  110580. newMesh.isVisible = true;
  110581. //run the next quality level
  110582. callback();
  110583. });
  110584. };
  110585. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  110586. runDecimation(task.settings[loop.index], function () {
  110587. loop.executeNext();
  110588. });
  110589. }, function () {
  110590. //execution ended, run the success callback.
  110591. if (task.successCallback) {
  110592. task.successCallback();
  110593. }
  110594. _this.executeNext();
  110595. });
  110596. }
  110597. };
  110598. SimplificationQueue.prototype.getSimplifier = function (task) {
  110599. switch (task.simplificationType) {
  110600. case SimplificationType.QUADRATIC:
  110601. default:
  110602. return new QuadraticErrorSimplification(task.mesh);
  110603. }
  110604. };
  110605. return SimplificationQueue;
  110606. }());
  110607. BABYLON.SimplificationQueue = SimplificationQueue;
  110608. /**
  110609. * The implemented types of simplification
  110610. * At the moment only Quadratic Error Decimation is implemented
  110611. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110612. */
  110613. var SimplificationType;
  110614. (function (SimplificationType) {
  110615. /** Quadratic error decimation */
  110616. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  110617. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  110618. var DecimationTriangle = /** @class */ (function () {
  110619. function DecimationTriangle(vertices) {
  110620. this.vertices = vertices;
  110621. this.error = new Array(4);
  110622. this.deleted = false;
  110623. this.isDirty = false;
  110624. this.deletePending = false;
  110625. this.borderFactor = 0;
  110626. }
  110627. return DecimationTriangle;
  110628. }());
  110629. var DecimationVertex = /** @class */ (function () {
  110630. function DecimationVertex(position, id) {
  110631. this.position = position;
  110632. this.id = id;
  110633. this.isBorder = true;
  110634. this.q = new QuadraticMatrix();
  110635. this.triangleCount = 0;
  110636. this.triangleStart = 0;
  110637. this.originalOffsets = [];
  110638. }
  110639. DecimationVertex.prototype.updatePosition = function (newPosition) {
  110640. this.position.copyFrom(newPosition);
  110641. };
  110642. return DecimationVertex;
  110643. }());
  110644. var QuadraticMatrix = /** @class */ (function () {
  110645. function QuadraticMatrix(data) {
  110646. this.data = new Array(10);
  110647. for (var i = 0; i < 10; ++i) {
  110648. if (data && data[i]) {
  110649. this.data[i] = data[i];
  110650. }
  110651. else {
  110652. this.data[i] = 0;
  110653. }
  110654. }
  110655. }
  110656. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  110657. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  110658. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  110659. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  110660. return det;
  110661. };
  110662. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  110663. for (var i = 0; i < 10; ++i) {
  110664. this.data[i] += matrix.data[i];
  110665. }
  110666. };
  110667. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  110668. for (var i = 0; i < 10; ++i) {
  110669. this.data[i] += data[i];
  110670. }
  110671. };
  110672. QuadraticMatrix.prototype.add = function (matrix) {
  110673. var m = new QuadraticMatrix();
  110674. for (var i = 0; i < 10; ++i) {
  110675. m.data[i] = this.data[i] + matrix.data[i];
  110676. }
  110677. return m;
  110678. };
  110679. QuadraticMatrix.FromData = function (a, b, c, d) {
  110680. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  110681. };
  110682. //returning an array to avoid garbage collection
  110683. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  110684. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  110685. };
  110686. return QuadraticMatrix;
  110687. }());
  110688. var Reference = /** @class */ (function () {
  110689. function Reference(vertexId, triangleId) {
  110690. this.vertexId = vertexId;
  110691. this.triangleId = triangleId;
  110692. }
  110693. return Reference;
  110694. }());
  110695. /**
  110696. * An implementation of the Quadratic Error simplification algorithm.
  110697. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  110698. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  110699. * @author RaananW
  110700. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110701. */
  110702. var QuadraticErrorSimplification = /** @class */ (function () {
  110703. function QuadraticErrorSimplification(_mesh) {
  110704. this._mesh = _mesh;
  110705. this.syncIterations = 5000;
  110706. this.aggressiveness = 7;
  110707. this.decimationIterations = 100;
  110708. this.boundingBoxEpsilon = BABYLON.Epsilon;
  110709. }
  110710. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  110711. var _this = this;
  110712. this.initDecimatedMesh();
  110713. //iterating through the submeshes array, one after the other.
  110714. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  110715. _this.initWithMesh(loop.index, function () {
  110716. _this.runDecimation(settings, loop.index, function () {
  110717. loop.executeNext();
  110718. });
  110719. }, settings.optimizeMesh);
  110720. }, function () {
  110721. setTimeout(function () {
  110722. successCallback(_this._reconstructedMesh);
  110723. }, 0);
  110724. });
  110725. };
  110726. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  110727. var _this = this;
  110728. var targetCount = ~~(this.triangles.length * settings.quality);
  110729. var deletedTriangles = 0;
  110730. var triangleCount = this.triangles.length;
  110731. var iterationFunction = function (iteration, callback) {
  110732. setTimeout(function () {
  110733. if (iteration % 5 === 0) {
  110734. _this.updateMesh(iteration === 0);
  110735. }
  110736. for (var i = 0; i < _this.triangles.length; ++i) {
  110737. _this.triangles[i].isDirty = false;
  110738. }
  110739. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  110740. var trianglesIterator = function (i) {
  110741. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  110742. var t = _this.triangles[tIdx];
  110743. if (!t) {
  110744. return;
  110745. }
  110746. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  110747. return;
  110748. }
  110749. for (var j = 0; j < 3; ++j) {
  110750. if (t.error[j] < threshold) {
  110751. var deleted0 = [];
  110752. var deleted1 = [];
  110753. var v0 = t.vertices[j];
  110754. var v1 = t.vertices[(j + 1) % 3];
  110755. if (v0.isBorder || v1.isBorder) {
  110756. continue;
  110757. }
  110758. var p = BABYLON.Vector3.Zero();
  110759. var n = BABYLON.Vector3.Zero();
  110760. var uv = BABYLON.Vector2.Zero();
  110761. var color = new BABYLON.Color4(0, 0, 0, 1);
  110762. _this.calculateError(v0, v1, p, n, uv, color);
  110763. var delTr = new Array();
  110764. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  110765. continue;
  110766. }
  110767. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  110768. continue;
  110769. }
  110770. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  110771. continue;
  110772. }
  110773. var uniqueArray = new Array();
  110774. delTr.forEach(function (deletedT) {
  110775. if (uniqueArray.indexOf(deletedT) === -1) {
  110776. deletedT.deletePending = true;
  110777. uniqueArray.push(deletedT);
  110778. }
  110779. });
  110780. if (uniqueArray.length % 2 !== 0) {
  110781. continue;
  110782. }
  110783. v0.q = v1.q.add(v0.q);
  110784. v0.updatePosition(p);
  110785. var tStart = _this.references.length;
  110786. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  110787. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  110788. var tCount = _this.references.length - tStart;
  110789. if (tCount <= v0.triangleCount) {
  110790. if (tCount) {
  110791. for (var c = 0; c < tCount; c++) {
  110792. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  110793. }
  110794. }
  110795. }
  110796. else {
  110797. v0.triangleStart = tStart;
  110798. }
  110799. v0.triangleCount = tCount;
  110800. break;
  110801. }
  110802. }
  110803. };
  110804. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  110805. }, 0);
  110806. };
  110807. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  110808. if (triangleCount - deletedTriangles <= targetCount) {
  110809. loop.breakLoop();
  110810. }
  110811. else {
  110812. iterationFunction(loop.index, function () {
  110813. loop.executeNext();
  110814. });
  110815. }
  110816. }, function () {
  110817. setTimeout(function () {
  110818. //reconstruct this part of the mesh
  110819. _this.reconstructMesh(submeshIndex);
  110820. successCallback();
  110821. }, 0);
  110822. });
  110823. };
  110824. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  110825. var _this = this;
  110826. this.vertices = [];
  110827. this.triangles = [];
  110828. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110829. var indices = this._mesh.getIndices();
  110830. var submesh = this._mesh.subMeshes[submeshIndex];
  110831. var findInVertices = function (positionToSearch) {
  110832. if (optimizeMesh) {
  110833. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  110834. if (_this.vertices[ii].position.equals(positionToSearch)) {
  110835. return _this.vertices[ii];
  110836. }
  110837. }
  110838. }
  110839. return null;
  110840. };
  110841. var vertexReferences = [];
  110842. var vertexInit = function (i) {
  110843. if (!positionData) {
  110844. return;
  110845. }
  110846. var offset = i + submesh.verticesStart;
  110847. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  110848. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  110849. vertex.originalOffsets.push(offset);
  110850. if (vertex.id === _this.vertices.length) {
  110851. _this.vertices.push(vertex);
  110852. }
  110853. vertexReferences.push(vertex.id);
  110854. };
  110855. //var totalVertices = mesh.getTotalVertices();
  110856. var totalVertices = submesh.verticesCount;
  110857. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  110858. var indicesInit = function (i) {
  110859. if (!indices) {
  110860. return;
  110861. }
  110862. var offset = (submesh.indexStart / 3) + i;
  110863. var pos = (offset * 3);
  110864. var i0 = indices[pos + 0];
  110865. var i1 = indices[pos + 1];
  110866. var i2 = indices[pos + 2];
  110867. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  110868. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  110869. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  110870. var triangle = new DecimationTriangle([v0, v1, v2]);
  110871. triangle.originalOffset = pos;
  110872. _this.triangles.push(triangle);
  110873. };
  110874. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  110875. _this.init(callback);
  110876. });
  110877. });
  110878. };
  110879. QuadraticErrorSimplification.prototype.init = function (callback) {
  110880. var _this = this;
  110881. var triangleInit1 = function (i) {
  110882. var t = _this.triangles[i];
  110883. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  110884. for (var j = 0; j < 3; j++) {
  110885. 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))));
  110886. }
  110887. };
  110888. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  110889. var triangleInit2 = function (i) {
  110890. var t = _this.triangles[i];
  110891. for (var j = 0; j < 3; ++j) {
  110892. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  110893. }
  110894. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  110895. };
  110896. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  110897. callback();
  110898. });
  110899. });
  110900. };
  110901. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  110902. var newTriangles = [];
  110903. var i;
  110904. for (i = 0; i < this.vertices.length; ++i) {
  110905. this.vertices[i].triangleCount = 0;
  110906. }
  110907. var t;
  110908. var j;
  110909. for (i = 0; i < this.triangles.length; ++i) {
  110910. if (!this.triangles[i].deleted) {
  110911. t = this.triangles[i];
  110912. for (j = 0; j < 3; ++j) {
  110913. t.vertices[j].triangleCount = 1;
  110914. }
  110915. newTriangles.push(t);
  110916. }
  110917. }
  110918. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  110919. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  110920. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  110921. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  110922. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  110923. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  110924. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  110925. var vertexCount = 0;
  110926. for (i = 0; i < this.vertices.length; ++i) {
  110927. var vertex = this.vertices[i];
  110928. vertex.id = vertexCount;
  110929. if (vertex.triangleCount) {
  110930. vertex.originalOffsets.forEach(function (originalOffset) {
  110931. if (!normalData) {
  110932. return;
  110933. }
  110934. newPositionData.push(vertex.position.x);
  110935. newPositionData.push(vertex.position.y);
  110936. newPositionData.push(vertex.position.z);
  110937. newNormalData.push(normalData[originalOffset * 3]);
  110938. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  110939. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  110940. if (uvs && uvs.length) {
  110941. newUVsData.push(uvs[(originalOffset * 2)]);
  110942. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  110943. }
  110944. else if (colorsData && colorsData.length) {
  110945. newColorsData.push(colorsData[(originalOffset * 4)]);
  110946. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  110947. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  110948. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  110949. }
  110950. ++vertexCount;
  110951. });
  110952. }
  110953. }
  110954. var startingIndex = this._reconstructedMesh.getTotalIndices();
  110955. var startingVertex = this._reconstructedMesh.getTotalVertices();
  110956. var submeshesArray = this._reconstructedMesh.subMeshes;
  110957. this._reconstructedMesh.subMeshes = [];
  110958. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  110959. var originalIndices = this._mesh.getIndices();
  110960. for (i = 0; i < newTriangles.length; ++i) {
  110961. t = newTriangles[i]; //now get the new referencing point for each vertex
  110962. [0, 1, 2].forEach(function (idx) {
  110963. var id = originalIndices[t.originalOffset + idx];
  110964. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  110965. if (offset < 0) {
  110966. offset = 0;
  110967. }
  110968. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  110969. });
  110970. }
  110971. //overwriting the old vertex buffers and indices.
  110972. this._reconstructedMesh.setIndices(newIndicesArray);
  110973. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  110974. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  110975. if (newUVsData.length > 0) {
  110976. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  110977. }
  110978. if (newColorsData.length > 0) {
  110979. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  110980. }
  110981. //create submesh
  110982. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  110983. if (submeshIndex > 0) {
  110984. this._reconstructedMesh.subMeshes = [];
  110985. submeshesArray.forEach(function (submesh) {
  110986. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  110987. });
  110988. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  110989. }
  110990. };
  110991. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  110992. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  110993. this._reconstructedMesh.material = this._mesh.material;
  110994. this._reconstructedMesh.parent = this._mesh.parent;
  110995. this._reconstructedMesh.isVisible = false;
  110996. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  110997. };
  110998. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  110999. for (var i = 0; i < vertex1.triangleCount; ++i) {
  111000. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  111001. if (t.deleted) {
  111002. continue;
  111003. }
  111004. var s = this.references[vertex1.triangleStart + i].vertexId;
  111005. var v1 = t.vertices[(s + 1) % 3];
  111006. var v2 = t.vertices[(s + 2) % 3];
  111007. if ((v1 === vertex2 || v2 === vertex2)) {
  111008. deletedArray[i] = true;
  111009. delTr.push(t);
  111010. continue;
  111011. }
  111012. var d1 = v1.position.subtract(point);
  111013. d1 = d1.normalize();
  111014. var d2 = v2.position.subtract(point);
  111015. d2 = d2.normalize();
  111016. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  111017. return true;
  111018. }
  111019. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  111020. deletedArray[i] = false;
  111021. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  111022. return true;
  111023. }
  111024. }
  111025. return false;
  111026. };
  111027. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  111028. var newDeleted = deletedTriangles;
  111029. for (var i = 0; i < vertex.triangleCount; ++i) {
  111030. var ref = this.references[vertex.triangleStart + i];
  111031. var t = this.triangles[ref.triangleId];
  111032. if (t.deleted) {
  111033. continue;
  111034. }
  111035. if (deletedArray[i] && t.deletePending) {
  111036. t.deleted = true;
  111037. newDeleted++;
  111038. continue;
  111039. }
  111040. t.vertices[ref.vertexId] = origVertex;
  111041. t.isDirty = true;
  111042. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  111043. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  111044. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  111045. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111046. this.references.push(ref);
  111047. }
  111048. return newDeleted;
  111049. };
  111050. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  111051. for (var i = 0; i < this.vertices.length; ++i) {
  111052. var vCount = [];
  111053. var vId = [];
  111054. var v = this.vertices[i];
  111055. var j;
  111056. for (j = 0; j < v.triangleCount; ++j) {
  111057. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  111058. for (var ii = 0; ii < 3; ii++) {
  111059. var ofs = 0;
  111060. var vv = triangle.vertices[ii];
  111061. while (ofs < vCount.length) {
  111062. if (vId[ofs] === vv.id) {
  111063. break;
  111064. }
  111065. ++ofs;
  111066. }
  111067. if (ofs === vCount.length) {
  111068. vCount.push(1);
  111069. vId.push(vv.id);
  111070. }
  111071. else {
  111072. vCount[ofs]++;
  111073. }
  111074. }
  111075. }
  111076. for (j = 0; j < vCount.length; ++j) {
  111077. if (vCount[j] === 1) {
  111078. this.vertices[vId[j]].isBorder = true;
  111079. }
  111080. else {
  111081. this.vertices[vId[j]].isBorder = false;
  111082. }
  111083. }
  111084. }
  111085. };
  111086. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  111087. if (identifyBorders === void 0) { identifyBorders = false; }
  111088. var i;
  111089. if (!identifyBorders) {
  111090. var newTrianglesVector = [];
  111091. for (i = 0; i < this.triangles.length; ++i) {
  111092. if (!this.triangles[i].deleted) {
  111093. newTrianglesVector.push(this.triangles[i]);
  111094. }
  111095. }
  111096. this.triangles = newTrianglesVector;
  111097. }
  111098. for (i = 0; i < this.vertices.length; ++i) {
  111099. this.vertices[i].triangleCount = 0;
  111100. this.vertices[i].triangleStart = 0;
  111101. }
  111102. var t;
  111103. var j;
  111104. var v;
  111105. for (i = 0; i < this.triangles.length; ++i) {
  111106. t = this.triangles[i];
  111107. for (j = 0; j < 3; ++j) {
  111108. v = t.vertices[j];
  111109. v.triangleCount++;
  111110. }
  111111. }
  111112. var tStart = 0;
  111113. for (i = 0; i < this.vertices.length; ++i) {
  111114. this.vertices[i].triangleStart = tStart;
  111115. tStart += this.vertices[i].triangleCount;
  111116. this.vertices[i].triangleCount = 0;
  111117. }
  111118. var newReferences = new Array(this.triangles.length * 3);
  111119. for (i = 0; i < this.triangles.length; ++i) {
  111120. t = this.triangles[i];
  111121. for (j = 0; j < 3; ++j) {
  111122. v = t.vertices[j];
  111123. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  111124. v.triangleCount++;
  111125. }
  111126. }
  111127. this.references = newReferences;
  111128. if (identifyBorders) {
  111129. this.identifyBorder();
  111130. }
  111131. };
  111132. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  111133. var x = point.x;
  111134. var y = point.y;
  111135. var z = point.z;
  111136. 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
  111137. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  111138. };
  111139. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  111140. var q = vertex1.q.add(vertex2.q);
  111141. var border = vertex1.isBorder && vertex2.isBorder;
  111142. var error = 0;
  111143. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  111144. if (qDet !== 0 && !border) {
  111145. if (!pointResult) {
  111146. pointResult = BABYLON.Vector3.Zero();
  111147. }
  111148. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  111149. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  111150. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  111151. error = this.vertexError(q, pointResult);
  111152. }
  111153. else {
  111154. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  111155. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  111156. var error1 = this.vertexError(q, vertex1.position);
  111157. var error2 = this.vertexError(q, vertex2.position);
  111158. var error3 = this.vertexError(q, p3);
  111159. error = Math.min(error1, error2, error3);
  111160. if (error === error1) {
  111161. if (pointResult) {
  111162. pointResult.copyFrom(vertex1.position);
  111163. }
  111164. }
  111165. else if (error === error2) {
  111166. if (pointResult) {
  111167. pointResult.copyFrom(vertex2.position);
  111168. }
  111169. }
  111170. else {
  111171. if (pointResult) {
  111172. pointResult.copyFrom(p3);
  111173. }
  111174. }
  111175. }
  111176. return error;
  111177. };
  111178. return QuadraticErrorSimplification;
  111179. }());
  111180. })(BABYLON || (BABYLON = {}));
  111181. //# sourceMappingURL=babylon.meshSimplification.js.map
  111182. var BABYLON;
  111183. (function (BABYLON) {
  111184. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  111185. get: function () {
  111186. if (!this._simplificationQueue) {
  111187. this._simplificationQueue = new BABYLON.SimplificationQueue();
  111188. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  111189. if (!component) {
  111190. component = new SimplicationQueueSceneComponent(this);
  111191. this._addComponent(component);
  111192. }
  111193. }
  111194. return this._simplificationQueue;
  111195. },
  111196. set: function (value) {
  111197. this._simplificationQueue = value;
  111198. },
  111199. enumerable: true,
  111200. configurable: true
  111201. });
  111202. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  111203. if (parallelProcessing === void 0) { parallelProcessing = true; }
  111204. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  111205. this.getScene().simplificationQueue.addTask({
  111206. settings: settings,
  111207. parallelProcessing: parallelProcessing,
  111208. mesh: this,
  111209. simplificationType: simplificationType,
  111210. successCallback: successCallback
  111211. });
  111212. return this;
  111213. };
  111214. /**
  111215. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  111216. * created in a scene
  111217. */
  111218. var SimplicationQueueSceneComponent = /** @class */ (function () {
  111219. /**
  111220. * Creates a new instance of the component for the given scene
  111221. * @param scene Defines the scene to register the component in
  111222. */
  111223. function SimplicationQueueSceneComponent(scene) {
  111224. /**
  111225. * The component name helpfull to identify the component in the list of scene components.
  111226. */
  111227. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  111228. this.scene = scene;
  111229. }
  111230. /**
  111231. * Registers the component in a given scene
  111232. */
  111233. SimplicationQueueSceneComponent.prototype.register = function () {
  111234. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  111235. };
  111236. /**
  111237. * Rebuilds the elements related to this component in case of
  111238. * context lost for instance.
  111239. */
  111240. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  111241. // Nothing to do for this component
  111242. };
  111243. /**
  111244. * Disposes the component and the associated ressources
  111245. */
  111246. SimplicationQueueSceneComponent.prototype.dispose = function () {
  111247. // Nothing to do for this component
  111248. };
  111249. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  111250. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  111251. this.scene._simplificationQueue.executeNext();
  111252. }
  111253. };
  111254. return SimplicationQueueSceneComponent;
  111255. }());
  111256. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  111257. })(BABYLON || (BABYLON = {}));
  111258. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  111259. var BABYLON;
  111260. (function (BABYLON) {
  111261. /**
  111262. * Class used to represent a specific level of detail of a mesh
  111263. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  111264. */
  111265. var MeshLODLevel = /** @class */ (function () {
  111266. /**
  111267. * Creates a new LOD level
  111268. * @param distance defines the distance where this level should star being displayed
  111269. * @param mesh defines the mesh to use to render this level
  111270. */
  111271. function MeshLODLevel(
  111272. /** Defines the distance where this level should star being displayed */
  111273. distance,
  111274. /** Defines the mesh to use to render this level */
  111275. mesh) {
  111276. this.distance = distance;
  111277. this.mesh = mesh;
  111278. }
  111279. return MeshLODLevel;
  111280. }());
  111281. BABYLON.MeshLODLevel = MeshLODLevel;
  111282. })(BABYLON || (BABYLON = {}));
  111283. //# sourceMappingURL=babylon.meshLODLevel.js.map
  111284. var BABYLON;
  111285. (function (BABYLON) {
  111286. /**
  111287. * Defines the root class used to create scene optimization to use with SceneOptimizer
  111288. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111289. */
  111290. var SceneOptimization = /** @class */ (function () {
  111291. /**
  111292. * Creates the SceneOptimization object
  111293. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111294. * @param desc defines the description associated with the optimization
  111295. */
  111296. function SceneOptimization(
  111297. /**
  111298. * Defines the priority of this optimization (0 by default which means first in the list)
  111299. */
  111300. priority) {
  111301. if (priority === void 0) { priority = 0; }
  111302. this.priority = priority;
  111303. }
  111304. /**
  111305. * Gets a string describing the action executed by the current optimization
  111306. * @returns description string
  111307. */
  111308. SceneOptimization.prototype.getDescription = function () {
  111309. return "";
  111310. };
  111311. /**
  111312. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111313. * @param scene defines the current scene where to apply this optimization
  111314. * @param optimizer defines the current optimizer
  111315. * @returns true if everything that can be done was applied
  111316. */
  111317. SceneOptimization.prototype.apply = function (scene, optimizer) {
  111318. return true;
  111319. };
  111320. return SceneOptimization;
  111321. }());
  111322. BABYLON.SceneOptimization = SceneOptimization;
  111323. /**
  111324. * Defines an optimization used to reduce the size of render target textures
  111325. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111326. */
  111327. var TextureOptimization = /** @class */ (function (_super) {
  111328. __extends(TextureOptimization, _super);
  111329. /**
  111330. * Creates the TextureOptimization object
  111331. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111332. * @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
  111333. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111334. */
  111335. function TextureOptimization(
  111336. /**
  111337. * Defines the priority of this optimization (0 by default which means first in the list)
  111338. */
  111339. priority,
  111340. /**
  111341. * 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
  111342. */
  111343. maximumSize,
  111344. /**
  111345. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111346. */
  111347. step) {
  111348. if (priority === void 0) { priority = 0; }
  111349. if (maximumSize === void 0) { maximumSize = 1024; }
  111350. if (step === void 0) { step = 0.5; }
  111351. var _this = _super.call(this, priority) || this;
  111352. _this.priority = priority;
  111353. _this.maximumSize = maximumSize;
  111354. _this.step = step;
  111355. return _this;
  111356. }
  111357. /**
  111358. * Gets a string describing the action executed by the current optimization
  111359. * @returns description string
  111360. */
  111361. TextureOptimization.prototype.getDescription = function () {
  111362. return "Reducing render target texture size to " + this.maximumSize;
  111363. };
  111364. /**
  111365. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111366. * @param scene defines the current scene where to apply this optimization
  111367. * @param optimizer defines the current optimizer
  111368. * @returns true if everything that can be done was applied
  111369. */
  111370. TextureOptimization.prototype.apply = function (scene, optimizer) {
  111371. var allDone = true;
  111372. for (var index = 0; index < scene.textures.length; index++) {
  111373. var texture = scene.textures[index];
  111374. if (!texture.canRescale || texture.getContext) {
  111375. continue;
  111376. }
  111377. var currentSize = texture.getSize();
  111378. var maxDimension = Math.max(currentSize.width, currentSize.height);
  111379. if (maxDimension > this.maximumSize) {
  111380. texture.scale(this.step);
  111381. allDone = false;
  111382. }
  111383. }
  111384. return allDone;
  111385. };
  111386. return TextureOptimization;
  111387. }(SceneOptimization));
  111388. BABYLON.TextureOptimization = TextureOptimization;
  111389. /**
  111390. * Defines an optimization used to increase or decrease the rendering resolution
  111391. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111392. */
  111393. var HardwareScalingOptimization = /** @class */ (function (_super) {
  111394. __extends(HardwareScalingOptimization, _super);
  111395. /**
  111396. * Creates the HardwareScalingOptimization object
  111397. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111398. * @param maximumScale defines the maximum scale to use (2 by default)
  111399. * @param step defines the step to use between two passes (0.5 by default)
  111400. */
  111401. function HardwareScalingOptimization(
  111402. /**
  111403. * Defines the priority of this optimization (0 by default which means first in the list)
  111404. */
  111405. priority,
  111406. /**
  111407. * Defines the maximum scale to use (2 by default)
  111408. */
  111409. maximumScale,
  111410. /**
  111411. * Defines the step to use between two passes (0.5 by default)
  111412. */
  111413. step) {
  111414. if (priority === void 0) { priority = 0; }
  111415. if (maximumScale === void 0) { maximumScale = 2; }
  111416. if (step === void 0) { step = 0.25; }
  111417. var _this = _super.call(this, priority) || this;
  111418. _this.priority = priority;
  111419. _this.maximumScale = maximumScale;
  111420. _this.step = step;
  111421. _this._currentScale = -1;
  111422. _this._directionOffset = 1;
  111423. return _this;
  111424. }
  111425. /**
  111426. * Gets a string describing the action executed by the current optimization
  111427. * @return description string
  111428. */
  111429. HardwareScalingOptimization.prototype.getDescription = function () {
  111430. return "Setting hardware scaling level to " + this._currentScale;
  111431. };
  111432. /**
  111433. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111434. * @param scene defines the current scene where to apply this optimization
  111435. * @param optimizer defines the current optimizer
  111436. * @returns true if everything that can be done was applied
  111437. */
  111438. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  111439. if (this._currentScale === -1) {
  111440. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  111441. if (this._currentScale > this.maximumScale) {
  111442. this._directionOffset = -1;
  111443. }
  111444. }
  111445. this._currentScale += this._directionOffset * this.step;
  111446. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  111447. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  111448. };
  111449. return HardwareScalingOptimization;
  111450. }(SceneOptimization));
  111451. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  111452. /**
  111453. * Defines an optimization used to remove shadows
  111454. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111455. */
  111456. var ShadowsOptimization = /** @class */ (function (_super) {
  111457. __extends(ShadowsOptimization, _super);
  111458. function ShadowsOptimization() {
  111459. return _super !== null && _super.apply(this, arguments) || this;
  111460. }
  111461. /**
  111462. * Gets a string describing the action executed by the current optimization
  111463. * @return description string
  111464. */
  111465. ShadowsOptimization.prototype.getDescription = function () {
  111466. return "Turning shadows on/off";
  111467. };
  111468. /**
  111469. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111470. * @param scene defines the current scene where to apply this optimization
  111471. * @param optimizer defines the current optimizer
  111472. * @returns true if everything that can be done was applied
  111473. */
  111474. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  111475. scene.shadowsEnabled = optimizer.isInImprovementMode;
  111476. return true;
  111477. };
  111478. return ShadowsOptimization;
  111479. }(SceneOptimization));
  111480. BABYLON.ShadowsOptimization = ShadowsOptimization;
  111481. /**
  111482. * Defines an optimization used to turn post-processes off
  111483. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111484. */
  111485. var PostProcessesOptimization = /** @class */ (function (_super) {
  111486. __extends(PostProcessesOptimization, _super);
  111487. function PostProcessesOptimization() {
  111488. return _super !== null && _super.apply(this, arguments) || this;
  111489. }
  111490. /**
  111491. * Gets a string describing the action executed by the current optimization
  111492. * @return description string
  111493. */
  111494. PostProcessesOptimization.prototype.getDescription = function () {
  111495. return "Turning post-processes on/off";
  111496. };
  111497. /**
  111498. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111499. * @param scene defines the current scene where to apply this optimization
  111500. * @param optimizer defines the current optimizer
  111501. * @returns true if everything that can be done was applied
  111502. */
  111503. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  111504. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  111505. return true;
  111506. };
  111507. return PostProcessesOptimization;
  111508. }(SceneOptimization));
  111509. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  111510. /**
  111511. * Defines an optimization used to turn lens flares off
  111512. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111513. */
  111514. var LensFlaresOptimization = /** @class */ (function (_super) {
  111515. __extends(LensFlaresOptimization, _super);
  111516. function LensFlaresOptimization() {
  111517. return _super !== null && _super.apply(this, arguments) || this;
  111518. }
  111519. /**
  111520. * Gets a string describing the action executed by the current optimization
  111521. * @return description string
  111522. */
  111523. LensFlaresOptimization.prototype.getDescription = function () {
  111524. return "Turning lens flares on/off";
  111525. };
  111526. /**
  111527. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111528. * @param scene defines the current scene where to apply this optimization
  111529. * @param optimizer defines the current optimizer
  111530. * @returns true if everything that can be done was applied
  111531. */
  111532. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  111533. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  111534. return true;
  111535. };
  111536. return LensFlaresOptimization;
  111537. }(SceneOptimization));
  111538. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  111539. /**
  111540. * Defines an optimization based on user defined callback.
  111541. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111542. */
  111543. var CustomOptimization = /** @class */ (function (_super) {
  111544. __extends(CustomOptimization, _super);
  111545. function CustomOptimization() {
  111546. return _super !== null && _super.apply(this, arguments) || this;
  111547. }
  111548. /**
  111549. * Gets a string describing the action executed by the current optimization
  111550. * @returns description string
  111551. */
  111552. CustomOptimization.prototype.getDescription = function () {
  111553. if (this.onGetDescription) {
  111554. return this.onGetDescription();
  111555. }
  111556. return "Running user defined callback";
  111557. };
  111558. /**
  111559. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111560. * @param scene defines the current scene where to apply this optimization
  111561. * @param optimizer defines the current optimizer
  111562. * @returns true if everything that can be done was applied
  111563. */
  111564. CustomOptimization.prototype.apply = function (scene, optimizer) {
  111565. if (this.onApply) {
  111566. return this.onApply(scene, optimizer);
  111567. }
  111568. return true;
  111569. };
  111570. return CustomOptimization;
  111571. }(SceneOptimization));
  111572. BABYLON.CustomOptimization = CustomOptimization;
  111573. /**
  111574. * Defines an optimization used to turn particles off
  111575. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111576. */
  111577. var ParticlesOptimization = /** @class */ (function (_super) {
  111578. __extends(ParticlesOptimization, _super);
  111579. function ParticlesOptimization() {
  111580. return _super !== null && _super.apply(this, arguments) || this;
  111581. }
  111582. /**
  111583. * Gets a string describing the action executed by the current optimization
  111584. * @return description string
  111585. */
  111586. ParticlesOptimization.prototype.getDescription = function () {
  111587. return "Turning particles on/off";
  111588. };
  111589. /**
  111590. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111591. * @param scene defines the current scene where to apply this optimization
  111592. * @param optimizer defines the current optimizer
  111593. * @returns true if everything that can be done was applied
  111594. */
  111595. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  111596. scene.particlesEnabled = optimizer.isInImprovementMode;
  111597. return true;
  111598. };
  111599. return ParticlesOptimization;
  111600. }(SceneOptimization));
  111601. BABYLON.ParticlesOptimization = ParticlesOptimization;
  111602. /**
  111603. * Defines an optimization used to turn render targets off
  111604. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111605. */
  111606. var RenderTargetsOptimization = /** @class */ (function (_super) {
  111607. __extends(RenderTargetsOptimization, _super);
  111608. function RenderTargetsOptimization() {
  111609. return _super !== null && _super.apply(this, arguments) || this;
  111610. }
  111611. /**
  111612. * Gets a string describing the action executed by the current optimization
  111613. * @return description string
  111614. */
  111615. RenderTargetsOptimization.prototype.getDescription = function () {
  111616. return "Turning render targets off";
  111617. };
  111618. /**
  111619. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111620. * @param scene defines the current scene where to apply this optimization
  111621. * @param optimizer defines the current optimizer
  111622. * @returns true if everything that can be done was applied
  111623. */
  111624. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  111625. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  111626. return true;
  111627. };
  111628. return RenderTargetsOptimization;
  111629. }(SceneOptimization));
  111630. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  111631. /**
  111632. * Defines an optimization used to merge meshes with compatible materials
  111633. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111634. */
  111635. var MergeMeshesOptimization = /** @class */ (function (_super) {
  111636. __extends(MergeMeshesOptimization, _super);
  111637. function MergeMeshesOptimization() {
  111638. var _this = _super !== null && _super.apply(this, arguments) || this;
  111639. _this._canBeMerged = function (abstractMesh) {
  111640. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  111641. return false;
  111642. }
  111643. var mesh = abstractMesh;
  111644. if (mesh.isDisposed()) {
  111645. return false;
  111646. }
  111647. if (!mesh.isVisible || !mesh.isEnabled()) {
  111648. return false;
  111649. }
  111650. if (mesh.instances.length > 0) {
  111651. return false;
  111652. }
  111653. if (mesh.skeleton || mesh.hasLODLevels) {
  111654. return false;
  111655. }
  111656. return true;
  111657. };
  111658. return _this;
  111659. }
  111660. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  111661. /**
  111662. * Gets or sets a boolean which defines if optimization octree has to be updated
  111663. */
  111664. get: function () {
  111665. return MergeMeshesOptimization._UpdateSelectionTree;
  111666. },
  111667. /**
  111668. * Gets or sets a boolean which defines if optimization octree has to be updated
  111669. */
  111670. set: function (value) {
  111671. MergeMeshesOptimization._UpdateSelectionTree = value;
  111672. },
  111673. enumerable: true,
  111674. configurable: true
  111675. });
  111676. /**
  111677. * Gets a string describing the action executed by the current optimization
  111678. * @return description string
  111679. */
  111680. MergeMeshesOptimization.prototype.getDescription = function () {
  111681. return "Merging similar meshes together";
  111682. };
  111683. /**
  111684. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111685. * @param scene defines the current scene where to apply this optimization
  111686. * @param optimizer defines the current optimizer
  111687. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  111688. * @returns true if everything that can be done was applied
  111689. */
  111690. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  111691. var globalPool = scene.meshes.slice(0);
  111692. var globalLength = globalPool.length;
  111693. for (var index = 0; index < globalLength; index++) {
  111694. var currentPool = new Array();
  111695. var current = globalPool[index];
  111696. // Checks
  111697. if (!this._canBeMerged(current)) {
  111698. continue;
  111699. }
  111700. currentPool.push(current);
  111701. // Find compatible meshes
  111702. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  111703. var otherMesh = globalPool[subIndex];
  111704. if (!this._canBeMerged(otherMesh)) {
  111705. continue;
  111706. }
  111707. if (otherMesh.material !== current.material) {
  111708. continue;
  111709. }
  111710. if (otherMesh.checkCollisions !== current.checkCollisions) {
  111711. continue;
  111712. }
  111713. currentPool.push(otherMesh);
  111714. globalLength--;
  111715. globalPool.splice(subIndex, 1);
  111716. subIndex--;
  111717. }
  111718. if (currentPool.length < 2) {
  111719. continue;
  111720. }
  111721. // Merge meshes
  111722. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  111723. }
  111724. // Call the octree system optimization if it is defined.
  111725. var sceneAsAny = scene;
  111726. if (sceneAsAny.createOrUpdateSelectionOctree) {
  111727. if (updateSelectionTree != undefined) {
  111728. if (updateSelectionTree) {
  111729. sceneAsAny.createOrUpdateSelectionOctree();
  111730. }
  111731. }
  111732. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  111733. sceneAsAny.createOrUpdateSelectionOctree();
  111734. }
  111735. }
  111736. return true;
  111737. };
  111738. MergeMeshesOptimization._UpdateSelectionTree = false;
  111739. return MergeMeshesOptimization;
  111740. }(SceneOptimization));
  111741. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  111742. /**
  111743. * Defines a list of options used by SceneOptimizer
  111744. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111745. */
  111746. var SceneOptimizerOptions = /** @class */ (function () {
  111747. /**
  111748. * Creates a new list of options used by SceneOptimizer
  111749. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  111750. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  111751. */
  111752. function SceneOptimizerOptions(
  111753. /**
  111754. * Defines the target frame rate to reach (60 by default)
  111755. */
  111756. targetFrameRate,
  111757. /**
  111758. * Defines the interval between two checkes (2000ms by default)
  111759. */
  111760. trackerDuration) {
  111761. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  111762. if (trackerDuration === void 0) { trackerDuration = 2000; }
  111763. this.targetFrameRate = targetFrameRate;
  111764. this.trackerDuration = trackerDuration;
  111765. /**
  111766. * Gets the list of optimizations to apply
  111767. */
  111768. this.optimizations = new Array();
  111769. }
  111770. /**
  111771. * Add a new optimization
  111772. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  111773. * @returns the current SceneOptimizerOptions
  111774. */
  111775. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  111776. this.optimizations.push(optimization);
  111777. return this;
  111778. };
  111779. /**
  111780. * Add a new custom optimization
  111781. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  111782. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  111783. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111784. * @returns the current SceneOptimizerOptions
  111785. */
  111786. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  111787. if (priority === void 0) { priority = 0; }
  111788. var optimization = new CustomOptimization(priority);
  111789. optimization.onApply = onApply;
  111790. optimization.onGetDescription = onGetDescription;
  111791. this.optimizations.push(optimization);
  111792. return this;
  111793. };
  111794. /**
  111795. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  111796. * @param targetFrameRate defines the target frame rate (60 by default)
  111797. * @returns a SceneOptimizerOptions object
  111798. */
  111799. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  111800. var result = new SceneOptimizerOptions(targetFrameRate);
  111801. var priority = 0;
  111802. result.addOptimization(new MergeMeshesOptimization(priority));
  111803. result.addOptimization(new ShadowsOptimization(priority));
  111804. result.addOptimization(new LensFlaresOptimization(priority));
  111805. // Next priority
  111806. priority++;
  111807. result.addOptimization(new PostProcessesOptimization(priority));
  111808. result.addOptimization(new ParticlesOptimization(priority));
  111809. // Next priority
  111810. priority++;
  111811. result.addOptimization(new TextureOptimization(priority, 1024));
  111812. return result;
  111813. };
  111814. /**
  111815. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  111816. * @param targetFrameRate defines the target frame rate (60 by default)
  111817. * @returns a SceneOptimizerOptions object
  111818. */
  111819. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  111820. var result = new SceneOptimizerOptions(targetFrameRate);
  111821. var priority = 0;
  111822. result.addOptimization(new MergeMeshesOptimization(priority));
  111823. result.addOptimization(new ShadowsOptimization(priority));
  111824. result.addOptimization(new LensFlaresOptimization(priority));
  111825. // Next priority
  111826. priority++;
  111827. result.addOptimization(new PostProcessesOptimization(priority));
  111828. result.addOptimization(new ParticlesOptimization(priority));
  111829. // Next priority
  111830. priority++;
  111831. result.addOptimization(new TextureOptimization(priority, 512));
  111832. // Next priority
  111833. priority++;
  111834. result.addOptimization(new RenderTargetsOptimization(priority));
  111835. // Next priority
  111836. priority++;
  111837. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  111838. return result;
  111839. };
  111840. /**
  111841. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  111842. * @param targetFrameRate defines the target frame rate (60 by default)
  111843. * @returns a SceneOptimizerOptions object
  111844. */
  111845. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  111846. var result = new SceneOptimizerOptions(targetFrameRate);
  111847. var priority = 0;
  111848. result.addOptimization(new MergeMeshesOptimization(priority));
  111849. result.addOptimization(new ShadowsOptimization(priority));
  111850. result.addOptimization(new LensFlaresOptimization(priority));
  111851. // Next priority
  111852. priority++;
  111853. result.addOptimization(new PostProcessesOptimization(priority));
  111854. result.addOptimization(new ParticlesOptimization(priority));
  111855. // Next priority
  111856. priority++;
  111857. result.addOptimization(new TextureOptimization(priority, 256));
  111858. // Next priority
  111859. priority++;
  111860. result.addOptimization(new RenderTargetsOptimization(priority));
  111861. // Next priority
  111862. priority++;
  111863. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  111864. return result;
  111865. };
  111866. return SceneOptimizerOptions;
  111867. }());
  111868. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  111869. /**
  111870. * Class used to run optimizations in order to reach a target frame rate
  111871. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111872. */
  111873. var SceneOptimizer = /** @class */ (function () {
  111874. /**
  111875. * Creates a new SceneOptimizer
  111876. * @param scene defines the scene to work on
  111877. * @param options defines the options to use with the SceneOptimizer
  111878. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  111879. * @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)
  111880. */
  111881. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  111882. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  111883. if (improvementMode === void 0) { improvementMode = false; }
  111884. var _this = this;
  111885. this._isRunning = false;
  111886. this._currentPriorityLevel = 0;
  111887. this._targetFrameRate = 60;
  111888. this._trackerDuration = 2000;
  111889. this._currentFrameRate = 0;
  111890. this._improvementMode = false;
  111891. /**
  111892. * Defines an observable called when the optimizer reaches the target frame rate
  111893. */
  111894. this.onSuccessObservable = new BABYLON.Observable();
  111895. /**
  111896. * Defines an observable called when the optimizer enables an optimization
  111897. */
  111898. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  111899. /**
  111900. * Defines an observable called when the optimizer is not able to reach the target frame rate
  111901. */
  111902. this.onFailureObservable = new BABYLON.Observable();
  111903. if (!options) {
  111904. this._options = new SceneOptimizerOptions();
  111905. }
  111906. else {
  111907. this._options = options;
  111908. }
  111909. if (this._options.targetFrameRate) {
  111910. this._targetFrameRate = this._options.targetFrameRate;
  111911. }
  111912. if (this._options.trackerDuration) {
  111913. this._trackerDuration = this._options.trackerDuration;
  111914. }
  111915. if (autoGeneratePriorities) {
  111916. var priority = 0;
  111917. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  111918. var optim = _a[_i];
  111919. optim.priority = priority++;
  111920. }
  111921. }
  111922. this._improvementMode = improvementMode;
  111923. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  111924. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  111925. _this._sceneDisposeObserver = null;
  111926. _this.dispose();
  111927. });
  111928. }
  111929. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  111930. /**
  111931. * Gets a boolean indicating if the optimizer is in improvement mode
  111932. */
  111933. get: function () {
  111934. return this._improvementMode;
  111935. },
  111936. enumerable: true,
  111937. configurable: true
  111938. });
  111939. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  111940. /**
  111941. * Gets the current priority level (0 at start)
  111942. */
  111943. get: function () {
  111944. return this._currentPriorityLevel;
  111945. },
  111946. enumerable: true,
  111947. configurable: true
  111948. });
  111949. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  111950. /**
  111951. * Gets the current frame rate checked by the SceneOptimizer
  111952. */
  111953. get: function () {
  111954. return this._currentFrameRate;
  111955. },
  111956. enumerable: true,
  111957. configurable: true
  111958. });
  111959. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  111960. /**
  111961. * Gets or sets the current target frame rate (60 by default)
  111962. */
  111963. get: function () {
  111964. return this._targetFrameRate;
  111965. },
  111966. /**
  111967. * Gets or sets the current target frame rate (60 by default)
  111968. */
  111969. set: function (value) {
  111970. this._targetFrameRate = value;
  111971. },
  111972. enumerable: true,
  111973. configurable: true
  111974. });
  111975. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  111976. /**
  111977. * Gets or sets the current interval between two checks (every 2000ms by default)
  111978. */
  111979. get: function () {
  111980. return this._trackerDuration;
  111981. },
  111982. /**
  111983. * Gets or sets the current interval between two checks (every 2000ms by default)
  111984. */
  111985. set: function (value) {
  111986. this._trackerDuration = value;
  111987. },
  111988. enumerable: true,
  111989. configurable: true
  111990. });
  111991. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  111992. /**
  111993. * Gets the list of active optimizations
  111994. */
  111995. get: function () {
  111996. return this._options.optimizations;
  111997. },
  111998. enumerable: true,
  111999. configurable: true
  112000. });
  112001. /**
  112002. * Stops the current optimizer
  112003. */
  112004. SceneOptimizer.prototype.stop = function () {
  112005. this._isRunning = false;
  112006. };
  112007. /**
  112008. * Reset the optimizer to initial step (current priority level = 0)
  112009. */
  112010. SceneOptimizer.prototype.reset = function () {
  112011. this._currentPriorityLevel = 0;
  112012. };
  112013. /**
  112014. * Start the optimizer. By default it will try to reach a specific framerate
  112015. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  112016. */
  112017. SceneOptimizer.prototype.start = function () {
  112018. var _this = this;
  112019. if (this._isRunning) {
  112020. return;
  112021. }
  112022. this._isRunning = true;
  112023. // Let's wait for the scene to be ready before running our check
  112024. this._scene.executeWhenReady(function () {
  112025. setTimeout(function () {
  112026. _this._checkCurrentState();
  112027. }, _this._trackerDuration);
  112028. });
  112029. };
  112030. SceneOptimizer.prototype._checkCurrentState = function () {
  112031. var _this = this;
  112032. if (!this._isRunning) {
  112033. return;
  112034. }
  112035. var scene = this._scene;
  112036. var options = this._options;
  112037. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  112038. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  112039. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  112040. this._isRunning = false;
  112041. this.onSuccessObservable.notifyObservers(this);
  112042. return;
  112043. }
  112044. // Apply current level of optimizations
  112045. var allDone = true;
  112046. var noOptimizationApplied = true;
  112047. for (var index = 0; index < options.optimizations.length; index++) {
  112048. var optimization = options.optimizations[index];
  112049. if (optimization.priority === this._currentPriorityLevel) {
  112050. noOptimizationApplied = false;
  112051. allDone = allDone && optimization.apply(scene, this);
  112052. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  112053. }
  112054. }
  112055. // If no optimization was applied, this is a failure :(
  112056. if (noOptimizationApplied) {
  112057. this._isRunning = false;
  112058. this.onFailureObservable.notifyObservers(this);
  112059. return;
  112060. }
  112061. // If all optimizations were done, move to next level
  112062. if (allDone) {
  112063. this._currentPriorityLevel++;
  112064. }
  112065. // Let's the system running for a specific amount of time before checking FPS
  112066. scene.executeWhenReady(function () {
  112067. setTimeout(function () {
  112068. _this._checkCurrentState();
  112069. }, _this._trackerDuration);
  112070. });
  112071. };
  112072. /**
  112073. * Release all resources
  112074. */
  112075. SceneOptimizer.prototype.dispose = function () {
  112076. this.stop();
  112077. this.onSuccessObservable.clear();
  112078. this.onFailureObservable.clear();
  112079. this.onNewOptimizationAppliedObservable.clear();
  112080. if (this._sceneDisposeObserver) {
  112081. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  112082. }
  112083. };
  112084. /**
  112085. * Helper function to create a SceneOptimizer with one single line of code
  112086. * @param scene defines the scene to work on
  112087. * @param options defines the options to use with the SceneOptimizer
  112088. * @param onSuccess defines a callback to call on success
  112089. * @param onFailure defines a callback to call on failure
  112090. * @returns the new SceneOptimizer object
  112091. */
  112092. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  112093. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  112094. if (onSuccess) {
  112095. optimizer.onSuccessObservable.add(function () {
  112096. onSuccess();
  112097. });
  112098. }
  112099. if (onFailure) {
  112100. optimizer.onFailureObservable.add(function () {
  112101. onFailure();
  112102. });
  112103. }
  112104. optimizer.start();
  112105. return optimizer;
  112106. };
  112107. return SceneOptimizer;
  112108. }());
  112109. BABYLON.SceneOptimizer = SceneOptimizer;
  112110. })(BABYLON || (BABYLON = {}));
  112111. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  112112. var BABYLON;
  112113. (function (BABYLON) {
  112114. /**
  112115. * Gets the outline renderer associated with the scene
  112116. * @returns a OutlineRenderer
  112117. */
  112118. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  112119. if (!this._outlineRenderer) {
  112120. this._outlineRenderer = new OutlineRenderer(this);
  112121. }
  112122. return this._outlineRenderer;
  112123. };
  112124. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  112125. get: function () {
  112126. return this._renderOutline;
  112127. },
  112128. set: function (value) {
  112129. if (value) {
  112130. // Lazy Load the component.
  112131. this.getScene().getOutlineRenderer();
  112132. }
  112133. this._renderOutline = value;
  112134. },
  112135. enumerable: true,
  112136. configurable: true
  112137. });
  112138. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  112139. get: function () {
  112140. return this._renderOverlay;
  112141. },
  112142. set: function (value) {
  112143. if (value) {
  112144. // Lazy Load the component.
  112145. this.getScene().getOutlineRenderer();
  112146. }
  112147. this._renderOverlay = value;
  112148. },
  112149. enumerable: true,
  112150. configurable: true
  112151. });
  112152. /**
  112153. * This class is responsible to draw bothe outline/overlay of meshes.
  112154. * It should not be used directly but through the available method on mesh.
  112155. */
  112156. var OutlineRenderer = /** @class */ (function () {
  112157. /**
  112158. * Instantiates a new outline renderer. (There could be only one per scene).
  112159. * @param scene Defines the scene it belongs to
  112160. */
  112161. function OutlineRenderer(scene) {
  112162. /**
  112163. * The name of the component. Each component must have a unique name.
  112164. */
  112165. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  112166. /**
  112167. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  112168. */
  112169. this.zOffset = 1;
  112170. this.scene = scene;
  112171. this._engine = scene.getEngine();
  112172. this.scene._addComponent(this);
  112173. }
  112174. /**
  112175. * Register the component to one instance of a scene.
  112176. */
  112177. OutlineRenderer.prototype.register = function () {
  112178. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  112179. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  112180. };
  112181. /**
  112182. * Rebuilds the elements related to this component in case of
  112183. * context lost for instance.
  112184. */
  112185. OutlineRenderer.prototype.rebuild = function () {
  112186. // Nothing to do here.
  112187. };
  112188. /**
  112189. * Disposes the component and the associated ressources.
  112190. */
  112191. OutlineRenderer.prototype.dispose = function () {
  112192. // Nothing to do here.
  112193. };
  112194. /**
  112195. * Renders the outline in the canvas.
  112196. * @param subMesh Defines the sumesh to render
  112197. * @param batch Defines the batch of meshes in case of instances
  112198. * @param useOverlay Defines if the rendering is for the overlay or the outline
  112199. */
  112200. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  112201. var _this = this;
  112202. if (useOverlay === void 0) { useOverlay = false; }
  112203. var scene = this.scene;
  112204. var engine = scene.getEngine();
  112205. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112206. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  112207. return;
  112208. }
  112209. var mesh = subMesh.getRenderingMesh();
  112210. var material = subMesh.getMaterial();
  112211. if (!material || !scene.activeCamera) {
  112212. return;
  112213. }
  112214. engine.enableEffect(this._effect);
  112215. // Logarithmic depth
  112216. if (material.useLogarithmicDepth) {
  112217. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  112218. }
  112219. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  112220. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  112221. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  112222. // Bones
  112223. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112224. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112225. }
  112226. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  112227. // Alpha test
  112228. if (material && material.needAlphaTesting()) {
  112229. var alphaTexture = material.getAlphaTestTexture();
  112230. if (alphaTexture) {
  112231. this._effect.setTexture("diffuseSampler", alphaTexture);
  112232. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  112233. }
  112234. }
  112235. engine.setZOffset(-this.zOffset);
  112236. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  112237. engine.setZOffset(0);
  112238. };
  112239. /**
  112240. * Returns whether or not the outline renderer is ready for a given submesh.
  112241. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  112242. * @param subMesh Defines the submesh to check readyness for
  112243. * @param useInstances Defines wheter wee are trying to render instances or not
  112244. * @returns true if ready otherwise false
  112245. */
  112246. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  112247. var defines = [];
  112248. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  112249. var mesh = subMesh.getMesh();
  112250. var material = subMesh.getMaterial();
  112251. if (material) {
  112252. // Alpha test
  112253. if (material.needAlphaTesting()) {
  112254. defines.push("#define ALPHATEST");
  112255. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112256. attribs.push(BABYLON.VertexBuffer.UVKind);
  112257. defines.push("#define UV1");
  112258. }
  112259. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  112260. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112261. defines.push("#define UV2");
  112262. }
  112263. }
  112264. //Logarithmic depth
  112265. if (material.useLogarithmicDepth) {
  112266. defines.push("#define LOGARITHMICDEPTH");
  112267. }
  112268. }
  112269. // Bones
  112270. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112271. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112272. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112273. if (mesh.numBoneInfluencers > 4) {
  112274. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112275. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112276. }
  112277. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112278. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  112279. }
  112280. else {
  112281. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112282. }
  112283. // Instances
  112284. if (useInstances) {
  112285. defines.push("#define INSTANCES");
  112286. attribs.push("world0");
  112287. attribs.push("world1");
  112288. attribs.push("world2");
  112289. attribs.push("world3");
  112290. }
  112291. // Get correct effect
  112292. var join = defines.join("\n");
  112293. if (this._cachedDefines !== join) {
  112294. this._cachedDefines = join;
  112295. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  112296. }
  112297. return this._effect.isReady();
  112298. };
  112299. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  112300. // Outline - step 1
  112301. this._savedDepthWrite = this._engine.getDepthWrite();
  112302. if (mesh.renderOutline) {
  112303. this._engine.setDepthWrite(false);
  112304. this.render(subMesh, batch);
  112305. this._engine.setDepthWrite(this._savedDepthWrite);
  112306. }
  112307. };
  112308. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  112309. // Outline - step 2
  112310. if (mesh.renderOutline && this._savedDepthWrite) {
  112311. this._engine.setDepthWrite(true);
  112312. this._engine.setColorWrite(false);
  112313. this.render(subMesh, batch);
  112314. this._engine.setColorWrite(true);
  112315. }
  112316. // Overlay
  112317. if (mesh.renderOverlay) {
  112318. var currentMode = this._engine.getAlphaMode();
  112319. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112320. this.render(subMesh, batch, true);
  112321. this._engine.setAlphaMode(currentMode);
  112322. }
  112323. };
  112324. return OutlineRenderer;
  112325. }());
  112326. BABYLON.OutlineRenderer = OutlineRenderer;
  112327. })(BABYLON || (BABYLON = {}));
  112328. //# sourceMappingURL=babylon.outlineRenderer.js.map
  112329. var BABYLON;
  112330. (function (BABYLON) {
  112331. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  112332. if (this._edgesRenderer) {
  112333. this._edgesRenderer.dispose();
  112334. this._edgesRenderer = null;
  112335. }
  112336. return this;
  112337. };
  112338. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112339. if (epsilon === void 0) { epsilon = 0.95; }
  112340. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112341. this.disableEdgesRendering();
  112342. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112343. return this;
  112344. };
  112345. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  112346. get: function () {
  112347. return this._edgesRenderer;
  112348. },
  112349. enumerable: true,
  112350. configurable: true
  112351. });
  112352. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112353. if (epsilon === void 0) { epsilon = 0.95; }
  112354. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112355. this.disableEdgesRendering();
  112356. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112357. return this;
  112358. };
  112359. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112360. if (epsilon === void 0) { epsilon = 0.95; }
  112361. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112362. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  112363. return this;
  112364. };
  112365. /**
  112366. * FaceAdjacencies Helper class to generate edges
  112367. */
  112368. var FaceAdjacencies = /** @class */ (function () {
  112369. function FaceAdjacencies() {
  112370. this.edges = new Array();
  112371. this.edgesConnectedCount = 0;
  112372. }
  112373. return FaceAdjacencies;
  112374. }());
  112375. /**
  112376. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  112377. */
  112378. var EdgesRenderer = /** @class */ (function () {
  112379. /**
  112380. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  112381. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  112382. * @param source Mesh used to create edges
  112383. * @param epsilon sum of angles in adjacency to check for edge
  112384. * @param checkVerticesInsteadOfIndices
  112385. * @param generateEdgesLines - should generate Lines or only prepare resources.
  112386. */
  112387. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  112388. if (epsilon === void 0) { epsilon = 0.95; }
  112389. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112390. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  112391. var _this = this;
  112392. /**
  112393. * Define the size of the edges with an orthographic camera
  112394. */
  112395. this.edgesWidthScalerForOrthographic = 1000.0;
  112396. /**
  112397. * Define the size of the edges with a perspective camera
  112398. */
  112399. this.edgesWidthScalerForPerspective = 50.0;
  112400. this._linesPositions = new Array();
  112401. this._linesNormals = new Array();
  112402. this._linesIndices = new Array();
  112403. this._buffers = {};
  112404. this._checkVerticesInsteadOfIndices = false;
  112405. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  112406. this.isEnabled = true;
  112407. this._source = source;
  112408. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  112409. this._epsilon = epsilon;
  112410. this._prepareRessources();
  112411. if (generateEdgesLines) {
  112412. this._generateEdgesLines();
  112413. }
  112414. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  112415. _this._rebuild();
  112416. });
  112417. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  112418. _this.dispose();
  112419. });
  112420. }
  112421. EdgesRenderer.prototype._prepareRessources = function () {
  112422. if (this._lineShader) {
  112423. return;
  112424. }
  112425. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  112426. attributes: ["position", "normal"],
  112427. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  112428. });
  112429. this._lineShader.disableDepthWrite = true;
  112430. this._lineShader.backFaceCulling = false;
  112431. };
  112432. /** @hidden */
  112433. EdgesRenderer.prototype._rebuild = function () {
  112434. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112435. if (buffer) {
  112436. buffer._rebuild();
  112437. }
  112438. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112439. if (buffer) {
  112440. buffer._rebuild();
  112441. }
  112442. var scene = this._source.getScene();
  112443. var engine = scene.getEngine();
  112444. this._ib = engine.createIndexBuffer(this._linesIndices);
  112445. };
  112446. /**
  112447. * Releases the required resources for the edges renderer
  112448. */
  112449. EdgesRenderer.prototype.dispose = function () {
  112450. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  112451. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  112452. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112453. if (buffer) {
  112454. buffer.dispose();
  112455. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  112456. }
  112457. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112458. if (buffer) {
  112459. buffer.dispose();
  112460. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  112461. }
  112462. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  112463. this._lineShader.dispose();
  112464. };
  112465. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  112466. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  112467. return 0;
  112468. }
  112469. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  112470. return 1;
  112471. }
  112472. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  112473. return 2;
  112474. }
  112475. return -1;
  112476. };
  112477. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  112478. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  112479. return 0;
  112480. }
  112481. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  112482. return 1;
  112483. }
  112484. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  112485. return 2;
  112486. }
  112487. return -1;
  112488. };
  112489. /**
  112490. * Checks if the pair of p0 and p1 is en edge
  112491. * @param faceIndex
  112492. * @param edge
  112493. * @param faceNormals
  112494. * @param p0
  112495. * @param p1
  112496. * @private
  112497. */
  112498. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  112499. var needToCreateLine;
  112500. if (edge === undefined) {
  112501. needToCreateLine = true;
  112502. }
  112503. else {
  112504. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  112505. needToCreateLine = dotProduct < this._epsilon;
  112506. }
  112507. if (needToCreateLine) {
  112508. this.createLine(p0, p1, this._linesPositions.length / 3);
  112509. }
  112510. };
  112511. /**
  112512. * push line into the position, normal and index buffer
  112513. * @protected
  112514. */
  112515. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  112516. // Positions
  112517. this._linesPositions.push(p0.x, p0.y, p0.z, p0.x, p0.y, p0.z, p1.x, p1.y, p1.z, p1.x, p1.y, p1.z);
  112518. // Normals
  112519. this._linesNormals.push(p1.x, p1.y, p1.z, -1, p1.x, p1.y, p1.z, 1, p0.x, p0.y, p0.z, -1, p0.x, p0.y, p0.z, 1);
  112520. // Indices
  112521. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  112522. };
  112523. /**
  112524. * Generates lines edges from adjacencjes
  112525. * @private
  112526. */
  112527. EdgesRenderer.prototype._generateEdgesLines = function () {
  112528. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112529. var indices = this._source.getIndices();
  112530. if (!indices || !positions) {
  112531. return;
  112532. }
  112533. // First let's find adjacencies
  112534. var adjacencies = new Array();
  112535. var faceNormals = new Array();
  112536. var index;
  112537. var faceAdjacencies;
  112538. // Prepare faces
  112539. for (index = 0; index < indices.length; index += 3) {
  112540. faceAdjacencies = new FaceAdjacencies();
  112541. var p0Index = indices[index];
  112542. var p1Index = indices[index + 1];
  112543. var p2Index = indices[index + 2];
  112544. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  112545. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  112546. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  112547. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  112548. faceNormal.normalize();
  112549. faceNormals.push(faceNormal);
  112550. adjacencies.push(faceAdjacencies);
  112551. }
  112552. // Scan
  112553. for (index = 0; index < adjacencies.length; index++) {
  112554. faceAdjacencies = adjacencies[index];
  112555. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  112556. var otherFaceAdjacencies = adjacencies[otherIndex];
  112557. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  112558. break;
  112559. }
  112560. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  112561. continue;
  112562. }
  112563. var otherP0 = indices[otherIndex * 3];
  112564. var otherP1 = indices[otherIndex * 3 + 1];
  112565. var otherP2 = indices[otherIndex * 3 + 2];
  112566. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  112567. var otherEdgeIndex = 0;
  112568. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  112569. continue;
  112570. }
  112571. switch (edgeIndex) {
  112572. case 0:
  112573. if (this._checkVerticesInsteadOfIndices) {
  112574. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112575. }
  112576. else {
  112577. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  112578. }
  112579. break;
  112580. case 1:
  112581. if (this._checkVerticesInsteadOfIndices) {
  112582. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112583. }
  112584. else {
  112585. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  112586. }
  112587. break;
  112588. case 2:
  112589. if (this._checkVerticesInsteadOfIndices) {
  112590. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112591. }
  112592. else {
  112593. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  112594. }
  112595. break;
  112596. }
  112597. if (otherEdgeIndex === -1) {
  112598. continue;
  112599. }
  112600. faceAdjacencies.edges[edgeIndex] = otherIndex;
  112601. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  112602. faceAdjacencies.edgesConnectedCount++;
  112603. otherFaceAdjacencies.edgesConnectedCount++;
  112604. if (faceAdjacencies.edgesConnectedCount === 3) {
  112605. break;
  112606. }
  112607. }
  112608. }
  112609. }
  112610. // Create lines
  112611. for (index = 0; index < adjacencies.length; index++) {
  112612. // 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
  112613. var current = adjacencies[index];
  112614. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  112615. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  112616. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  112617. }
  112618. // Merge into a single mesh
  112619. var engine = this._source.getScene().getEngine();
  112620. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112621. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112622. this._ib = engine.createIndexBuffer(this._linesIndices);
  112623. this._indicesCount = this._linesIndices.length;
  112624. };
  112625. /**
  112626. * Checks wether or not the edges renderer is ready to render.
  112627. * @return true if ready, otherwise false.
  112628. */
  112629. EdgesRenderer.prototype.isReady = function () {
  112630. return this._lineShader.isReady();
  112631. };
  112632. /**
  112633. * Renders the edges of the attached mesh,
  112634. */
  112635. EdgesRenderer.prototype.render = function () {
  112636. var scene = this._source.getScene();
  112637. if (!this.isReady() || !scene.activeCamera) {
  112638. return;
  112639. }
  112640. var engine = scene.getEngine();
  112641. this._lineShader._preBind();
  112642. if (this._source.edgesColor.a !== 1) {
  112643. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112644. }
  112645. else {
  112646. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  112647. }
  112648. // VBOs
  112649. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  112650. scene.resetCachedMaterial();
  112651. this._lineShader.setColor4("color", this._source.edgesColor);
  112652. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  112653. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  112654. }
  112655. else {
  112656. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  112657. }
  112658. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  112659. this._lineShader.bind(this._source.getWorldMatrix());
  112660. // Draw order
  112661. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  112662. this._lineShader.unbind();
  112663. };
  112664. return EdgesRenderer;
  112665. }());
  112666. BABYLON.EdgesRenderer = EdgesRenderer;
  112667. })(BABYLON || (BABYLON = {}));
  112668. //# sourceMappingURL=babylon.edgesRenderer.js.map
  112669. var BABYLON;
  112670. (function (BABYLON) {
  112671. /**
  112672. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  112673. */
  112674. var LineEdgesRenderer = /** @class */ (function (_super) {
  112675. __extends(LineEdgesRenderer, _super);
  112676. /**
  112677. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  112678. * @param source LineMesh used to generate edges
  112679. * @param epsilon not important (specified angle for edge detection)
  112680. * @param checkVerticesInsteadOfIndices not important for LineMesh
  112681. */
  112682. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  112683. if (epsilon === void 0) { epsilon = 0.95; }
  112684. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112685. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  112686. _this._generateEdgesLines();
  112687. return _this;
  112688. }
  112689. /**
  112690. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  112691. */
  112692. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  112693. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112694. var indices = this._source.getIndices();
  112695. if (!indices || !positions) {
  112696. return;
  112697. }
  112698. var p0 = BABYLON.Tmp.Vector3[0];
  112699. var p1 = BABYLON.Tmp.Vector3[1];
  112700. var len = indices.length - 1;
  112701. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  112702. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  112703. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  112704. this.createLine(p0, p1, offset);
  112705. }
  112706. // Merge into a single mesh
  112707. var engine = this._source.getScene().getEngine();
  112708. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112709. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112710. this._ib = engine.createIndexBuffer(this._linesIndices);
  112711. this._indicesCount = this._linesIndices.length;
  112712. };
  112713. return LineEdgesRenderer;
  112714. }(BABYLON.EdgesRenderer));
  112715. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  112716. })(BABYLON || (BABYLON = {}));
  112717. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  112718. var BABYLON;
  112719. (function (BABYLON) {
  112720. // Adds the parser to the scene parsers.
  112721. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  112722. if (parsedData.effectLayers) {
  112723. if (!container.effectLayers) {
  112724. container.effectLayers = new Array();
  112725. }
  112726. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  112727. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  112728. container.effectLayers.push(effectLayer);
  112729. }
  112730. }
  112731. });
  112732. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  112733. var index = this.effectLayers.indexOf(toRemove);
  112734. if (index !== -1) {
  112735. this.effectLayers.splice(index, 1);
  112736. }
  112737. return index;
  112738. };
  112739. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  112740. this.effectLayers.push(newEffectLayer);
  112741. };
  112742. /**
  112743. * Defines the layer scene component responsible to manage any effect layers
  112744. * in a given scene.
  112745. */
  112746. var EffectLayerSceneComponent = /** @class */ (function () {
  112747. /**
  112748. * Creates a new instance of the component for the given scene
  112749. * @param scene Defines the scene to register the component in
  112750. */
  112751. function EffectLayerSceneComponent(scene) {
  112752. /**
  112753. * The component name helpfull to identify the component in the list of scene components.
  112754. */
  112755. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  112756. this._renderEffects = false;
  112757. this._needStencil = false;
  112758. this._previousStencilState = false;
  112759. this.scene = scene;
  112760. this._engine = scene.getEngine();
  112761. scene.effectLayers = new Array();
  112762. }
  112763. /**
  112764. * Registers the component in a given scene
  112765. */
  112766. EffectLayerSceneComponent.prototype.register = function () {
  112767. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  112768. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  112769. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  112770. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  112771. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  112772. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  112773. };
  112774. /**
  112775. * Rebuilds the elements related to this component in case of
  112776. * context lost for instance.
  112777. */
  112778. EffectLayerSceneComponent.prototype.rebuild = function () {
  112779. var layers = this.scene.effectLayers;
  112780. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  112781. var effectLayer = layers_1[_i];
  112782. effectLayer._rebuild();
  112783. }
  112784. };
  112785. /**
  112786. * Serializes the component data to the specified json object
  112787. * @param serializationObject The object to serialize to
  112788. */
  112789. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  112790. // Effect layers
  112791. serializationObject.effectLayers = [];
  112792. var layers = this.scene.effectLayers;
  112793. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  112794. var effectLayer = layers_2[_i];
  112795. if (effectLayer.serialize) {
  112796. serializationObject.effectLayers.push(effectLayer.serialize());
  112797. }
  112798. }
  112799. };
  112800. /**
  112801. * Adds all the element from the container to the scene
  112802. * @param container the container holding the elements
  112803. */
  112804. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  112805. var _this = this;
  112806. if (!container.effectLayers) {
  112807. return;
  112808. }
  112809. container.effectLayers.forEach(function (o) {
  112810. _this.scene.addEffectLayer(o);
  112811. });
  112812. };
  112813. /**
  112814. * Removes all the elements in the container from the scene
  112815. * @param container contains the elements to remove
  112816. */
  112817. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  112818. var _this = this;
  112819. if (!container.effectLayers) {
  112820. return;
  112821. }
  112822. container.effectLayers.forEach(function (o) {
  112823. _this.scene.removeEffectLayer(o);
  112824. });
  112825. };
  112826. /**
  112827. * Disposes the component and the associated ressources.
  112828. */
  112829. EffectLayerSceneComponent.prototype.dispose = function () {
  112830. var layers = this.scene.effectLayers;
  112831. while (layers.length) {
  112832. layers[0].dispose();
  112833. }
  112834. };
  112835. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  112836. var layers = this.scene.effectLayers;
  112837. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  112838. var layer = layers_3[_i];
  112839. if (!layer.hasMesh(mesh)) {
  112840. continue;
  112841. }
  112842. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  112843. var subMesh = _b[_a];
  112844. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  112845. return false;
  112846. }
  112847. }
  112848. }
  112849. return true;
  112850. };
  112851. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  112852. this._renderEffects = false;
  112853. this._needStencil = false;
  112854. var layers = this.scene.effectLayers;
  112855. if (layers && layers.length > 0) {
  112856. this._previousStencilState = this._engine.getStencilBuffer();
  112857. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  112858. var effectLayer = layers_4[_i];
  112859. if (effectLayer.shouldRender() &&
  112860. (!effectLayer.camera ||
  112861. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  112862. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  112863. this._renderEffects = true;
  112864. this._needStencil = this._needStencil || effectLayer.needStencil();
  112865. var renderTarget = effectLayer._mainTexture;
  112866. if (renderTarget._shouldRender()) {
  112867. this.scene.incrementRenderId();
  112868. renderTarget.render(false, false);
  112869. }
  112870. }
  112871. }
  112872. this.scene.incrementRenderId();
  112873. }
  112874. };
  112875. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  112876. // Activate effect Layer stencil
  112877. if (this._needStencil) {
  112878. this._engine.setStencilBuffer(true);
  112879. }
  112880. };
  112881. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  112882. // Restore effect Layer stencil
  112883. if (this._needStencil) {
  112884. this._engine.setStencilBuffer(this._previousStencilState);
  112885. }
  112886. };
  112887. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  112888. if (this._renderEffects) {
  112889. this._engine.setDepthBuffer(false);
  112890. var layers = this.scene.effectLayers;
  112891. for (var i = 0; i < layers.length; i++) {
  112892. var effectLayer = layers[i];
  112893. if (effectLayer.renderingGroupId === renderingGroupId) {
  112894. if (effectLayer.shouldRender()) {
  112895. effectLayer.render();
  112896. }
  112897. }
  112898. }
  112899. this._engine.setDepthBuffer(true);
  112900. }
  112901. };
  112902. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  112903. if (this._renderEffects) {
  112904. this._draw(-1);
  112905. }
  112906. };
  112907. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  112908. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  112909. this._draw(index);
  112910. }
  112911. };
  112912. return EffectLayerSceneComponent;
  112913. }());
  112914. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  112915. })(BABYLON || (BABYLON = {}));
  112916. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  112917. var __assign = (this && this.__assign) || function () {
  112918. __assign = Object.assign || function(t) {
  112919. for (var s, i = 1, n = arguments.length; i < n; i++) {
  112920. s = arguments[i];
  112921. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  112922. t[p] = s[p];
  112923. }
  112924. return t;
  112925. };
  112926. return __assign.apply(this, arguments);
  112927. };
  112928. var BABYLON;
  112929. (function (BABYLON) {
  112930. /**
  112931. * The effect layer Helps adding post process effect blended with the main pass.
  112932. *
  112933. * This can be for instance use to generate glow or higlight effects on the scene.
  112934. *
  112935. * The effect layer class can not be used directly and is intented to inherited from to be
  112936. * customized per effects.
  112937. */
  112938. var EffectLayer = /** @class */ (function () {
  112939. /**
  112940. * Instantiates a new effect Layer and references it in the scene.
  112941. * @param name The name of the layer
  112942. * @param scene The scene to use the layer in
  112943. */
  112944. function EffectLayer(
  112945. /** The Friendly of the effect in the scene */
  112946. name, scene) {
  112947. this._vertexBuffers = {};
  112948. this._maxSize = 0;
  112949. this._mainTextureDesiredSize = { width: 0, height: 0 };
  112950. this._shouldRender = true;
  112951. this._postProcesses = [];
  112952. this._textures = [];
  112953. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  112954. /**
  112955. * The clear color of the texture used to generate the glow map.
  112956. */
  112957. this.neutralColor = new BABYLON.Color4();
  112958. /**
  112959. * Specifies wether the highlight layer is enabled or not.
  112960. */
  112961. this.isEnabled = true;
  112962. /**
  112963. * An event triggered when the effect layer has been disposed.
  112964. */
  112965. this.onDisposeObservable = new BABYLON.Observable();
  112966. /**
  112967. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  112968. */
  112969. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  112970. /**
  112971. * An event triggered when the generated texture is being merged in the scene.
  112972. */
  112973. this.onBeforeComposeObservable = new BABYLON.Observable();
  112974. /**
  112975. * An event triggered when the generated texture has been merged in the scene.
  112976. */
  112977. this.onAfterComposeObservable = new BABYLON.Observable();
  112978. /**
  112979. * An event triggered when the efffect layer changes its size.
  112980. */
  112981. this.onSizeChangedObservable = new BABYLON.Observable();
  112982. this.name = name;
  112983. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  112984. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  112985. if (!component) {
  112986. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  112987. this._scene._addComponent(component);
  112988. }
  112989. this._engine = this._scene.getEngine();
  112990. this._maxSize = this._engine.getCaps().maxTextureSize;
  112991. this._scene.effectLayers.push(this);
  112992. // Generate Buffers
  112993. this._generateIndexBuffer();
  112994. this._genrateVertexBuffer();
  112995. }
  112996. Object.defineProperty(EffectLayer.prototype, "camera", {
  112997. /**
  112998. * Gets the camera attached to the layer.
  112999. */
  113000. get: function () {
  113001. return this._effectLayerOptions.camera;
  113002. },
  113003. enumerable: true,
  113004. configurable: true
  113005. });
  113006. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  113007. /**
  113008. * Gets the rendering group id the layer should render in.
  113009. */
  113010. get: function () {
  113011. return this._effectLayerOptions.renderingGroupId;
  113012. },
  113013. enumerable: true,
  113014. configurable: true
  113015. });
  113016. /**
  113017. * Initializes the effect layer with the required options.
  113018. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113019. */
  113020. EffectLayer.prototype._init = function (options) {
  113021. // Adapt options
  113022. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  113023. this._setMainTextureSize();
  113024. this._createMainTexture();
  113025. this._createTextureAndPostProcesses();
  113026. this._mergeEffect = this._createMergeEffect();
  113027. };
  113028. /**
  113029. * Generates the index buffer of the full screen quad blending to the main canvas.
  113030. */
  113031. EffectLayer.prototype._generateIndexBuffer = function () {
  113032. // Indices
  113033. var indices = [];
  113034. indices.push(0);
  113035. indices.push(1);
  113036. indices.push(2);
  113037. indices.push(0);
  113038. indices.push(2);
  113039. indices.push(3);
  113040. this._indexBuffer = this._engine.createIndexBuffer(indices);
  113041. };
  113042. /**
  113043. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113044. */
  113045. EffectLayer.prototype._genrateVertexBuffer = function () {
  113046. // VBO
  113047. var vertices = [];
  113048. vertices.push(1, 1);
  113049. vertices.push(-1, 1);
  113050. vertices.push(-1, -1);
  113051. vertices.push(1, -1);
  113052. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113053. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113054. };
  113055. /**
  113056. * Sets the main texture desired size which is the closest power of two
  113057. * of the engine canvas size.
  113058. */
  113059. EffectLayer.prototype._setMainTextureSize = function () {
  113060. if (this._effectLayerOptions.mainTextureFixedSize) {
  113061. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  113062. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  113063. }
  113064. else {
  113065. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  113066. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  113067. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  113068. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  113069. }
  113070. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  113071. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  113072. };
  113073. /**
  113074. * Creates the main texture for the effect layer.
  113075. */
  113076. EffectLayer.prototype._createMainTexture = function () {
  113077. var _this = this;
  113078. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  113079. width: this._mainTextureDesiredSize.width,
  113080. height: this._mainTextureDesiredSize.height
  113081. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113082. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  113083. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113084. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113085. this._mainTexture.anisotropicFilteringLevel = 1;
  113086. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113087. this._mainTexture.renderParticles = false;
  113088. this._mainTexture.renderList = null;
  113089. this._mainTexture.ignoreCameraViewport = true;
  113090. // Custom render function
  113091. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  113092. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  113093. var index;
  113094. var engine = _this._scene.getEngine();
  113095. if (depthOnlySubMeshes.length) {
  113096. engine.setColorWrite(false);
  113097. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  113098. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  113099. }
  113100. engine.setColorWrite(true);
  113101. }
  113102. for (index = 0; index < opaqueSubMeshes.length; index++) {
  113103. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  113104. }
  113105. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  113106. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  113107. }
  113108. for (index = 0; index < transparentSubMeshes.length; index++) {
  113109. _this._renderSubMesh(transparentSubMeshes.data[index]);
  113110. }
  113111. };
  113112. this._mainTexture.onClearObservable.add(function (engine) {
  113113. engine.clear(_this.neutralColor, true, true, true);
  113114. });
  113115. };
  113116. /**
  113117. * Checks for the readiness of the element composing the layer.
  113118. * @param subMesh the mesh to check for
  113119. * @param useInstances specify wether or not to use instances to render the mesh
  113120. * @param emissiveTexture the associated emissive texture used to generate the glow
  113121. * @return true if ready otherwise, false
  113122. */
  113123. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  113124. var material = subMesh.getMaterial();
  113125. if (!material) {
  113126. return false;
  113127. }
  113128. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  113129. return false;
  113130. }
  113131. var defines = [];
  113132. var attribs = [BABYLON.VertexBuffer.PositionKind];
  113133. var mesh = subMesh.getMesh();
  113134. var uv1 = false;
  113135. var uv2 = false;
  113136. // Alpha test
  113137. if (material && material.needAlphaTesting()) {
  113138. var alphaTexture = material.getAlphaTestTexture();
  113139. if (alphaTexture) {
  113140. defines.push("#define ALPHATEST");
  113141. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113142. alphaTexture.coordinatesIndex === 1) {
  113143. defines.push("#define DIFFUSEUV2");
  113144. uv2 = true;
  113145. }
  113146. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113147. defines.push("#define DIFFUSEUV1");
  113148. uv1 = true;
  113149. }
  113150. }
  113151. }
  113152. // Emissive
  113153. if (emissiveTexture) {
  113154. defines.push("#define EMISSIVE");
  113155. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113156. emissiveTexture.coordinatesIndex === 1) {
  113157. defines.push("#define EMISSIVEUV2");
  113158. uv2 = true;
  113159. }
  113160. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113161. defines.push("#define EMISSIVEUV1");
  113162. uv1 = true;
  113163. }
  113164. }
  113165. if (uv1) {
  113166. attribs.push(BABYLON.VertexBuffer.UVKind);
  113167. defines.push("#define UV1");
  113168. }
  113169. if (uv2) {
  113170. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  113171. defines.push("#define UV2");
  113172. }
  113173. // Bones
  113174. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  113175. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  113176. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  113177. if (mesh.numBoneInfluencers > 4) {
  113178. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  113179. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  113180. }
  113181. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  113182. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  113183. }
  113184. else {
  113185. defines.push("#define NUM_BONE_INFLUENCERS 0");
  113186. }
  113187. // Morph targets
  113188. var manager = mesh.morphTargetManager;
  113189. var morphInfluencers = 0;
  113190. if (manager) {
  113191. if (manager.numInfluencers > 0) {
  113192. defines.push("#define MORPHTARGETS");
  113193. morphInfluencers = manager.numInfluencers;
  113194. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  113195. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  113196. }
  113197. }
  113198. // Instances
  113199. if (useInstances) {
  113200. defines.push("#define INSTANCES");
  113201. attribs.push("world0");
  113202. attribs.push("world1");
  113203. attribs.push("world2");
  113204. attribs.push("world3");
  113205. }
  113206. // Get correct effect
  113207. var join = defines.join("\n");
  113208. if (this._cachedDefines !== join) {
  113209. this._cachedDefines = join;
  113210. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  113211. }
  113212. return this._effectLayerMapGenerationEffect.isReady();
  113213. };
  113214. /**
  113215. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113216. */
  113217. EffectLayer.prototype.render = function () {
  113218. var currentEffect = this._mergeEffect;
  113219. // Check
  113220. if (!currentEffect.isReady()) {
  113221. return;
  113222. }
  113223. for (var i = 0; i < this._postProcesses.length; i++) {
  113224. if (!this._postProcesses[i].isReady()) {
  113225. return;
  113226. }
  113227. }
  113228. var engine = this._scene.getEngine();
  113229. this.onBeforeComposeObservable.notifyObservers(this);
  113230. // Render
  113231. engine.enableEffect(currentEffect);
  113232. engine.setState(false);
  113233. // VBOs
  113234. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113235. // Cache
  113236. var previousAlphaMode = engine.getAlphaMode();
  113237. // Go Blend.
  113238. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  113239. // Blends the map on the main canvas.
  113240. this._internalRender(currentEffect);
  113241. // Restore Alpha
  113242. engine.setAlphaMode(previousAlphaMode);
  113243. this.onAfterComposeObservable.notifyObservers(this);
  113244. // Handle size changes.
  113245. var size = this._mainTexture.getSize();
  113246. this._setMainTextureSize();
  113247. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  113248. // Recreate RTT and post processes on size change.
  113249. this.onSizeChangedObservable.notifyObservers(this);
  113250. this._disposeTextureAndPostProcesses();
  113251. this._createMainTexture();
  113252. this._createTextureAndPostProcesses();
  113253. }
  113254. };
  113255. /**
  113256. * Determine if a given mesh will be used in the current effect.
  113257. * @param mesh mesh to test
  113258. * @returns true if the mesh will be used
  113259. */
  113260. EffectLayer.prototype.hasMesh = function (mesh) {
  113261. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  113262. return true;
  113263. }
  113264. return false;
  113265. };
  113266. /**
  113267. * Returns true if the layer contains information to display, otherwise false.
  113268. * @returns true if the glow layer should be rendered
  113269. */
  113270. EffectLayer.prototype.shouldRender = function () {
  113271. return this.isEnabled && this._shouldRender;
  113272. };
  113273. /**
  113274. * Returns true if the mesh should render, otherwise false.
  113275. * @param mesh The mesh to render
  113276. * @returns true if it should render otherwise false
  113277. */
  113278. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  113279. return true;
  113280. };
  113281. /**
  113282. * Returns true if the mesh should render, otherwise false.
  113283. * @param mesh The mesh to render
  113284. * @returns true if it should render otherwise false
  113285. */
  113286. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  113287. return true;
  113288. };
  113289. /**
  113290. * Renders the submesh passed in parameter to the generation map.
  113291. */
  113292. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  113293. var _this = this;
  113294. if (!this.shouldRender()) {
  113295. return;
  113296. }
  113297. var material = subMesh.getMaterial();
  113298. var mesh = subMesh.getRenderingMesh();
  113299. var scene = this._scene;
  113300. var engine = scene.getEngine();
  113301. if (!material) {
  113302. return;
  113303. }
  113304. // Do not block in blend mode.
  113305. if (material.needAlphaBlendingForMesh(mesh)) {
  113306. return;
  113307. }
  113308. // Culling
  113309. engine.setState(material.backFaceCulling);
  113310. // Managing instances
  113311. var batch = mesh._getInstancesRenderList(subMesh._id);
  113312. if (batch.mustReturn) {
  113313. return;
  113314. }
  113315. // Early Exit per mesh
  113316. if (!this._shouldRenderMesh(mesh)) {
  113317. return;
  113318. }
  113319. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  113320. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  113321. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  113322. engine.enableEffect(this._effectLayerMapGenerationEffect);
  113323. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  113324. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  113325. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  113326. // Alpha test
  113327. if (material && material.needAlphaTesting()) {
  113328. var alphaTexture = material.getAlphaTestTexture();
  113329. if (alphaTexture) {
  113330. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  113331. var textureMatrix = alphaTexture.getTextureMatrix();
  113332. if (textureMatrix) {
  113333. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  113334. }
  113335. }
  113336. }
  113337. // Glow emissive only
  113338. if (this._emissiveTextureAndColor.texture) {
  113339. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  113340. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  113341. }
  113342. // Bones
  113343. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  113344. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  113345. }
  113346. // Morph targets
  113347. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  113348. // Draw
  113349. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  113350. }
  113351. else {
  113352. // Need to reset refresh rate of the main map
  113353. this._mainTexture.resetRefreshCounter();
  113354. }
  113355. };
  113356. /**
  113357. * Rebuild the required buffers.
  113358. * @hidden Internal use only.
  113359. */
  113360. EffectLayer.prototype._rebuild = function () {
  113361. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113362. if (vb) {
  113363. vb._rebuild();
  113364. }
  113365. this._generateIndexBuffer();
  113366. };
  113367. /**
  113368. * Dispose only the render target textures and post process.
  113369. */
  113370. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  113371. this._mainTexture.dispose();
  113372. for (var i = 0; i < this._postProcesses.length; i++) {
  113373. if (this._postProcesses[i]) {
  113374. this._postProcesses[i].dispose();
  113375. }
  113376. }
  113377. this._postProcesses = [];
  113378. for (var i = 0; i < this._textures.length; i++) {
  113379. if (this._textures[i]) {
  113380. this._textures[i].dispose();
  113381. }
  113382. }
  113383. this._textures = [];
  113384. };
  113385. /**
  113386. * Dispose the highlight layer and free resources.
  113387. */
  113388. EffectLayer.prototype.dispose = function () {
  113389. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113390. if (vertexBuffer) {
  113391. vertexBuffer.dispose();
  113392. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113393. }
  113394. if (this._indexBuffer) {
  113395. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113396. this._indexBuffer = null;
  113397. }
  113398. // Clean textures and post processes
  113399. this._disposeTextureAndPostProcesses();
  113400. // Remove from scene
  113401. var index = this._scene.effectLayers.indexOf(this, 0);
  113402. if (index > -1) {
  113403. this._scene.effectLayers.splice(index, 1);
  113404. }
  113405. // Callback
  113406. this.onDisposeObservable.notifyObservers(this);
  113407. this.onDisposeObservable.clear();
  113408. this.onBeforeRenderMainTextureObservable.clear();
  113409. this.onBeforeComposeObservable.clear();
  113410. this.onAfterComposeObservable.clear();
  113411. this.onSizeChangedObservable.clear();
  113412. };
  113413. /**
  113414. * Gets the class name of the effect layer
  113415. * @returns the string with the class name of the effect layer
  113416. */
  113417. EffectLayer.prototype.getClassName = function () {
  113418. return "EffectLayer";
  113419. };
  113420. /**
  113421. * Creates an effect layer from parsed effect layer data
  113422. * @param parsedEffectLayer defines effect layer data
  113423. * @param scene defines the current scene
  113424. * @param rootUrl defines the root URL containing the effect layer information
  113425. * @returns a parsed effect Layer
  113426. */
  113427. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  113428. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  113429. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  113430. };
  113431. __decorate([
  113432. BABYLON.serialize()
  113433. ], EffectLayer.prototype, "name", void 0);
  113434. __decorate([
  113435. BABYLON.serializeAsColor4()
  113436. ], EffectLayer.prototype, "neutralColor", void 0);
  113437. __decorate([
  113438. BABYLON.serialize()
  113439. ], EffectLayer.prototype, "isEnabled", void 0);
  113440. __decorate([
  113441. BABYLON.serializeAsCameraReference()
  113442. ], EffectLayer.prototype, "camera", null);
  113443. __decorate([
  113444. BABYLON.serialize()
  113445. ], EffectLayer.prototype, "renderingGroupId", null);
  113446. return EffectLayer;
  113447. }());
  113448. BABYLON.EffectLayer = EffectLayer;
  113449. })(BABYLON || (BABYLON = {}));
  113450. //# sourceMappingURL=babylon.effectLayer.js.map
  113451. var BABYLON;
  113452. (function (BABYLON) {
  113453. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  113454. for (var index = 0; index < this.effectLayers.length; index++) {
  113455. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  113456. return this.effectLayers[index];
  113457. }
  113458. }
  113459. return null;
  113460. };
  113461. /**
  113462. * Special Glow Blur post process only blurring the alpha channel
  113463. * It enforces keeping the most luminous color in the color channel.
  113464. */
  113465. var GlowBlurPostProcess = /** @class */ (function (_super) {
  113466. __extends(GlowBlurPostProcess, _super);
  113467. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  113468. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  113469. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  113470. _this.direction = direction;
  113471. _this.kernel = kernel;
  113472. _this.onApplyObservable.add(function (effect) {
  113473. effect.setFloat2("screenSize", _this.width, _this.height);
  113474. effect.setVector2("direction", _this.direction);
  113475. effect.setFloat("blurWidth", _this.kernel);
  113476. });
  113477. return _this;
  113478. }
  113479. return GlowBlurPostProcess;
  113480. }(BABYLON.PostProcess));
  113481. /**
  113482. * The highlight layer Helps adding a glow effect around a mesh.
  113483. *
  113484. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113485. * glowy meshes to your scene.
  113486. *
  113487. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113488. */
  113489. var HighlightLayer = /** @class */ (function (_super) {
  113490. __extends(HighlightLayer, _super);
  113491. /**
  113492. * Instantiates a new highlight Layer and references it to the scene..
  113493. * @param name The name of the layer
  113494. * @param scene The scene to use the layer in
  113495. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113496. */
  113497. function HighlightLayer(name, scene, options) {
  113498. var _this = _super.call(this, name, scene) || this;
  113499. _this.name = name;
  113500. /**
  113501. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113502. */
  113503. _this.innerGlow = true;
  113504. /**
  113505. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113506. */
  113507. _this.outerGlow = true;
  113508. /**
  113509. * An event triggered when the highlight layer is being blurred.
  113510. */
  113511. _this.onBeforeBlurObservable = new BABYLON.Observable();
  113512. /**
  113513. * An event triggered when the highlight layer has been blurred.
  113514. */
  113515. _this.onAfterBlurObservable = new BABYLON.Observable();
  113516. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  113517. _this._meshes = {};
  113518. _this._excludedMeshes = {};
  113519. _this.neutralColor = HighlightLayer.NeutralColor;
  113520. // Warn on stencil
  113521. if (!_this._engine.isStencilEnable) {
  113522. 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 }");
  113523. }
  113524. // Adapt options
  113525. _this._options = __assign({ mainTextureRatio: 0.5, blurTextureSizeRatio: 0.5, blurHorizontalSize: 1.0, blurVerticalSize: 1.0, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  113526. // Initialize the layer
  113527. _this._init({
  113528. alphaBlendingMode: _this._options.alphaBlendingMode,
  113529. camera: _this._options.camera,
  113530. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113531. mainTextureRatio: _this._options.mainTextureRatio,
  113532. renderingGroupId: _this._options.renderingGroupId
  113533. });
  113534. // Do not render as long as no meshes have been added
  113535. _this._shouldRender = false;
  113536. return _this;
  113537. }
  113538. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  113539. /**
  113540. * Gets the horizontal size of the blur.
  113541. */
  113542. get: function () {
  113543. return this._horizontalBlurPostprocess.kernel;
  113544. },
  113545. /**
  113546. * Specifies the horizontal size of the blur.
  113547. */
  113548. set: function (value) {
  113549. this._horizontalBlurPostprocess.kernel = value;
  113550. },
  113551. enumerable: true,
  113552. configurable: true
  113553. });
  113554. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  113555. /**
  113556. * Gets the vertical size of the blur.
  113557. */
  113558. get: function () {
  113559. return this._verticalBlurPostprocess.kernel;
  113560. },
  113561. /**
  113562. * Specifies the vertical size of the blur.
  113563. */
  113564. set: function (value) {
  113565. this._verticalBlurPostprocess.kernel = value;
  113566. },
  113567. enumerable: true,
  113568. configurable: true
  113569. });
  113570. /**
  113571. * Get the effect name of the layer.
  113572. * @return The effect name
  113573. */
  113574. HighlightLayer.prototype.getEffectName = function () {
  113575. return HighlightLayer.EffectName;
  113576. };
  113577. /**
  113578. * Create the merge effect. This is the shader use to blit the information back
  113579. * to the main canvas at the end of the scene rendering.
  113580. */
  113581. HighlightLayer.prototype._createMergeEffect = function () {
  113582. // Effect
  113583. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  113584. };
  113585. /**
  113586. * Creates the render target textures and post processes used in the highlight layer.
  113587. */
  113588. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  113589. var _this = this;
  113590. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  113591. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  113592. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113593. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113594. var textureType = 0;
  113595. if (this._engine.getCaps().textureHalfFloatRender) {
  113596. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113597. }
  113598. else {
  113599. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113600. }
  113601. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  113602. width: blurTextureWidth,
  113603. height: blurTextureHeight
  113604. }, this._scene, false, true, textureType);
  113605. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113606. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113607. this._blurTexture.anisotropicFilteringLevel = 16;
  113608. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  113609. this._blurTexture.renderParticles = false;
  113610. this._blurTexture.ignoreCameraViewport = true;
  113611. this._textures = [this._blurTexture];
  113612. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  113613. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113614. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  113615. effect.setTexture("textureSampler", _this._mainTexture);
  113616. });
  113617. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113618. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113619. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113620. });
  113621. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113622. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  113623. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113624. });
  113625. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113626. }
  113627. else {
  113628. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  113629. width: blurTextureWidth,
  113630. height: blurTextureHeight
  113631. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113632. this._horizontalBlurPostprocess.width = blurTextureWidth;
  113633. this._horizontalBlurPostprocess.height = blurTextureHeight;
  113634. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113635. effect.setTexture("textureSampler", _this._mainTexture);
  113636. });
  113637. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  113638. width: blurTextureWidth,
  113639. height: blurTextureHeight
  113640. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113641. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113642. }
  113643. this._mainTexture.onAfterUnbindObservable.add(function () {
  113644. _this.onBeforeBlurObservable.notifyObservers(_this);
  113645. var internalTexture = _this._blurTexture.getInternalTexture();
  113646. if (internalTexture) {
  113647. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  113648. }
  113649. _this.onAfterBlurObservable.notifyObservers(_this);
  113650. });
  113651. // Prevent autoClear.
  113652. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113653. };
  113654. /**
  113655. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113656. */
  113657. HighlightLayer.prototype.needStencil = function () {
  113658. return true;
  113659. };
  113660. /**
  113661. * Checks for the readiness of the element composing the layer.
  113662. * @param subMesh the mesh to check for
  113663. * @param useInstances specify wether or not to use instances to render the mesh
  113664. * @param emissiveTexture the associated emissive texture used to generate the glow
  113665. * @return true if ready otherwise, false
  113666. */
  113667. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  113668. var material = subMesh.getMaterial();
  113669. var mesh = subMesh.getRenderingMesh();
  113670. if (!material || !mesh || !this._meshes) {
  113671. return false;
  113672. }
  113673. var emissiveTexture = null;
  113674. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113675. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113676. emissiveTexture = material.emissiveTexture;
  113677. }
  113678. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113679. };
  113680. /**
  113681. * Implementation specific of rendering the generating effect on the main canvas.
  113682. * @param effect The effect used to render through
  113683. */
  113684. HighlightLayer.prototype._internalRender = function (effect) {
  113685. // Texture
  113686. effect.setTexture("textureSampler", this._blurTexture);
  113687. // Cache
  113688. var engine = this._engine;
  113689. var previousStencilBuffer = engine.getStencilBuffer();
  113690. var previousStencilFunction = engine.getStencilFunction();
  113691. var previousStencilMask = engine.getStencilMask();
  113692. var previousStencilOperationPass = engine.getStencilOperationPass();
  113693. var previousStencilOperationFail = engine.getStencilOperationFail();
  113694. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  113695. var previousStencilReference = engine.getStencilFunctionReference();
  113696. // Stencil operations
  113697. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  113698. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  113699. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  113700. // Draw order
  113701. engine.setStencilMask(0x00);
  113702. engine.setStencilBuffer(true);
  113703. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  113704. // 2 passes inner outer
  113705. if (this.outerGlow) {
  113706. effect.setFloat("offset", 0);
  113707. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  113708. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113709. }
  113710. if (this.innerGlow) {
  113711. effect.setFloat("offset", 1);
  113712. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  113713. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113714. }
  113715. // Restore Cache
  113716. engine.setStencilFunction(previousStencilFunction);
  113717. engine.setStencilMask(previousStencilMask);
  113718. engine.setStencilBuffer(previousStencilBuffer);
  113719. engine.setStencilOperationPass(previousStencilOperationPass);
  113720. engine.setStencilOperationFail(previousStencilOperationFail);
  113721. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  113722. engine.setStencilFunctionReference(previousStencilReference);
  113723. };
  113724. /**
  113725. * Returns true if the layer contains information to display, otherwise false.
  113726. */
  113727. HighlightLayer.prototype.shouldRender = function () {
  113728. if (_super.prototype.shouldRender.call(this)) {
  113729. return this._meshes ? true : false;
  113730. }
  113731. return false;
  113732. };
  113733. /**
  113734. * Returns true if the mesh should render, otherwise false.
  113735. * @param mesh The mesh to render
  113736. * @returns true if it should render otherwise false
  113737. */
  113738. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  113739. // Excluded Mesh
  113740. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  113741. return false;
  113742. }
  113743. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113744. return false;
  113745. }
  113746. return true;
  113747. };
  113748. /**
  113749. * Sets the required values for both the emissive texture and and the main color.
  113750. */
  113751. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113752. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113753. if (highlightLayerMesh) {
  113754. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  113755. }
  113756. else {
  113757. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113758. }
  113759. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113760. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113761. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  113762. }
  113763. else {
  113764. this._emissiveTextureAndColor.texture = null;
  113765. }
  113766. };
  113767. /**
  113768. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113769. * @param mesh The mesh to exclude from the highlight layer
  113770. */
  113771. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  113772. if (!this._excludedMeshes) {
  113773. return;
  113774. }
  113775. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113776. if (!meshExcluded) {
  113777. this._excludedMeshes[mesh.uniqueId] = {
  113778. mesh: mesh,
  113779. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  113780. mesh.getEngine().setStencilBuffer(false);
  113781. }),
  113782. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  113783. mesh.getEngine().setStencilBuffer(true);
  113784. }),
  113785. };
  113786. }
  113787. };
  113788. /**
  113789. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113790. * @param mesh The mesh to highlight
  113791. */
  113792. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  113793. if (!this._excludedMeshes) {
  113794. return;
  113795. }
  113796. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113797. if (meshExcluded) {
  113798. if (meshExcluded.beforeRender) {
  113799. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  113800. }
  113801. if (meshExcluded.afterRender) {
  113802. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  113803. }
  113804. }
  113805. this._excludedMeshes[mesh.uniqueId] = null;
  113806. };
  113807. /**
  113808. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113809. * @param mesh mesh to test
  113810. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113811. */
  113812. HighlightLayer.prototype.hasMesh = function (mesh) {
  113813. if (!this._meshes) {
  113814. return false;
  113815. }
  113816. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113817. return false;
  113818. }
  113819. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  113820. };
  113821. /**
  113822. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113823. * @param mesh The mesh to highlight
  113824. * @param color The color of the highlight
  113825. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113826. */
  113827. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  113828. var _this = this;
  113829. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  113830. if (!this._meshes) {
  113831. return;
  113832. }
  113833. var meshHighlight = this._meshes[mesh.uniqueId];
  113834. if (meshHighlight) {
  113835. meshHighlight.color = color;
  113836. }
  113837. else {
  113838. this._meshes[mesh.uniqueId] = {
  113839. mesh: mesh,
  113840. color: color,
  113841. // Lambda required for capture due to Observable this context
  113842. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  113843. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  113844. _this._defaultStencilReference(mesh);
  113845. }
  113846. else {
  113847. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  113848. }
  113849. }),
  113850. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  113851. glowEmissiveOnly: glowEmissiveOnly
  113852. };
  113853. mesh.onDisposeObservable.add(function () {
  113854. _this._disposeMesh(mesh);
  113855. });
  113856. }
  113857. this._shouldRender = true;
  113858. };
  113859. /**
  113860. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113861. * @param mesh The mesh to highlight
  113862. */
  113863. HighlightLayer.prototype.removeMesh = function (mesh) {
  113864. if (!this._meshes) {
  113865. return;
  113866. }
  113867. var meshHighlight = this._meshes[mesh.uniqueId];
  113868. if (meshHighlight) {
  113869. if (meshHighlight.observerHighlight) {
  113870. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113871. }
  113872. if (meshHighlight.observerDefault) {
  113873. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113874. }
  113875. delete this._meshes[mesh.uniqueId];
  113876. }
  113877. this._shouldRender = false;
  113878. for (var meshHighlightToCheck in this._meshes) {
  113879. if (this._meshes[meshHighlightToCheck]) {
  113880. this._shouldRender = true;
  113881. break;
  113882. }
  113883. }
  113884. };
  113885. /**
  113886. * Force the stencil to the normal expected value for none glowing parts
  113887. */
  113888. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  113889. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  113890. };
  113891. /**
  113892. * Free any resources and references associated to a mesh.
  113893. * Internal use
  113894. * @param mesh The mesh to free.
  113895. * @hidden
  113896. */
  113897. HighlightLayer.prototype._disposeMesh = function (mesh) {
  113898. this.removeMesh(mesh);
  113899. this.removeExcludedMesh(mesh);
  113900. };
  113901. /**
  113902. * Dispose the highlight layer and free resources.
  113903. */
  113904. HighlightLayer.prototype.dispose = function () {
  113905. if (this._meshes) {
  113906. // Clean mesh references
  113907. for (var id in this._meshes) {
  113908. var meshHighlight = this._meshes[id];
  113909. if (meshHighlight && meshHighlight.mesh) {
  113910. if (meshHighlight.observerHighlight) {
  113911. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113912. }
  113913. if (meshHighlight.observerDefault) {
  113914. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113915. }
  113916. }
  113917. }
  113918. this._meshes = null;
  113919. }
  113920. if (this._excludedMeshes) {
  113921. for (var id in this._excludedMeshes) {
  113922. var meshHighlight = this._excludedMeshes[id];
  113923. if (meshHighlight) {
  113924. if (meshHighlight.beforeRender) {
  113925. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  113926. }
  113927. if (meshHighlight.afterRender) {
  113928. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  113929. }
  113930. }
  113931. }
  113932. this._excludedMeshes = null;
  113933. }
  113934. _super.prototype.dispose.call(this);
  113935. };
  113936. /**
  113937. * Gets the class name of the effect layer
  113938. * @returns the string with the class name of the effect layer
  113939. */
  113940. HighlightLayer.prototype.getClassName = function () {
  113941. return "HighlightLayer";
  113942. };
  113943. /**
  113944. * Serializes this Highlight layer
  113945. * @returns a serialized Highlight layer object
  113946. */
  113947. HighlightLayer.prototype.serialize = function () {
  113948. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  113949. serializationObject.customType = "BABYLON.HighlightLayer";
  113950. // Highlighted meshes
  113951. serializationObject.meshes = [];
  113952. if (this._meshes) {
  113953. for (var m in this._meshes) {
  113954. var mesh = this._meshes[m];
  113955. if (mesh) {
  113956. serializationObject.meshes.push({
  113957. glowEmissiveOnly: mesh.glowEmissiveOnly,
  113958. color: mesh.color.asArray(),
  113959. meshId: mesh.mesh.id
  113960. });
  113961. }
  113962. }
  113963. }
  113964. // Excluded meshes
  113965. serializationObject.excludedMeshes = [];
  113966. if (this._excludedMeshes) {
  113967. for (var e in this._excludedMeshes) {
  113968. var excludedMesh = this._excludedMeshes[e];
  113969. if (excludedMesh) {
  113970. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  113971. }
  113972. }
  113973. }
  113974. return serializationObject;
  113975. };
  113976. /**
  113977. * Creates a Highlight layer from parsed Highlight layer data
  113978. * @param parsedHightlightLayer defines the Highlight layer data
  113979. * @param scene defines the current scene
  113980. * @param rootUrl defines the root URL containing the Highlight layer information
  113981. * @returns a parsed Highlight layer
  113982. */
  113983. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  113984. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  113985. var index;
  113986. // Excluded meshes
  113987. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  113988. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  113989. if (mesh) {
  113990. hl.addExcludedMesh(mesh);
  113991. }
  113992. }
  113993. // Included meshes
  113994. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  113995. var highlightedMesh = parsedHightlightLayer.meshes[index];
  113996. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  113997. if (mesh) {
  113998. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  113999. }
  114000. }
  114001. return hl;
  114002. };
  114003. /**
  114004. * Effect Name of the highlight layer.
  114005. */
  114006. HighlightLayer.EffectName = "HighlightLayer";
  114007. /**
  114008. * The neutral color used during the preparation of the glow effect.
  114009. * This is black by default as the blend operation is a blend operation.
  114010. */
  114011. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  114012. /**
  114013. * Stencil value used for glowing meshes.
  114014. */
  114015. HighlightLayer.GlowingMeshStencilReference = 0x02;
  114016. /**
  114017. * Stencil value used for the other meshes in the scene.
  114018. */
  114019. HighlightLayer.NormalMeshStencilReference = 0x01;
  114020. __decorate([
  114021. BABYLON.serialize()
  114022. ], HighlightLayer.prototype, "innerGlow", void 0);
  114023. __decorate([
  114024. BABYLON.serialize()
  114025. ], HighlightLayer.prototype, "outerGlow", void 0);
  114026. __decorate([
  114027. BABYLON.serialize()
  114028. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  114029. __decorate([
  114030. BABYLON.serialize()
  114031. ], HighlightLayer.prototype, "blurVerticalSize", null);
  114032. __decorate([
  114033. BABYLON.serialize("options")
  114034. ], HighlightLayer.prototype, "_options", void 0);
  114035. return HighlightLayer;
  114036. }(BABYLON.EffectLayer));
  114037. BABYLON.HighlightLayer = HighlightLayer;
  114038. })(BABYLON || (BABYLON = {}));
  114039. //# sourceMappingURL=babylon.highlightLayer.js.map
  114040. var BABYLON;
  114041. (function (BABYLON) {
  114042. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  114043. for (var index = 0; index < this.effectLayers.length; index++) {
  114044. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  114045. return this.effectLayers[index];
  114046. }
  114047. }
  114048. return null;
  114049. };
  114050. /**
  114051. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114052. *
  114053. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114054. * glowy meshes to your scene.
  114055. *
  114056. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114057. */
  114058. var GlowLayer = /** @class */ (function (_super) {
  114059. __extends(GlowLayer, _super);
  114060. /**
  114061. * Instantiates a new glow Layer and references it to the scene.
  114062. * @param name The name of the layer
  114063. * @param scene The scene to use the layer in
  114064. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114065. */
  114066. function GlowLayer(name, scene, options) {
  114067. var _this = _super.call(this, name, scene) || this;
  114068. _this._intensity = 1.0;
  114069. _this._includedOnlyMeshes = [];
  114070. _this._excludedMeshes = [];
  114071. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  114072. // Adapt options
  114073. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  114074. // Initialize the layer
  114075. _this._init({
  114076. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  114077. camera: _this._options.camera,
  114078. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  114079. mainTextureRatio: _this._options.mainTextureRatio,
  114080. renderingGroupId: _this._options.renderingGroupId
  114081. });
  114082. return _this;
  114083. }
  114084. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  114085. /**
  114086. * Gets the kernel size of the blur.
  114087. */
  114088. get: function () {
  114089. return this._horizontalBlurPostprocess1.kernel;
  114090. },
  114091. /**
  114092. * Sets the kernel size of the blur.
  114093. */
  114094. set: function (value) {
  114095. this._horizontalBlurPostprocess1.kernel = value;
  114096. this._verticalBlurPostprocess1.kernel = value;
  114097. this._horizontalBlurPostprocess2.kernel = value;
  114098. this._verticalBlurPostprocess2.kernel = value;
  114099. },
  114100. enumerable: true,
  114101. configurable: true
  114102. });
  114103. Object.defineProperty(GlowLayer.prototype, "intensity", {
  114104. /**
  114105. * Gets the glow intensity.
  114106. */
  114107. get: function () {
  114108. return this._intensity;
  114109. },
  114110. /**
  114111. * Sets the glow intensity.
  114112. */
  114113. set: function (value) {
  114114. this._intensity = value;
  114115. },
  114116. enumerable: true,
  114117. configurable: true
  114118. });
  114119. /**
  114120. * Get the effect name of the layer.
  114121. * @return The effect name
  114122. */
  114123. GlowLayer.prototype.getEffectName = function () {
  114124. return GlowLayer.EffectName;
  114125. };
  114126. /**
  114127. * Create the merge effect. This is the shader use to blit the information back
  114128. * to the main canvas at the end of the scene rendering.
  114129. */
  114130. GlowLayer.prototype._createMergeEffect = function () {
  114131. // Effect
  114132. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  114133. };
  114134. /**
  114135. * Creates the render target textures and post processes used in the glow layer.
  114136. */
  114137. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  114138. var _this = this;
  114139. var blurTextureWidth = this._mainTextureDesiredSize.width;
  114140. var blurTextureHeight = this._mainTextureDesiredSize.height;
  114141. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  114142. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  114143. var textureType = 0;
  114144. if (this._engine.getCaps().textureHalfFloatRender) {
  114145. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  114146. }
  114147. else {
  114148. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114149. }
  114150. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  114151. width: blurTextureWidth,
  114152. height: blurTextureHeight
  114153. }, this._scene, false, true, textureType);
  114154. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114155. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114156. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114157. this._blurTexture1.renderParticles = false;
  114158. this._blurTexture1.ignoreCameraViewport = true;
  114159. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  114160. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  114161. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  114162. width: blurTextureWidth2,
  114163. height: blurTextureHeight2
  114164. }, this._scene, false, true, textureType);
  114165. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114166. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114167. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114168. this._blurTexture2.renderParticles = false;
  114169. this._blurTexture2.ignoreCameraViewport = true;
  114170. this._textures = [this._blurTexture1, this._blurTexture2];
  114171. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114172. width: blurTextureWidth,
  114173. height: blurTextureHeight
  114174. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114175. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  114176. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  114177. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  114178. effect.setTexture("textureSampler", _this._mainTexture);
  114179. });
  114180. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114181. width: blurTextureWidth,
  114182. height: blurTextureHeight
  114183. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114184. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114185. width: blurTextureWidth2,
  114186. height: blurTextureHeight2
  114187. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114188. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  114189. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  114190. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  114191. effect.setTexture("textureSampler", _this._blurTexture1);
  114192. });
  114193. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114194. width: blurTextureWidth2,
  114195. height: blurTextureHeight2
  114196. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114197. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114198. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  114199. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114200. this._mainTexture.samples = this._options.mainTextureSamples;
  114201. this._mainTexture.onAfterUnbindObservable.add(function () {
  114202. var internalTexture = _this._blurTexture1.getInternalTexture();
  114203. if (internalTexture) {
  114204. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  114205. internalTexture = _this._blurTexture2.getInternalTexture();
  114206. if (internalTexture) {
  114207. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  114208. }
  114209. }
  114210. });
  114211. // Prevent autoClear.
  114212. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  114213. };
  114214. /**
  114215. * Checks for the readiness of the element composing the layer.
  114216. * @param subMesh the mesh to check for
  114217. * @param useInstances specify wether or not to use instances to render the mesh
  114218. * @param emissiveTexture the associated emissive texture used to generate the glow
  114219. * @return true if ready otherwise, false
  114220. */
  114221. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  114222. var material = subMesh.getMaterial();
  114223. var mesh = subMesh.getRenderingMesh();
  114224. if (!material || !mesh) {
  114225. return false;
  114226. }
  114227. var emissiveTexture = material.emissiveTexture;
  114228. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  114229. };
  114230. /**
  114231. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114232. */
  114233. GlowLayer.prototype.needStencil = function () {
  114234. return false;
  114235. };
  114236. /**
  114237. * Implementation specific of rendering the generating effect on the main canvas.
  114238. * @param effect The effect used to render through
  114239. */
  114240. GlowLayer.prototype._internalRender = function (effect) {
  114241. // Texture
  114242. effect.setTexture("textureSampler", this._blurTexture1);
  114243. effect.setTexture("textureSampler2", this._blurTexture2);
  114244. effect.setFloat("offset", this._intensity);
  114245. // Cache
  114246. var engine = this._engine;
  114247. var previousStencilBuffer = engine.getStencilBuffer();
  114248. // Draw order
  114249. engine.setStencilBuffer(false);
  114250. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114251. // Draw order
  114252. engine.setStencilBuffer(previousStencilBuffer);
  114253. };
  114254. /**
  114255. * Sets the required values for both the emissive texture and and the main color.
  114256. */
  114257. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  114258. var textureLevel = 1.0;
  114259. if (this.customEmissiveTextureSelector) {
  114260. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  114261. }
  114262. else {
  114263. if (material) {
  114264. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  114265. if (this._emissiveTextureAndColor.texture) {
  114266. textureLevel = this._emissiveTextureAndColor.texture.level;
  114267. }
  114268. }
  114269. else {
  114270. this._emissiveTextureAndColor.texture = null;
  114271. }
  114272. }
  114273. if (this.customEmissiveColorSelector) {
  114274. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  114275. }
  114276. else {
  114277. if (material.emissiveColor) {
  114278. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  114279. }
  114280. else {
  114281. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  114282. }
  114283. }
  114284. };
  114285. /**
  114286. * Returns true if the mesh should render, otherwise false.
  114287. * @param mesh The mesh to render
  114288. * @returns true if it should render otherwise false
  114289. */
  114290. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  114291. return this.hasMesh(mesh);
  114292. };
  114293. /**
  114294. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114295. * @param mesh The mesh to exclude from the glow layer
  114296. */
  114297. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  114298. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  114299. this._excludedMeshes.push(mesh.uniqueId);
  114300. }
  114301. };
  114302. /**
  114303. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114304. * @param mesh The mesh to remove
  114305. */
  114306. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  114307. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  114308. if (index !== -1) {
  114309. this._excludedMeshes.splice(index, 1);
  114310. }
  114311. };
  114312. /**
  114313. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114314. * @param mesh The mesh to include in the glow layer
  114315. */
  114316. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  114317. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  114318. this._includedOnlyMeshes.push(mesh.uniqueId);
  114319. }
  114320. };
  114321. /**
  114322. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114323. * @param mesh The mesh to remove
  114324. */
  114325. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  114326. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  114327. if (index !== -1) {
  114328. this._includedOnlyMeshes.splice(index, 1);
  114329. }
  114330. };
  114331. /**
  114332. * Determine if a given mesh will be used in the glow layer
  114333. * @param mesh The mesh to test
  114334. * @returns true if the mesh will be highlighted by the current glow layer
  114335. */
  114336. GlowLayer.prototype.hasMesh = function (mesh) {
  114337. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114338. return false;
  114339. }
  114340. // Included Mesh
  114341. if (this._includedOnlyMeshes.length) {
  114342. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  114343. }
  114344. // Excluded Mesh
  114345. if (this._excludedMeshes.length) {
  114346. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  114347. }
  114348. return true;
  114349. };
  114350. /**
  114351. * Free any resources and references associated to a mesh.
  114352. * Internal use
  114353. * @param mesh The mesh to free.
  114354. * @hidden
  114355. */
  114356. GlowLayer.prototype._disposeMesh = function (mesh) {
  114357. this.removeIncludedOnlyMesh(mesh);
  114358. this.removeExcludedMesh(mesh);
  114359. };
  114360. /**
  114361. * Gets the class name of the effect layer
  114362. * @returns the string with the class name of the effect layer
  114363. */
  114364. GlowLayer.prototype.getClassName = function () {
  114365. return "GlowLayer";
  114366. };
  114367. /**
  114368. * Serializes this glow layer
  114369. * @returns a serialized glow layer object
  114370. */
  114371. GlowLayer.prototype.serialize = function () {
  114372. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114373. serializationObject.customType = "BABYLON.GlowLayer";
  114374. var index;
  114375. // Included meshes
  114376. serializationObject.includedMeshes = [];
  114377. if (this._includedOnlyMeshes.length) {
  114378. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  114379. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  114380. if (mesh) {
  114381. serializationObject.includedMeshes.push(mesh.id);
  114382. }
  114383. }
  114384. }
  114385. // Excluded meshes
  114386. serializationObject.excludedMeshes = [];
  114387. if (this._excludedMeshes.length) {
  114388. for (index = 0; index < this._excludedMeshes.length; index++) {
  114389. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  114390. if (mesh) {
  114391. serializationObject.excludedMeshes.push(mesh.id);
  114392. }
  114393. }
  114394. }
  114395. return serializationObject;
  114396. };
  114397. /**
  114398. * Creates a Glow Layer from parsed glow layer data
  114399. * @param parsedGlowLayer defines glow layer data
  114400. * @param scene defines the current scene
  114401. * @param rootUrl defines the root URL containing the glow layer information
  114402. * @returns a parsed Glow Layer
  114403. */
  114404. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  114405. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  114406. var index;
  114407. // Excluded meshes
  114408. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  114409. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  114410. if (mesh) {
  114411. gl.addExcludedMesh(mesh);
  114412. }
  114413. }
  114414. // Included meshes
  114415. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  114416. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  114417. if (mesh) {
  114418. gl.addIncludedOnlyMesh(mesh);
  114419. }
  114420. }
  114421. return gl;
  114422. };
  114423. /**
  114424. * Effect Name of the layer.
  114425. */
  114426. GlowLayer.EffectName = "GlowLayer";
  114427. /**
  114428. * The default blur kernel size used for the glow.
  114429. */
  114430. GlowLayer.DefaultBlurKernelSize = 32;
  114431. /**
  114432. * The default texture size ratio used for the glow.
  114433. */
  114434. GlowLayer.DefaultTextureRatio = 0.5;
  114435. __decorate([
  114436. BABYLON.serialize()
  114437. ], GlowLayer.prototype, "blurKernelSize", null);
  114438. __decorate([
  114439. BABYLON.serialize()
  114440. ], GlowLayer.prototype, "intensity", null);
  114441. __decorate([
  114442. BABYLON.serialize("options")
  114443. ], GlowLayer.prototype, "_options", void 0);
  114444. return GlowLayer;
  114445. }(BABYLON.EffectLayer));
  114446. BABYLON.GlowLayer = GlowLayer;
  114447. })(BABYLON || (BABYLON = {}));
  114448. //# sourceMappingURL=babylon.glowLayer.js.map
  114449. var BABYLON;
  114450. (function (BABYLON) {
  114451. /**
  114452. * Defines the list of states available for a task inside a AssetsManager
  114453. */
  114454. var AssetTaskState;
  114455. (function (AssetTaskState) {
  114456. /**
  114457. * Initialization
  114458. */
  114459. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  114460. /**
  114461. * Running
  114462. */
  114463. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  114464. /**
  114465. * Done
  114466. */
  114467. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  114468. /**
  114469. * Error
  114470. */
  114471. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  114472. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  114473. /**
  114474. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  114475. */
  114476. var AbstractAssetTask = /** @class */ (function () {
  114477. /**
  114478. * Creates a new AssetsManager
  114479. * @param name defines the name of the task
  114480. */
  114481. function AbstractAssetTask(
  114482. /**
  114483. * Task name
  114484. */ name) {
  114485. this.name = name;
  114486. this._isCompleted = false;
  114487. this._taskState = AssetTaskState.INIT;
  114488. }
  114489. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  114490. /**
  114491. * Get if the task is completed
  114492. */
  114493. get: function () {
  114494. return this._isCompleted;
  114495. },
  114496. enumerable: true,
  114497. configurable: true
  114498. });
  114499. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  114500. /**
  114501. * Gets the current state of the task
  114502. */
  114503. get: function () {
  114504. return this._taskState;
  114505. },
  114506. enumerable: true,
  114507. configurable: true
  114508. });
  114509. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  114510. /**
  114511. * Gets the current error object (if task is in error)
  114512. */
  114513. get: function () {
  114514. return this._errorObject;
  114515. },
  114516. enumerable: true,
  114517. configurable: true
  114518. });
  114519. /**
  114520. * Internal only
  114521. * @hidden
  114522. */
  114523. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  114524. if (this._errorObject) {
  114525. return;
  114526. }
  114527. this._errorObject = {
  114528. message: message,
  114529. exception: exception
  114530. };
  114531. };
  114532. /**
  114533. * Execute the current task
  114534. * @param scene defines the scene where you want your assets to be loaded
  114535. * @param onSuccess is a callback called when the task is successfully executed
  114536. * @param onError is a callback called if an error occurs
  114537. */
  114538. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114539. var _this = this;
  114540. this._taskState = AssetTaskState.RUNNING;
  114541. this.runTask(scene, function () {
  114542. _this.onDoneCallback(onSuccess, onError);
  114543. }, function (msg, exception) {
  114544. _this.onErrorCallback(onError, msg, exception);
  114545. });
  114546. };
  114547. /**
  114548. * Execute the current task
  114549. * @param scene defines the scene where you want your assets to be loaded
  114550. * @param onSuccess is a callback called when the task is successfully executed
  114551. * @param onError is a callback called if an error occurs
  114552. */
  114553. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114554. throw new Error("runTask is not implemented");
  114555. };
  114556. /**
  114557. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  114558. * This can be used with failed tasks that have the reason for failure fixed.
  114559. */
  114560. AbstractAssetTask.prototype.reset = function () {
  114561. this._taskState = AssetTaskState.INIT;
  114562. };
  114563. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  114564. this._taskState = AssetTaskState.ERROR;
  114565. this._errorObject = {
  114566. message: message,
  114567. exception: exception
  114568. };
  114569. if (this.onError) {
  114570. this.onError(this, message, exception);
  114571. }
  114572. onError();
  114573. };
  114574. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  114575. try {
  114576. this._taskState = AssetTaskState.DONE;
  114577. this._isCompleted = true;
  114578. if (this.onSuccess) {
  114579. this.onSuccess(this);
  114580. }
  114581. onSuccess();
  114582. }
  114583. catch (e) {
  114584. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  114585. }
  114586. };
  114587. return AbstractAssetTask;
  114588. }());
  114589. BABYLON.AbstractAssetTask = AbstractAssetTask;
  114590. /**
  114591. * Class used to share progress information about assets loading
  114592. */
  114593. var AssetsProgressEvent = /** @class */ (function () {
  114594. /**
  114595. * Creates a AssetsProgressEvent
  114596. * @param remainingCount defines the number of remaining tasks to process
  114597. * @param totalCount defines the total number of tasks
  114598. * @param task defines the task that was just processed
  114599. */
  114600. function AssetsProgressEvent(remainingCount, totalCount, task) {
  114601. this.remainingCount = remainingCount;
  114602. this.totalCount = totalCount;
  114603. this.task = task;
  114604. }
  114605. return AssetsProgressEvent;
  114606. }());
  114607. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  114608. /**
  114609. * Define a task used by AssetsManager to load meshes
  114610. */
  114611. var MeshAssetTask = /** @class */ (function (_super) {
  114612. __extends(MeshAssetTask, _super);
  114613. /**
  114614. * Creates a new MeshAssetTask
  114615. * @param name defines the name of the task
  114616. * @param meshesNames defines the list of mesh's names you want to load
  114617. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  114618. * @param sceneFilename defines the filename of the scene to load from
  114619. */
  114620. function MeshAssetTask(
  114621. /**
  114622. * Defines the name of the task
  114623. */
  114624. name,
  114625. /**
  114626. * Defines the list of mesh's names you want to load
  114627. */
  114628. meshesNames,
  114629. /**
  114630. * Defines the root url to use as a base to load your meshes and associated resources
  114631. */
  114632. rootUrl,
  114633. /**
  114634. * Defines the filename of the scene to load from
  114635. */
  114636. sceneFilename) {
  114637. var _this = _super.call(this, name) || this;
  114638. _this.name = name;
  114639. _this.meshesNames = meshesNames;
  114640. _this.rootUrl = rootUrl;
  114641. _this.sceneFilename = sceneFilename;
  114642. return _this;
  114643. }
  114644. /**
  114645. * Execute the current task
  114646. * @param scene defines the scene where you want your assets to be loaded
  114647. * @param onSuccess is a callback called when the task is successfully executed
  114648. * @param onError is a callback called if an error occurs
  114649. */
  114650. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114651. var _this = this;
  114652. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  114653. _this.loadedMeshes = meshes;
  114654. _this.loadedParticleSystems = particleSystems;
  114655. _this.loadedSkeletons = skeletons;
  114656. onSuccess();
  114657. }, null, function (scene, message, exception) {
  114658. onError(message, exception);
  114659. });
  114660. };
  114661. return MeshAssetTask;
  114662. }(AbstractAssetTask));
  114663. BABYLON.MeshAssetTask = MeshAssetTask;
  114664. /**
  114665. * Define a task used by AssetsManager to load text content
  114666. */
  114667. var TextFileAssetTask = /** @class */ (function (_super) {
  114668. __extends(TextFileAssetTask, _super);
  114669. /**
  114670. * Creates a new TextFileAssetTask object
  114671. * @param name defines the name of the task
  114672. * @param url defines the location of the file to load
  114673. */
  114674. function TextFileAssetTask(
  114675. /**
  114676. * Defines the name of the task
  114677. */
  114678. name,
  114679. /**
  114680. * Defines the location of the file to load
  114681. */
  114682. url) {
  114683. var _this = _super.call(this, name) || this;
  114684. _this.name = name;
  114685. _this.url = url;
  114686. return _this;
  114687. }
  114688. /**
  114689. * Execute the current task
  114690. * @param scene defines the scene where you want your assets to be loaded
  114691. * @param onSuccess is a callback called when the task is successfully executed
  114692. * @param onError is a callback called if an error occurs
  114693. */
  114694. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114695. var _this = this;
  114696. scene._loadFile(this.url, function (data) {
  114697. _this.text = data;
  114698. onSuccess();
  114699. }, undefined, false, false, function (request, exception) {
  114700. if (request) {
  114701. onError(request.status + " " + request.statusText, exception);
  114702. }
  114703. });
  114704. };
  114705. return TextFileAssetTask;
  114706. }(AbstractAssetTask));
  114707. BABYLON.TextFileAssetTask = TextFileAssetTask;
  114708. /**
  114709. * Define a task used by AssetsManager to load binary data
  114710. */
  114711. var BinaryFileAssetTask = /** @class */ (function (_super) {
  114712. __extends(BinaryFileAssetTask, _super);
  114713. /**
  114714. * Creates a new BinaryFileAssetTask object
  114715. * @param name defines the name of the new task
  114716. * @param url defines the location of the file to load
  114717. */
  114718. function BinaryFileAssetTask(
  114719. /**
  114720. * Defines the name of the task
  114721. */
  114722. name,
  114723. /**
  114724. * Defines the location of the file to load
  114725. */
  114726. url) {
  114727. var _this = _super.call(this, name) || this;
  114728. _this.name = name;
  114729. _this.url = url;
  114730. return _this;
  114731. }
  114732. /**
  114733. * Execute the current task
  114734. * @param scene defines the scene where you want your assets to be loaded
  114735. * @param onSuccess is a callback called when the task is successfully executed
  114736. * @param onError is a callback called if an error occurs
  114737. */
  114738. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114739. var _this = this;
  114740. scene._loadFile(this.url, function (data) {
  114741. _this.data = data;
  114742. onSuccess();
  114743. }, undefined, true, true, function (request, exception) {
  114744. if (request) {
  114745. onError(request.status + " " + request.statusText, exception);
  114746. }
  114747. });
  114748. };
  114749. return BinaryFileAssetTask;
  114750. }(AbstractAssetTask));
  114751. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  114752. /**
  114753. * Define a task used by AssetsManager to load images
  114754. */
  114755. var ImageAssetTask = /** @class */ (function (_super) {
  114756. __extends(ImageAssetTask, _super);
  114757. /**
  114758. * Creates a new ImageAssetTask
  114759. * @param name defines the name of the task
  114760. * @param url defines the location of the image to load
  114761. */
  114762. function ImageAssetTask(
  114763. /**
  114764. * Defines the name of the task
  114765. */
  114766. name,
  114767. /**
  114768. * Defines the location of the image to load
  114769. */
  114770. url) {
  114771. var _this = _super.call(this, name) || this;
  114772. _this.name = name;
  114773. _this.url = url;
  114774. return _this;
  114775. }
  114776. /**
  114777. * Execute the current task
  114778. * @param scene defines the scene where you want your assets to be loaded
  114779. * @param onSuccess is a callback called when the task is successfully executed
  114780. * @param onError is a callback called if an error occurs
  114781. */
  114782. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114783. var _this = this;
  114784. var img = new Image();
  114785. BABYLON.Tools.SetCorsBehavior(this.url, img);
  114786. img.onload = function () {
  114787. _this.image = img;
  114788. onSuccess();
  114789. };
  114790. img.onerror = function (err) {
  114791. onError("Error loading image", err);
  114792. };
  114793. img.src = this.url;
  114794. };
  114795. return ImageAssetTask;
  114796. }(AbstractAssetTask));
  114797. BABYLON.ImageAssetTask = ImageAssetTask;
  114798. /**
  114799. * Define a task used by AssetsManager to load 2D textures
  114800. */
  114801. var TextureAssetTask = /** @class */ (function (_super) {
  114802. __extends(TextureAssetTask, _super);
  114803. /**
  114804. * Creates a new TextureAssetTask object
  114805. * @param name defines the name of the task
  114806. * @param url defines the location of the file to load
  114807. * @param noMipmap defines if mipmap should not be generated (default is false)
  114808. * @param invertY defines if texture must be inverted on Y axis (default is false)
  114809. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114810. */
  114811. function TextureAssetTask(
  114812. /**
  114813. * Defines the name of the task
  114814. */
  114815. name,
  114816. /**
  114817. * Defines the location of the file to load
  114818. */
  114819. url,
  114820. /**
  114821. * Defines if mipmap should not be generated (default is false)
  114822. */
  114823. noMipmap,
  114824. /**
  114825. * Defines if texture must be inverted on Y axis (default is false)
  114826. */
  114827. invertY,
  114828. /**
  114829. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114830. */
  114831. samplingMode) {
  114832. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114833. var _this = _super.call(this, name) || this;
  114834. _this.name = name;
  114835. _this.url = url;
  114836. _this.noMipmap = noMipmap;
  114837. _this.invertY = invertY;
  114838. _this.samplingMode = samplingMode;
  114839. return _this;
  114840. }
  114841. /**
  114842. * Execute the current task
  114843. * @param scene defines the scene where you want your assets to be loaded
  114844. * @param onSuccess is a callback called when the task is successfully executed
  114845. * @param onError is a callback called if an error occurs
  114846. */
  114847. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114848. var onload = function () {
  114849. onSuccess();
  114850. };
  114851. var onerror = function (message, exception) {
  114852. onError(message, exception);
  114853. };
  114854. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  114855. };
  114856. return TextureAssetTask;
  114857. }(AbstractAssetTask));
  114858. BABYLON.TextureAssetTask = TextureAssetTask;
  114859. /**
  114860. * Define a task used by AssetsManager to load cube textures
  114861. */
  114862. var CubeTextureAssetTask = /** @class */ (function (_super) {
  114863. __extends(CubeTextureAssetTask, _super);
  114864. /**
  114865. * Creates a new CubeTextureAssetTask
  114866. * @param name defines the name of the task
  114867. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114868. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114869. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114870. * @param files defines the explicit list of files (undefined by default)
  114871. */
  114872. function CubeTextureAssetTask(
  114873. /**
  114874. * Defines the name of the task
  114875. */
  114876. name,
  114877. /**
  114878. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114879. */
  114880. url,
  114881. /**
  114882. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114883. */
  114884. extensions,
  114885. /**
  114886. * Defines if mipmaps should not be generated (default is false)
  114887. */
  114888. noMipmap,
  114889. /**
  114890. * Defines the explicit list of files (undefined by default)
  114891. */
  114892. files) {
  114893. var _this = _super.call(this, name) || this;
  114894. _this.name = name;
  114895. _this.url = url;
  114896. _this.extensions = extensions;
  114897. _this.noMipmap = noMipmap;
  114898. _this.files = files;
  114899. return _this;
  114900. }
  114901. /**
  114902. * Execute the current task
  114903. * @param scene defines the scene where you want your assets to be loaded
  114904. * @param onSuccess is a callback called when the task is successfully executed
  114905. * @param onError is a callback called if an error occurs
  114906. */
  114907. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114908. var onload = function () {
  114909. onSuccess();
  114910. };
  114911. var onerror = function (message, exception) {
  114912. onError(message, exception);
  114913. };
  114914. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  114915. };
  114916. return CubeTextureAssetTask;
  114917. }(AbstractAssetTask));
  114918. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  114919. /**
  114920. * Define a task used by AssetsManager to load HDR cube textures
  114921. */
  114922. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  114923. __extends(HDRCubeTextureAssetTask, _super);
  114924. /**
  114925. * Creates a new HDRCubeTextureAssetTask object
  114926. * @param name defines the name of the task
  114927. * @param url defines the location of the file to load
  114928. * @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.
  114929. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114930. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114931. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  114932. * @param reserved Internal use only
  114933. */
  114934. function HDRCubeTextureAssetTask(
  114935. /**
  114936. * Defines the name of the task
  114937. */
  114938. name,
  114939. /**
  114940. * Defines the location of the file to load
  114941. */
  114942. url,
  114943. /**
  114944. * Defines the desired size (the more it increases the longer the generation will be)
  114945. */
  114946. size,
  114947. /**
  114948. * Defines if mipmaps should not be generated (default is false)
  114949. */
  114950. noMipmap,
  114951. /**
  114952. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  114953. */
  114954. generateHarmonics,
  114955. /**
  114956. * 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)
  114957. */
  114958. gammaSpace,
  114959. /**
  114960. * Internal Use Only
  114961. */
  114962. reserved) {
  114963. if (noMipmap === void 0) { noMipmap = false; }
  114964. if (generateHarmonics === void 0) { generateHarmonics = true; }
  114965. if (gammaSpace === void 0) { gammaSpace = false; }
  114966. if (reserved === void 0) { reserved = false; }
  114967. var _this = _super.call(this, name) || this;
  114968. _this.name = name;
  114969. _this.url = url;
  114970. _this.size = size;
  114971. _this.noMipmap = noMipmap;
  114972. _this.generateHarmonics = generateHarmonics;
  114973. _this.gammaSpace = gammaSpace;
  114974. _this.reserved = reserved;
  114975. return _this;
  114976. }
  114977. /**
  114978. * Execute the current task
  114979. * @param scene defines the scene where you want your assets to be loaded
  114980. * @param onSuccess is a callback called when the task is successfully executed
  114981. * @param onError is a callback called if an error occurs
  114982. */
  114983. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114984. var onload = function () {
  114985. onSuccess();
  114986. };
  114987. var onerror = function (message, exception) {
  114988. onError(message, exception);
  114989. };
  114990. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  114991. };
  114992. return HDRCubeTextureAssetTask;
  114993. }(AbstractAssetTask));
  114994. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  114995. /**
  114996. * This class can be used to easily import assets into a scene
  114997. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  114998. */
  114999. var AssetsManager = /** @class */ (function () {
  115000. /**
  115001. * Creates a new AssetsManager
  115002. * @param scene defines the scene to work on
  115003. */
  115004. function AssetsManager(scene) {
  115005. this._isLoading = false;
  115006. this._tasks = new Array();
  115007. this._waitingTasksCount = 0;
  115008. this._totalTasksCount = 0;
  115009. /**
  115010. * Observable called when all tasks are processed
  115011. */
  115012. this.onTaskSuccessObservable = new BABYLON.Observable();
  115013. /**
  115014. * Observable called when a task had an error
  115015. */
  115016. this.onTaskErrorObservable = new BABYLON.Observable();
  115017. /**
  115018. * Observable called when a task is successful
  115019. */
  115020. this.onTasksDoneObservable = new BABYLON.Observable();
  115021. /**
  115022. * Observable called when a task is done (whatever the result is)
  115023. */
  115024. this.onProgressObservable = new BABYLON.Observable();
  115025. /**
  115026. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  115027. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  115028. */
  115029. this.useDefaultLoadingScreen = true;
  115030. this._scene = scene;
  115031. }
  115032. /**
  115033. * Add a MeshAssetTask to the list of active tasks
  115034. * @param taskName defines the name of the new task
  115035. * @param meshesNames defines the name of meshes to load
  115036. * @param rootUrl defines the root url to use to locate files
  115037. * @param sceneFilename defines the filename of the scene file
  115038. * @returns a new MeshAssetTask object
  115039. */
  115040. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  115041. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  115042. this._tasks.push(task);
  115043. return task;
  115044. };
  115045. /**
  115046. * Add a TextFileAssetTask to the list of active tasks
  115047. * @param taskName defines the name of the new task
  115048. * @param url defines the url of the file to load
  115049. * @returns a new TextFileAssetTask object
  115050. */
  115051. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  115052. var task = new TextFileAssetTask(taskName, url);
  115053. this._tasks.push(task);
  115054. return task;
  115055. };
  115056. /**
  115057. * Add a BinaryFileAssetTask to the list of active tasks
  115058. * @param taskName defines the name of the new task
  115059. * @param url defines the url of the file to load
  115060. * @returns a new BinaryFileAssetTask object
  115061. */
  115062. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  115063. var task = new BinaryFileAssetTask(taskName, url);
  115064. this._tasks.push(task);
  115065. return task;
  115066. };
  115067. /**
  115068. * Add a ImageAssetTask to the list of active tasks
  115069. * @param taskName defines the name of the new task
  115070. * @param url defines the url of the file to load
  115071. * @returns a new ImageAssetTask object
  115072. */
  115073. AssetsManager.prototype.addImageTask = function (taskName, url) {
  115074. var task = new ImageAssetTask(taskName, url);
  115075. this._tasks.push(task);
  115076. return task;
  115077. };
  115078. /**
  115079. * Add a TextureAssetTask to the list of active tasks
  115080. * @param taskName defines the name of the new task
  115081. * @param url defines the url of the file to load
  115082. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115083. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  115084. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  115085. * @returns a new TextureAssetTask object
  115086. */
  115087. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  115088. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115089. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  115090. this._tasks.push(task);
  115091. return task;
  115092. };
  115093. /**
  115094. * Add a CubeTextureAssetTask to the list of active tasks
  115095. * @param taskName defines the name of the new task
  115096. * @param url defines the url of the file to load
  115097. * @param extensions defines the extension to use to load the cube map (can be null)
  115098. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115099. * @param files defines the list of files to load (can be null)
  115100. * @returns a new CubeTextureAssetTask object
  115101. */
  115102. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  115103. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  115104. this._tasks.push(task);
  115105. return task;
  115106. };
  115107. /**
  115108. *
  115109. * Add a HDRCubeTextureAssetTask to the list of active tasks
  115110. * @param taskName defines the name of the new task
  115111. * @param url defines the url of the file to load
  115112. * @param size defines the size you want for the cubemap (can be null)
  115113. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115114. * @param generateHarmonics defines if you want to automatically generate (true by default)
  115115. * @param gammaSpace specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space) (default is false)
  115116. * @param reserved Internal use only
  115117. * @returns a new HDRCubeTextureAssetTask object
  115118. */
  115119. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  115120. if (noMipmap === void 0) { noMipmap = false; }
  115121. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115122. if (gammaSpace === void 0) { gammaSpace = false; }
  115123. if (reserved === void 0) { reserved = false; }
  115124. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  115125. this._tasks.push(task);
  115126. return task;
  115127. };
  115128. /**
  115129. * Remove a task from the assets manager.
  115130. * @param task the task to remove
  115131. */
  115132. AssetsManager.prototype.removeTask = function (task) {
  115133. var index = this._tasks.indexOf(task);
  115134. if (index > -1) {
  115135. this._tasks.splice(index, 1);
  115136. }
  115137. };
  115138. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  115139. this._waitingTasksCount--;
  115140. try {
  115141. if (this.onProgress) {
  115142. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  115143. }
  115144. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  115145. }
  115146. catch (e) {
  115147. BABYLON.Tools.Error("Error running progress callbacks.");
  115148. console.log(e);
  115149. }
  115150. if (this._waitingTasksCount === 0) {
  115151. try {
  115152. if (this.onFinish) {
  115153. this.onFinish(this._tasks);
  115154. }
  115155. // Let's remove successfull tasks
  115156. var currentTasks = this._tasks.slice();
  115157. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  115158. var task = currentTasks_1[_i];
  115159. if (task.taskState === AssetTaskState.DONE) {
  115160. var index = this._tasks.indexOf(task);
  115161. if (index > -1) {
  115162. this._tasks.splice(index, 1);
  115163. }
  115164. }
  115165. }
  115166. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115167. }
  115168. catch (e) {
  115169. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  115170. console.log(e);
  115171. }
  115172. this._isLoading = false;
  115173. this._scene.getEngine().hideLoadingUI();
  115174. }
  115175. };
  115176. AssetsManager.prototype._runTask = function (task) {
  115177. var _this = this;
  115178. var done = function () {
  115179. try {
  115180. if (_this.onTaskSuccess) {
  115181. _this.onTaskSuccess(task);
  115182. }
  115183. _this.onTaskSuccessObservable.notifyObservers(task);
  115184. _this._decreaseWaitingTasksCount(task);
  115185. }
  115186. catch (e) {
  115187. error("Error executing task success callbacks", e);
  115188. }
  115189. };
  115190. var error = function (message, exception) {
  115191. task._setErrorObject(message, exception);
  115192. if (_this.onTaskError) {
  115193. _this.onTaskError(task);
  115194. }
  115195. _this.onTaskErrorObservable.notifyObservers(task);
  115196. _this._decreaseWaitingTasksCount(task);
  115197. };
  115198. task.run(this._scene, done, error);
  115199. };
  115200. /**
  115201. * Reset the AssetsManager and remove all tasks
  115202. * @return the current instance of the AssetsManager
  115203. */
  115204. AssetsManager.prototype.reset = function () {
  115205. this._isLoading = false;
  115206. this._tasks = new Array();
  115207. return this;
  115208. };
  115209. /**
  115210. * Start the loading process
  115211. * @return the current instance of the AssetsManager
  115212. */
  115213. AssetsManager.prototype.load = function () {
  115214. if (this._isLoading) {
  115215. return this;
  115216. }
  115217. this._isLoading = true;
  115218. this._waitingTasksCount = this._tasks.length;
  115219. this._totalTasksCount = this._tasks.length;
  115220. if (this._waitingTasksCount === 0) {
  115221. this._isLoading = false;
  115222. if (this.onFinish) {
  115223. this.onFinish(this._tasks);
  115224. }
  115225. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115226. return this;
  115227. }
  115228. if (this.useDefaultLoadingScreen) {
  115229. this._scene.getEngine().displayLoadingUI();
  115230. }
  115231. for (var index = 0; index < this._tasks.length; index++) {
  115232. var task = this._tasks[index];
  115233. if (task.taskState === AssetTaskState.INIT) {
  115234. this._runTask(task);
  115235. }
  115236. }
  115237. return this;
  115238. };
  115239. return AssetsManager;
  115240. }());
  115241. BABYLON.AssetsManager = AssetsManager;
  115242. })(BABYLON || (BABYLON = {}));
  115243. //# sourceMappingURL=babylon.assetsManager.js.map
  115244. var BABYLON;
  115245. (function (BABYLON) {
  115246. var serializedGeometries = [];
  115247. var serializeGeometry = function (geometry, serializationGeometries) {
  115248. if (serializedGeometries[geometry.id]) {
  115249. return;
  115250. }
  115251. if (geometry.doNotSerialize) {
  115252. return;
  115253. }
  115254. if (geometry instanceof BABYLON.BoxGeometry) {
  115255. serializationGeometries.boxes.push(geometry.serialize());
  115256. }
  115257. else if (geometry instanceof BABYLON.SphereGeometry) {
  115258. serializationGeometries.spheres.push(geometry.serialize());
  115259. }
  115260. else if (geometry instanceof BABYLON.CylinderGeometry) {
  115261. serializationGeometries.cylinders.push(geometry.serialize());
  115262. }
  115263. else if (geometry instanceof BABYLON.TorusGeometry) {
  115264. serializationGeometries.toruses.push(geometry.serialize());
  115265. }
  115266. else if (geometry instanceof BABYLON.GroundGeometry) {
  115267. serializationGeometries.grounds.push(geometry.serialize());
  115268. }
  115269. else if (geometry instanceof BABYLON.Plane) {
  115270. serializationGeometries.planes.push(geometry.serialize());
  115271. }
  115272. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  115273. serializationGeometries.torusKnots.push(geometry.serialize());
  115274. }
  115275. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  115276. throw new Error("Unknown primitive type");
  115277. }
  115278. else {
  115279. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  115280. }
  115281. serializedGeometries[geometry.id] = true;
  115282. };
  115283. var serializeMesh = function (mesh, serializationScene) {
  115284. var serializationObject = {};
  115285. // Geometry
  115286. var geometry = mesh._geometry;
  115287. if (geometry) {
  115288. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  115289. // 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
  115290. serializeGeometry(geometry, serializationScene.geometries);
  115291. }
  115292. }
  115293. // Custom
  115294. if (mesh.serialize) {
  115295. mesh.serialize(serializationObject);
  115296. }
  115297. return serializationObject;
  115298. };
  115299. var finalizeSingleMesh = function (mesh, serializationObject) {
  115300. //only works if the mesh is already loaded
  115301. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115302. //serialize material
  115303. if (mesh.material) {
  115304. if (mesh.material instanceof BABYLON.MultiMaterial) {
  115305. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  115306. serializationObject.materials = serializationObject.materials || [];
  115307. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115308. serializationObject.multiMaterials.push(mesh.material.serialize());
  115309. var _loop_1 = function (submaterial) {
  115310. if (submaterial) {
  115311. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  115312. serializationObject.materials.push(submaterial.serialize());
  115313. }
  115314. }
  115315. };
  115316. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  115317. var submaterial = _a[_i];
  115318. _loop_1(submaterial);
  115319. }
  115320. }
  115321. }
  115322. else {
  115323. serializationObject.materials = serializationObject.materials || [];
  115324. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115325. serializationObject.materials.push(mesh.material.serialize());
  115326. }
  115327. }
  115328. }
  115329. //serialize geometry
  115330. var geometry = mesh._geometry;
  115331. if (geometry) {
  115332. if (!serializationObject.geometries) {
  115333. serializationObject.geometries = {};
  115334. serializationObject.geometries.boxes = [];
  115335. serializationObject.geometries.spheres = [];
  115336. serializationObject.geometries.cylinders = [];
  115337. serializationObject.geometries.toruses = [];
  115338. serializationObject.geometries.grounds = [];
  115339. serializationObject.geometries.planes = [];
  115340. serializationObject.geometries.torusKnots = [];
  115341. serializationObject.geometries.vertexData = [];
  115342. }
  115343. serializeGeometry(geometry, serializationObject.geometries);
  115344. }
  115345. // Skeletons
  115346. if (mesh.skeleton) {
  115347. serializationObject.skeletons = serializationObject.skeletons || [];
  115348. serializationObject.skeletons.push(mesh.skeleton.serialize());
  115349. }
  115350. //serialize the actual mesh
  115351. serializationObject.meshes = serializationObject.meshes || [];
  115352. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115353. }
  115354. };
  115355. /**
  115356. * Class used to serialize a scene into a string
  115357. */
  115358. var SceneSerializer = /** @class */ (function () {
  115359. function SceneSerializer() {
  115360. }
  115361. /**
  115362. * Clear cache used by a previous serialization
  115363. */
  115364. SceneSerializer.ClearCache = function () {
  115365. serializedGeometries = [];
  115366. };
  115367. /**
  115368. * Serialize a scene into a JSON compatible object
  115369. * @param scene defines the scene to serialize
  115370. * @returns a JSON compatible object
  115371. */
  115372. SceneSerializer.Serialize = function (scene) {
  115373. var serializationObject = {};
  115374. SceneSerializer.ClearCache();
  115375. // Scene
  115376. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  115377. serializationObject.autoClear = scene.autoClear;
  115378. serializationObject.clearColor = scene.clearColor.asArray();
  115379. serializationObject.ambientColor = scene.ambientColor.asArray();
  115380. serializationObject.gravity = scene.gravity.asArray();
  115381. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  115382. serializationObject.workerCollisions = scene.workerCollisions;
  115383. // Fog
  115384. if (scene.fogMode && scene.fogMode !== 0) {
  115385. serializationObject.fogMode = scene.fogMode;
  115386. serializationObject.fogColor = scene.fogColor.asArray();
  115387. serializationObject.fogStart = scene.fogStart;
  115388. serializationObject.fogEnd = scene.fogEnd;
  115389. serializationObject.fogDensity = scene.fogDensity;
  115390. }
  115391. //Physics
  115392. if (scene.isPhysicsEnabled()) {
  115393. var physicEngine = scene.getPhysicsEngine();
  115394. if (physicEngine) {
  115395. serializationObject.physicsEnabled = true;
  115396. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  115397. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  115398. }
  115399. }
  115400. // Metadata
  115401. if (scene.metadata) {
  115402. serializationObject.metadata = scene.metadata;
  115403. }
  115404. // Morph targets
  115405. serializationObject.morphTargetManagers = [];
  115406. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  115407. var abstractMesh = _a[_i];
  115408. var manager = abstractMesh.morphTargetManager;
  115409. if (manager) {
  115410. serializationObject.morphTargetManagers.push(manager.serialize());
  115411. }
  115412. }
  115413. // Lights
  115414. serializationObject.lights = [];
  115415. var index;
  115416. var light;
  115417. for (index = 0; index < scene.lights.length; index++) {
  115418. light = scene.lights[index];
  115419. if (!light.doNotSerialize) {
  115420. serializationObject.lights.push(light.serialize());
  115421. }
  115422. }
  115423. // Cameras
  115424. serializationObject.cameras = [];
  115425. for (index = 0; index < scene.cameras.length; index++) {
  115426. var camera = scene.cameras[index];
  115427. if (!camera.doNotSerialize) {
  115428. serializationObject.cameras.push(camera.serialize());
  115429. }
  115430. }
  115431. if (scene.activeCamera) {
  115432. serializationObject.activeCameraID = scene.activeCamera.id;
  115433. }
  115434. // Animations
  115435. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  115436. // Reflection probes
  115437. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  115438. serializationObject.reflectionProbes = [];
  115439. for (index = 0; index < scene.reflectionProbes.length; index++) {
  115440. var reflectionProbe = scene.reflectionProbes[index];
  115441. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  115442. }
  115443. }
  115444. // Materials
  115445. serializationObject.materials = [];
  115446. serializationObject.multiMaterials = [];
  115447. var material;
  115448. for (index = 0; index < scene.materials.length; index++) {
  115449. material = scene.materials[index];
  115450. if (!material.doNotSerialize) {
  115451. serializationObject.materials.push(material.serialize());
  115452. }
  115453. }
  115454. // MultiMaterials
  115455. serializationObject.multiMaterials = [];
  115456. for (index = 0; index < scene.multiMaterials.length; index++) {
  115457. var multiMaterial = scene.multiMaterials[index];
  115458. serializationObject.multiMaterials.push(multiMaterial.serialize());
  115459. }
  115460. // Environment texture
  115461. if (scene.environmentTexture) {
  115462. serializationObject.environmentTexture = scene.environmentTexture.name;
  115463. }
  115464. // Skeletons
  115465. serializationObject.skeletons = [];
  115466. for (index = 0; index < scene.skeletons.length; index++) {
  115467. var skeleton = scene.skeletons[index];
  115468. if (!skeleton.doNotSerialize) {
  115469. serializationObject.skeletons.push(skeleton.serialize());
  115470. }
  115471. }
  115472. // Transform nodes
  115473. serializationObject.transformNodes = [];
  115474. for (index = 0; index < scene.transformNodes.length; index++) {
  115475. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  115476. }
  115477. // Geometries
  115478. serializationObject.geometries = {};
  115479. serializationObject.geometries.boxes = [];
  115480. serializationObject.geometries.spheres = [];
  115481. serializationObject.geometries.cylinders = [];
  115482. serializationObject.geometries.toruses = [];
  115483. serializationObject.geometries.grounds = [];
  115484. serializationObject.geometries.planes = [];
  115485. serializationObject.geometries.torusKnots = [];
  115486. serializationObject.geometries.vertexData = [];
  115487. serializedGeometries = [];
  115488. var geometries = scene.getGeometries();
  115489. for (index = 0; index < geometries.length; index++) {
  115490. var geometry = geometries[index];
  115491. if (geometry.isReady()) {
  115492. serializeGeometry(geometry, serializationObject.geometries);
  115493. }
  115494. }
  115495. // Meshes
  115496. serializationObject.meshes = [];
  115497. for (index = 0; index < scene.meshes.length; index++) {
  115498. var abstractMesh = scene.meshes[index];
  115499. if (abstractMesh instanceof BABYLON.Mesh) {
  115500. var mesh = abstractMesh;
  115501. if (!mesh.doNotSerialize) {
  115502. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115503. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115504. }
  115505. }
  115506. }
  115507. }
  115508. // Particles Systems
  115509. serializationObject.particleSystems = [];
  115510. for (index = 0; index < scene.particleSystems.length; index++) {
  115511. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  115512. }
  115513. // Action Manager
  115514. if (scene.actionManager) {
  115515. serializationObject.actions = scene.actionManager.serialize("scene");
  115516. }
  115517. // Components
  115518. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  115519. var component = _c[_b];
  115520. component.serialize(serializationObject);
  115521. }
  115522. return serializationObject;
  115523. };
  115524. /**
  115525. * Serialize a mesh into a JSON compatible object
  115526. * @param toSerialize defines the mesh to serialize
  115527. * @param withParents defines if parents must be serialized as well
  115528. * @param withChildren defines if children must be serialized as well
  115529. * @returns a JSON compatible object
  115530. */
  115531. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  115532. if (withParents === void 0) { withParents = false; }
  115533. if (withChildren === void 0) { withChildren = false; }
  115534. var serializationObject = {};
  115535. SceneSerializer.ClearCache();
  115536. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  115537. if (withParents || withChildren) {
  115538. //deliberate for loop! not for each, appended should be processed as well.
  115539. for (var i = 0; i < toSerialize.length; ++i) {
  115540. if (withChildren) {
  115541. toSerialize[i].getDescendants().forEach(function (node) {
  115542. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  115543. toSerialize.push(node);
  115544. }
  115545. });
  115546. }
  115547. //make sure the array doesn't contain the object already
  115548. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  115549. toSerialize.push(toSerialize[i].parent);
  115550. }
  115551. }
  115552. }
  115553. toSerialize.forEach(function (mesh) {
  115554. finalizeSingleMesh(mesh, serializationObject);
  115555. });
  115556. return serializationObject;
  115557. };
  115558. return SceneSerializer;
  115559. }());
  115560. BABYLON.SceneSerializer = SceneSerializer;
  115561. })(BABYLON || (BABYLON = {}));
  115562. //# sourceMappingURL=babylon.sceneSerializer.js.map
  115563. var BABYLON;
  115564. (function (BABYLON) {
  115565. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  115566. if (!this.reflectionProbes) {
  115567. return -1;
  115568. }
  115569. var index = this.reflectionProbes.indexOf(toRemove);
  115570. if (index !== -1) {
  115571. this.reflectionProbes.splice(index, 1);
  115572. }
  115573. return index;
  115574. };
  115575. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  115576. if (!this.reflectionProbes) {
  115577. this.reflectionProbes = [];
  115578. }
  115579. this.reflectionProbes.push(newReflectionProbe);
  115580. };
  115581. /**
  115582. * Class used to generate realtime reflection / refraction cube textures
  115583. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115584. */
  115585. var ReflectionProbe = /** @class */ (function () {
  115586. /**
  115587. * Creates a new reflection probe
  115588. * @param name defines the name of the probe
  115589. * @param size defines the texture resolution (for each face)
  115590. * @param scene defines the hosting scene
  115591. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115592. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115593. */
  115594. function ReflectionProbe(
  115595. /** defines the name of the probe */
  115596. name, size, scene, generateMipMaps, useFloat) {
  115597. if (generateMipMaps === void 0) { generateMipMaps = true; }
  115598. if (useFloat === void 0) { useFloat = false; }
  115599. var _this = this;
  115600. this.name = name;
  115601. this._viewMatrix = BABYLON.Matrix.Identity();
  115602. this._target = BABYLON.Vector3.Zero();
  115603. this._add = BABYLON.Vector3.Zero();
  115604. this._invertYAxis = false;
  115605. /** Gets or sets probe position (center of the cube map) */
  115606. this.position = BABYLON.Vector3.Zero();
  115607. this._scene = scene;
  115608. // Create the scene field if not exist.
  115609. if (!this._scene.reflectionProbes) {
  115610. this._scene.reflectionProbes = new Array();
  115611. }
  115612. this._scene.reflectionProbes.push(this);
  115613. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  115614. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  115615. switch (faceIndex) {
  115616. case 0:
  115617. _this._add.copyFromFloats(1, 0, 0);
  115618. break;
  115619. case 1:
  115620. _this._add.copyFromFloats(-1, 0, 0);
  115621. break;
  115622. case 2:
  115623. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  115624. break;
  115625. case 3:
  115626. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  115627. break;
  115628. case 4:
  115629. _this._add.copyFromFloats(0, 0, 1);
  115630. break;
  115631. case 5:
  115632. _this._add.copyFromFloats(0, 0, -1);
  115633. break;
  115634. }
  115635. if (_this._attachedMesh) {
  115636. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  115637. }
  115638. _this.position.addToRef(_this._add, _this._target);
  115639. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  115640. if (scene.activeCamera) {
  115641. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  115642. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  115643. }
  115644. scene._forcedViewPosition = _this.position;
  115645. });
  115646. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  115647. scene._forcedViewPosition = null;
  115648. scene.updateTransformMatrix(true);
  115649. });
  115650. }
  115651. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  115652. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115653. get: function () {
  115654. return this._renderTargetTexture.samples;
  115655. },
  115656. set: function (value) {
  115657. this._renderTargetTexture.samples = value;
  115658. },
  115659. enumerable: true,
  115660. configurable: true
  115661. });
  115662. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  115663. /** Gets or sets the refresh rate to use (on every frame by default) */
  115664. get: function () {
  115665. return this._renderTargetTexture.refreshRate;
  115666. },
  115667. set: function (value) {
  115668. this._renderTargetTexture.refreshRate = value;
  115669. },
  115670. enumerable: true,
  115671. configurable: true
  115672. });
  115673. /**
  115674. * Gets the hosting scene
  115675. * @returns a Scene
  115676. */
  115677. ReflectionProbe.prototype.getScene = function () {
  115678. return this._scene;
  115679. };
  115680. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  115681. /** Gets the internal CubeTexture used to render to */
  115682. get: function () {
  115683. return this._renderTargetTexture;
  115684. },
  115685. enumerable: true,
  115686. configurable: true
  115687. });
  115688. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  115689. /** Gets the list of meshes to render */
  115690. get: function () {
  115691. return this._renderTargetTexture.renderList;
  115692. },
  115693. enumerable: true,
  115694. configurable: true
  115695. });
  115696. /**
  115697. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115698. * @param mesh defines the mesh to attach to
  115699. */
  115700. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  115701. this._attachedMesh = mesh;
  115702. };
  115703. /**
  115704. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115705. * @param renderingGroupId The rendering group id corresponding to its index
  115706. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115707. */
  115708. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  115709. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  115710. };
  115711. /**
  115712. * Clean all associated resources
  115713. */
  115714. ReflectionProbe.prototype.dispose = function () {
  115715. var index = this._scene.reflectionProbes.indexOf(this);
  115716. if (index !== -1) {
  115717. // Remove from the scene if found
  115718. this._scene.reflectionProbes.splice(index, 1);
  115719. }
  115720. if (this._renderTargetTexture) {
  115721. this._renderTargetTexture.dispose();
  115722. this._renderTargetTexture = null;
  115723. }
  115724. };
  115725. /**
  115726. * Converts the reflection probe information to a readable string for debug purpose.
  115727. * @param fullDetails Supports for multiple levels of logging within scene loading
  115728. * @returns the human readable reflection probe info
  115729. */
  115730. ReflectionProbe.prototype.toString = function (fullDetails) {
  115731. var ret = "Name: " + this.name;
  115732. if (fullDetails) {
  115733. ret += ", position: " + this.position.toString();
  115734. if (this._attachedMesh) {
  115735. ret += ", attached mesh: " + this._attachedMesh.name;
  115736. }
  115737. }
  115738. return ret;
  115739. };
  115740. /**
  115741. * Get the class name of the relfection probe.
  115742. * @returns "ReflectionProbe"
  115743. */
  115744. ReflectionProbe.prototype.getClassName = function () {
  115745. return "ReflectionProbe";
  115746. };
  115747. /**
  115748. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115749. * @returns The JSON representation of the texture
  115750. */
  115751. ReflectionProbe.prototype.serialize = function () {
  115752. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  115753. serializationObject.isReflectionProbe = true;
  115754. return serializationObject;
  115755. };
  115756. /**
  115757. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115758. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115759. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115760. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115761. * @returns The parsed reflection probe if successful
  115762. */
  115763. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  115764. var reflectionProbe = null;
  115765. if (scene.reflectionProbes) {
  115766. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  115767. var rp = scene.reflectionProbes[index];
  115768. if (rp.name === parsedReflectionProbe.name) {
  115769. reflectionProbe = rp;
  115770. break;
  115771. }
  115772. }
  115773. }
  115774. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  115775. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  115776. if (parsedReflectionProbe._attachedMesh) {
  115777. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  115778. }
  115779. return reflectionProbe;
  115780. };
  115781. __decorate([
  115782. BABYLON.serializeAsMeshReference()
  115783. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  115784. __decorate([
  115785. BABYLON.serializeAsVector3()
  115786. ], ReflectionProbe.prototype, "position", void 0);
  115787. return ReflectionProbe;
  115788. }());
  115789. BABYLON.ReflectionProbe = ReflectionProbe;
  115790. })(BABYLON || (BABYLON = {}));
  115791. //# sourceMappingURL=babylon.reflectionProbe.js.map
  115792. var BABYLON;
  115793. (function (BABYLON) {
  115794. /**
  115795. * Defines the layer scene component responsible to manage any layers
  115796. * in a given scene.
  115797. */
  115798. var LayerSceneComponent = /** @class */ (function () {
  115799. /**
  115800. * Creates a new instance of the component for the given scene
  115801. * @param scene Defines the scene to register the component in
  115802. */
  115803. function LayerSceneComponent(scene) {
  115804. /**
  115805. * The component name helpfull to identify the component in the list of scene components.
  115806. */
  115807. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  115808. this.scene = scene;
  115809. this._engine = scene.getEngine();
  115810. scene.layers = new Array();
  115811. }
  115812. /**
  115813. * Registers the component in a given scene
  115814. */
  115815. LayerSceneComponent.prototype.register = function () {
  115816. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  115817. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  115818. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  115819. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  115820. };
  115821. /**
  115822. * Rebuilds the elements related to this component in case of
  115823. * context lost for instance.
  115824. */
  115825. LayerSceneComponent.prototype.rebuild = function () {
  115826. var layers = this.scene.layers;
  115827. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  115828. var layer = layers_1[_i];
  115829. layer._rebuild();
  115830. }
  115831. };
  115832. /**
  115833. * Disposes the component and the associated ressources.
  115834. */
  115835. LayerSceneComponent.prototype.dispose = function () {
  115836. var layers = this.scene.layers;
  115837. while (layers.length) {
  115838. layers[0].dispose();
  115839. }
  115840. };
  115841. LayerSceneComponent.prototype._draw = function (predicate) {
  115842. var layers = this.scene.layers;
  115843. if (layers.length) {
  115844. this._engine.setDepthBuffer(false);
  115845. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  115846. var layer = layers_2[_i];
  115847. if (predicate(layer)) {
  115848. layer.render();
  115849. }
  115850. }
  115851. this._engine.setDepthBuffer(true);
  115852. }
  115853. };
  115854. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  115855. return !layer.renderOnlyInRenderTargetTextures &&
  115856. layer.isBackground === isBackground &&
  115857. ((layer.layerMask & cameraLayerMask) !== 0);
  115858. };
  115859. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  115860. var _this = this;
  115861. this._draw(function (layer) {
  115862. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  115863. });
  115864. };
  115865. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  115866. var _this = this;
  115867. this._draw(function (layer) {
  115868. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  115869. });
  115870. };
  115871. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  115872. return (layer.renderTargetTextures.length > 0) &&
  115873. layer.isBackground === isBackground &&
  115874. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  115875. ((layer.layerMask & cameraLayerMask) !== 0);
  115876. };
  115877. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  115878. var _this = this;
  115879. this._draw(function (layer) {
  115880. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  115881. });
  115882. };
  115883. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  115884. var _this = this;
  115885. this._draw(function (layer) {
  115886. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  115887. });
  115888. };
  115889. return LayerSceneComponent;
  115890. }());
  115891. BABYLON.LayerSceneComponent = LayerSceneComponent;
  115892. })(BABYLON || (BABYLON = {}));
  115893. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  115894. var BABYLON;
  115895. (function (BABYLON) {
  115896. /**
  115897. * This represents a full screen 2d layer.
  115898. * This can be useful to display a picture in the background of your scene for instance.
  115899. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115900. */
  115901. var Layer = /** @class */ (function () {
  115902. /**
  115903. * Instantiates a new layer.
  115904. * This represents a full screen 2d layer.
  115905. * This can be useful to display a picture in the background of your scene for instance.
  115906. * @see https://www.babylonjs-playground.com/#08A2BS#1
  115907. * @param name Define the name of the layer in the scene
  115908. * @param imgUrl Define the url of the texture to display in the layer
  115909. * @param scene Define the scene the layer belongs to
  115910. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  115911. * @param color Defines a color for the layer
  115912. */
  115913. function Layer(
  115914. /**
  115915. * Define the name of the layer.
  115916. */
  115917. name, imgUrl, scene, isBackground, color) {
  115918. this.name = name;
  115919. /**
  115920. * Define the scale of the layer in order to zoom in out of the texture.
  115921. */
  115922. this.scale = new BABYLON.Vector2(1, 1);
  115923. /**
  115924. * Define an offset for the layer in order to shift the texture.
  115925. */
  115926. this.offset = new BABYLON.Vector2(0, 0);
  115927. /**
  115928. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  115929. */
  115930. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  115931. /**
  115932. * Define a mask to restrict the layer to only some of the scene cameras.
  115933. */
  115934. this.layerMask = 0x0FFFFFFF;
  115935. /**
  115936. * Define the list of render target the layer is visible into.
  115937. */
  115938. this.renderTargetTextures = [];
  115939. /**
  115940. * Define if the layer is only used in renderTarget or if it also
  115941. * renders in the main frame buffer of the canvas.
  115942. */
  115943. this.renderOnlyInRenderTargetTextures = false;
  115944. this._vertexBuffers = {};
  115945. /**
  115946. * An event triggered when the layer is disposed.
  115947. */
  115948. this.onDisposeObservable = new BABYLON.Observable();
  115949. /**
  115950. * An event triggered before rendering the scene
  115951. */
  115952. this.onBeforeRenderObservable = new BABYLON.Observable();
  115953. /**
  115954. * An event triggered after rendering the scene
  115955. */
  115956. this.onAfterRenderObservable = new BABYLON.Observable();
  115957. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  115958. this.isBackground = isBackground === undefined ? true : isBackground;
  115959. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  115960. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  115961. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  115962. if (!layerComponent) {
  115963. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  115964. this._scene._addComponent(layerComponent);
  115965. }
  115966. this._scene.layers.push(this);
  115967. var engine = this._scene.getEngine();
  115968. // VBO
  115969. var vertices = [];
  115970. vertices.push(1, 1);
  115971. vertices.push(-1, 1);
  115972. vertices.push(-1, -1);
  115973. vertices.push(1, -1);
  115974. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  115975. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  115976. this._createIndexBuffer();
  115977. // Effects
  115978. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  115979. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  115980. }
  115981. Object.defineProperty(Layer.prototype, "onDispose", {
  115982. /**
  115983. * Back compatibility with callback before the onDisposeObservable existed.
  115984. * The set callback will be triggered when the layer has been disposed.
  115985. */
  115986. set: function (callback) {
  115987. if (this._onDisposeObserver) {
  115988. this.onDisposeObservable.remove(this._onDisposeObserver);
  115989. }
  115990. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  115991. },
  115992. enumerable: true,
  115993. configurable: true
  115994. });
  115995. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  115996. /**
  115997. * Back compatibility with callback before the onBeforeRenderObservable existed.
  115998. * The set callback will be triggered just before rendering the layer.
  115999. */
  116000. set: function (callback) {
  116001. if (this._onBeforeRenderObserver) {
  116002. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  116003. }
  116004. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  116005. },
  116006. enumerable: true,
  116007. configurable: true
  116008. });
  116009. Object.defineProperty(Layer.prototype, "onAfterRender", {
  116010. /**
  116011. * Back compatibility with callback before the onAfterRenderObservable existed.
  116012. * The set callback will be triggered just after rendering the layer.
  116013. */
  116014. set: function (callback) {
  116015. if (this._onAfterRenderObserver) {
  116016. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116017. }
  116018. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  116019. },
  116020. enumerable: true,
  116021. configurable: true
  116022. });
  116023. Layer.prototype._createIndexBuffer = function () {
  116024. var engine = this._scene.getEngine();
  116025. // Indices
  116026. var indices = [];
  116027. indices.push(0);
  116028. indices.push(1);
  116029. indices.push(2);
  116030. indices.push(0);
  116031. indices.push(2);
  116032. indices.push(3);
  116033. this._indexBuffer = engine.createIndexBuffer(indices);
  116034. };
  116035. /** @hidden */
  116036. Layer.prototype._rebuild = function () {
  116037. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116038. if (vb) {
  116039. vb._rebuild();
  116040. }
  116041. this._createIndexBuffer();
  116042. };
  116043. /**
  116044. * Renders the layer in the scene.
  116045. */
  116046. Layer.prototype.render = function () {
  116047. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  116048. // Check
  116049. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  116050. return;
  116051. }
  116052. var engine = this._scene.getEngine();
  116053. this.onBeforeRenderObservable.notifyObservers(this);
  116054. // Render
  116055. engine.enableEffect(currentEffect);
  116056. engine.setState(false);
  116057. // Texture
  116058. currentEffect.setTexture("textureSampler", this.texture);
  116059. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  116060. // Color
  116061. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  116062. // Scale / offset
  116063. currentEffect.setVector2("offset", this.offset);
  116064. currentEffect.setVector2("scale", this.scale);
  116065. // VBOs
  116066. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  116067. // Draw order
  116068. if (!this.alphaTest) {
  116069. engine.setAlphaMode(this.alphaBlendingMode);
  116070. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116071. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  116072. }
  116073. else {
  116074. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116075. }
  116076. this.onAfterRenderObservable.notifyObservers(this);
  116077. };
  116078. /**
  116079. * Disposes and releases the associated ressources.
  116080. */
  116081. Layer.prototype.dispose = function () {
  116082. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116083. if (vertexBuffer) {
  116084. vertexBuffer.dispose();
  116085. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  116086. }
  116087. if (this._indexBuffer) {
  116088. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  116089. this._indexBuffer = null;
  116090. }
  116091. if (this.texture) {
  116092. this.texture.dispose();
  116093. this.texture = null;
  116094. }
  116095. // Clean RTT list
  116096. this.renderTargetTextures = [];
  116097. // Remove from scene
  116098. var index = this._scene.layers.indexOf(this);
  116099. this._scene.layers.splice(index, 1);
  116100. // Callback
  116101. this.onDisposeObservable.notifyObservers(this);
  116102. this.onDisposeObservable.clear();
  116103. this.onAfterRenderObservable.clear();
  116104. this.onBeforeRenderObservable.clear();
  116105. };
  116106. return Layer;
  116107. }());
  116108. BABYLON.Layer = Layer;
  116109. })(BABYLON || (BABYLON = {}));
  116110. //# sourceMappingURL=babylon.layer.js.map
  116111. var BABYLON;
  116112. (function (BABYLON) {
  116113. /**
  116114. * Class used to host texture specific utilities
  116115. */
  116116. var TextureTools = /** @class */ (function () {
  116117. function TextureTools() {
  116118. }
  116119. /**
  116120. * Uses the GPU to create a copy texture rescaled at a given size
  116121. * @param texture Texture to copy from
  116122. * @param width defines the desired width
  116123. * @param height defines the desired height
  116124. * @param useBilinearMode defines if bilinear mode has to be used
  116125. * @return the generated texture
  116126. */
  116127. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  116128. if (useBilinearMode === void 0) { useBilinearMode = true; }
  116129. var scene = texture.getScene();
  116130. var engine = scene.getEngine();
  116131. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  116132. rtt.wrapU = texture.wrapU;
  116133. rtt.wrapV = texture.wrapV;
  116134. rtt.uOffset = texture.uOffset;
  116135. rtt.vOffset = texture.vOffset;
  116136. rtt.uScale = texture.uScale;
  116137. rtt.vScale = texture.vScale;
  116138. rtt.uAng = texture.uAng;
  116139. rtt.vAng = texture.vAng;
  116140. rtt.wAng = texture.wAng;
  116141. rtt.coordinatesIndex = texture.coordinatesIndex;
  116142. rtt.level = texture.level;
  116143. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  116144. rtt._texture.isReady = false;
  116145. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116146. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116147. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  116148. passPostProcess.getEffect().executeWhenCompiled(function () {
  116149. passPostProcess.onApply = function (effect) {
  116150. effect.setTexture("textureSampler", texture);
  116151. };
  116152. var internalTexture = rtt.getInternalTexture();
  116153. if (internalTexture) {
  116154. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  116155. engine.unBindFramebuffer(internalTexture);
  116156. rtt.disposeFramebufferObjects();
  116157. passPostProcess.dispose();
  116158. internalTexture.isReady = true;
  116159. }
  116160. });
  116161. return rtt;
  116162. };
  116163. /**
  116164. * Gets an environment BRDF texture for a given scene
  116165. * @param scene defines the hosting scene
  116166. * @returns the environment BRDF texture
  116167. */
  116168. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  116169. if (!scene._environmentBRDFTexture) {
  116170. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  116171. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116172. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116173. scene._environmentBRDFTexture = texture;
  116174. }
  116175. return scene._environmentBRDFTexture;
  116176. };
  116177. TextureTools._environmentBRDFBase64Texture = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAQAAAAEACAYAAABccqhmAAAgAElEQVR4Xu19Z7PtTHbW1g3jMMbGmGDAZAMm5xxMLDAU0WSKWOQcCoqccw6eGdtgk4yNbZxnvvAL+Af8Af6AsQl+06ako9X36dXPSi3pnPu+cz/cOntL3S1pq5+w1mrpLs/eud9fvn27rf9evPPwFz+v22S7fGZ/n7/70G79J5/Xv/qzbLP+Pnvvoc/6Tz7jX/15/c62LfeH7fofbpfP3l/ct36Wf+u4+D37+XYb++G26LPsr/zFttnPuh37bm1bt0f7MvtlnOx4uv0H4fty8UUsz77rfn/57u32cgXvDv72eQf0tl0+G38b0Nf9K4Dl704MEfA16KsE8Gw9JgD+DQE8EA0DT2b7GwK4GHnF4a8iguXZt9/vL5/dbisJbEq/uwD5vIK/fbbAv4N9U/8nJIDNCazKvBLBGwdwu62OhajxmQSAx6gqNp5HCg9wPan2nwSNjhLD8ux/3u8vP3y7vbwDAYjtR8AzFyDqLu1Q+YEINnew23rPCYiKb+q/K7o4AVT4tg0t/h4ydJZfkQASQ/d5b9fZ/Z1ENmuPn/cwYCYEELBguKC3nRkCnE0AFOwOKCOAR/sH/L4hgFMpbSWP5dn/uN9ffs7t9mJ5cAHoBLTyszBAFJ/F/xIKdASw5wgaEWDMLySxAk4svf6L+4QAGPiJCziNAPb4f3UZ2dh/m+z7BK4SAPYrxf5FB6ABPgCUAfANAZwKyscc7IEA/vv9/uLzbreXzx9cQCMACAl00m8jAlF7ov6SCMQ8gJsMFFBnCECSg5H6TxJAU3vPAbwhgFfz9AABeOEDBcIbB3AqPzwQwH+731/8sNvt5Ydut5e3B2C/fG9P+jESgGz/RgxG9r9VAwTUUh0goQDafUz+DYnAnSha5l99Z1l/yQVswAZSGIAugNd/9xBgCw9E8aECkHUB22QPHIAVDlQdQAMWAibhBgZAasAVHUAI8Cqg96Tm0bj3VBS9jwd7IIBvuN9ffMHt9vLTbreXy+32QlwAhgMIeuNzKwOqCoB2Aa00KHE+EsIeDuj4H2N+Hf/TfAC6A4nhgQCQDDwiaKDXiq9KgBEJNPArAtCk0AEd2mpAizW3/lYIoANpBPg3BPA+hjs/9eXZV+0E8Bm32wsJA9aEoBCAuAABPiEAC/yDC4gSgRgKRHkAlgsI6v7iEFqJEMgBwb4BGkEfEEDnDlReoAP/SQRgOYIB+IYDMEE/SQBbXoLNr0jhq4qOZc0PHBSf5oKW519xvz//kbfby8+83V68ABfwniIBgwgQ/HoRUMv8w5qAoQqgk4DWQiCw+63eD8k/XAPQgK5s/5a5xzAAqgR6wY9k+ZEMtCOoJABb230hEHMFWQdgAl0Ap/+uc6tKBrrP/n0AuwfiNwTwNKguHHV5/qX3+/M1B/Ddb7cXax7g2e324vaQB3hhkMAW92tHoFb96cVAbimwkgQ0Vv7R+D8iACfuxzKfLvnNlAAjAsBwwP2MwLQAD9sbYJME0AFcg5uBPSAA0x0AobhtcDKDA0j3KYDhk7Hp8uKj9/vzH3C7vfget9uLT9nDgDUZuOYCLBJA8MNKPyGGIftPrL+4gy3eh5p/lwRUYYAs9Fn7tM/E9lvJwCH2DxJ/mPTr4nyyLiDtBgTAGCrgNuPzNuETgN+suEEAFhng9lkCoICMLH7V0isCeEMCxylrefkl9/uzz90J4NNUGLDmAnYXINUBrf5dCCAuQCcCvYVAYPk3G++VAveVfkIAFRLolgbr2F9ifP33pAqAV/fHRF4HcAS7AKlAAEIYFNwITOszs/wMsB6II4BXFZ0QwBsSOEYCDwTw2TsBfPrt9uLlqzCgcwFABI0EVCiANl8Uvq0JWNsi2JPZ/0YKsOiHxftsW4v51ZqAaBWgZf91PsBL/jFHwEqBR1cCiuJ3gAfCmCEA3cf8rmz8AMZHIoA3JDBPAsuHVgL4jNvt+UoCH34ggK0asIYBGArsAB7AD+reQgCl+GwZ8LaNlP3MEEDaSg4ACMGr/+ulwV4JsAEfLH42/vdKgWElAJ4QpBl+LAlKErHwt+oGMgTA2ngE4IUIOH3dGr/hAKT/m/UBdSJYPuVL7vflU26352sScCWAD+0EsCcDVxewKjfmAzAsENVn4EfgdySgnYB81yEAgL4RA8T8mTUASAAYBgylQAkL8K/+zL6rsl8qF6ArAeS7WRGoAB8Sf7isN/VZqTs6jQ5wXlweWfyqpQ8I4I0TmCCAT/3I/b48u92ef9bt9nwNAdZE4FoOFALYXcAGegkDMByAzzQEgJh+cAIs/legH0IA5QTCPADE+7ISkD0TgA/8sBIgLQfOgF/F9kPcr+J8fIYguyCILQRKgV4DNviOzoKqeJS0u4AA3pBAjQSWT//I/b5OmC0MWB3ASgBrGLA+IryvDNxCgRXo+wKhjgwk8bcTwUACsJ09ANRVAALwCxmEoFcrAUsuAJ4M1E8BDuHABAHomJ8RgACrZfQLyT9dBWi2OOEG9NJd/TDQ8HAQuBE97ZhjGKy6o+imnU+4gDckkCeB5cMfud/v6zr9Dz84gOdCAM/3JwQhF9CAD25gBWWz/8wNgMpj3K9Lfy0foMMBVffXyT4r+cceC9bvCcDFP0311QrATPkvWgosYQFLAuoqQEcQuw3v2si25F+M1RkZXLUU+CgBmCBOEsCbvECOBJbP+Oj9fv+u2+3Zp91uz9cy4Kfebs/3ROD6iPD2b10YJCXB+0PyrgsHdtBuRACfBeTN+uM+suJPSEDbfh3/oxPoHgwiC3/06j8Eutj69sAQqj++I0CUfvIpwCEvYCT90O4Pn1XsT5Ve1/+dcp9FBh3woqXBSEJkvjHHEOUPqJPAjUUCeOMGfCJYPvOj9/t7//d2e7YmAlcS2B3A8xcPYcBm/7ULEDIQew+5gS0EIEA31R8Uf6gAoBsgKwBd9ddvBBJAs6XARgLQXQ2o7T8+IETe+9eRACg7rhCMVgCiE8D4O9wOCb2ubOht1/vYd2ubzLlgKbBHEDSnAMfL6durVm8qBPwXWz7rY/f7/X/fbsvL2+3Zqv4QAjzfw4COAMAJbEC3wC8koBJ9lAhgxZ+4hi3Oh/f8dU8EqtV/JhHgWn9cC4CJQZXZp6GAk/1nawMkrrcqAiwPIIA2FwOB2oaAF5UkcX+GADBs0I5gsNbBQqCorJcFJjqWKvhNMjky0Aek7/LZH7vf3/vO2215vruAD91uz/dSYCOAPQzYkoD7vw34sFIQw4LNymNSUKk8Wv0hCYhkoJ74Q6BboO9eDKoWAHXvBiCvAdPZf4nt3QqA924AbfXV8t8uN4Bt2We029WkoErWpSoCSm11TM8AOYA5uRS4RAITIQDDavaYHxCcm5exfM7H7vd3v2N9McDt9uxDD//WKsAG/ue32/M1DEACuO3g1jkBsf57fqCL/7UbIISAio85AAG0VQEYiIC9DJTYfy/+Dx8HlpeDRK8G90IBHQbgWgD2WT8LoOJ7NyeA5JEkAwwxmuqzur5X6y+sBEwDMggrqoBNH7c68Puk/fI9Vwfwvx4e6H724oEA1iSg5AAaAewlweeyLmAnAHQCTfU1CTAH4GyTMt+QDMRFQFEYQB71lXUAOjHYlvTqh4N2xe5yASoh2PpaJUGDBDrLr9cGIDlY1l+vDlQOAQHckYMiA68KMFsGtOy65RCGsMIDT+QqJoD3yUwCy/f+6P3+7koAt50AXrwigM0FrIuEoBrwHMMAUhmQUKAlAwHo7VmAPURo9h/r//ozLv1V7/5v6wGMV4B3rwYPXEBqIZAQwp4TYDE+LQlqtQfw6my/LgsyZaeLg7wVgmDnWQ5AA5ZWCDRx7ECzyn3udgFptFCIgTlyFRMEUCKgA+O/jl2Xz/3o/f7Otz88QvpszQOsLmAPARoBSDVgud02AthdwPZ5BSxUBVr8L3kAVHrvs076KSLQi3/M9QCJ7H/G/rf4n8X41XIgcwHecuBMDgAe+BHA6uQgqnvbF5DB5hwUQM3vQgIWkKOVftH+gAC6cz0RXZ9MjmD5fh/ZCWCd1CsB7CSwhgArAUgIIC5AQoDOCewJwab+CH79WR4C0mQAZT4hEQS9DgfEztNkoEECDfi6FAhZflb6Q1XXqwHDEECpvZX4a0qP1l7bfAS98cQfzQUo9a4mASMC0CsIm6JGK/2i/QkCuFK9PxmIYPm8nQDu795uy3K7LTvwVyJAB7ARwJoAVLkA7QIkJ9A5AQS95Ad2YmgvAJWwQFcBpB38pUuB9wVKbAWgCXwV86Mz2ICKTwUWFgOxMEBicr0eoBwCGBUADfxsDsAiA+zflNay31ZcfnAdAAXgDGkcdAcfZCJYfuCX3O9vf/vtthHAmgcQF7ATwOoAtn9IACsRSDkQ/wqIIUGoXYEQQ/sL5IDJP539776DwodVAGlr5QBgP8sDdApP3gSUXQa8/rZsRaBeHmy+HwDyCI1MUNlZzX9iJSBO9igJGJYCo4RdIqMfJQ4Ztq8C7FXjHuSnQ92XH/yvdwJ4Z68ErOXAlQRW0O9/JRG42v9GBHsuAImAqv+uzDo30C3yAfVHoHeg9xyAp/7wlp+WFCSWv1sOTBb+0EoAZP5DImBrApAUMFHolQG19c+EAkbpjyUEdQ6gm/QEsCzZFxKDlWNwprJVWfBm/1WAvWrcQ0ie7Lz80H91v7/9v263+9sPI2zrAZAEdvXvXMBKBJIIFDcgyUAEvHICg/o7wA/Bvyt35wCc2F9Cg03RvRyAA34N8hD0xsIfXP7bQgDMFSgyYO8GsF4N/hQ5ALak1yUGRQDZZJ5VWXgKEsie8yQuH63b8vn/8oEA3lsJYJ2EQgD73xX4z9bs/74gaHMBQgA7+DsXAJWBBniHCLTtNx2AUnkG/LYNiUCpvX7wp6sIOHF/lwgkNf8UGagwYMgLMBdgLQCyVgOyciCGCs5nz/Jr8EXOQOcQZEbrfjjTU8qaCBseMyx4vxPB8iP+RU8A24Kg9R8Qgaj/av8lDBgcwApQ+QdVgW0bKr3+jsk//AztzBKgtv4K+Kj08rl7JFgt9BnCAIsQcD2AsQAolQj0CAGAqhOFCK5u3cA+84dyIJLCPm6buAgoBa5qDoDF6wzUkZ13iSDKKwTamSKZSf29cuzJUwq7LV/wz18RwH2Nl9dKABLArv6bC5B/+9OBGxmsIIR1AQ3w2gk4RECTfwBulgC0rP96/FYJUOv9SzkAB/xuKTBY/qsTgZ0LILF/s/RW9v81ywEwhbeAwUIH6hRwGp+wEOhqoF49fojqQoPlR/+z+/3t77jd3n3rdru999CzEYAQAYJfXACEAqL8W5lQgA5uoJUK9zxBB3ii9ALiYT2AjvuN72wFILP+XdlP8gLKFeg6f5QM3AC+VlMMZ9ABGuN+VePHWL6tHVD23or3tQPo2iWfBRgShDp0ELcBjmIAbwTWqEzIJvLM6kEDEFcD9erxCzg3my4/9p/e7299x+323lu32+oAtjwAhgE7Cazqv7mAvRLQcgG7A9B5AAwHus87CWBYsIKFfe+eCSBgt2J+7QBQ+VsogOU/9fIPBvLhASEF8AHwlhPQ2wVYFhmo/Wby74QyYLcmQAEbbbue2FcnAb28QTmHQKBwNVCvHv8IESw//h/f7299pyIA7QIE/LsTeIbqL59hPUADvHIBG8jBIWgn0L4rsKMj2Noomz8QgZELsCoAAnh0Caj8lup7ib9tX+ZBoKgUmFkWTGJ8S/UHZa/kAHT+QGaeoeQmMUC/CoAzVYAjYDvSNwPCq8fPnINus/zEfwQE8O7tdt8dwGZjIQQQ9Y9cwAB+RQIC4I4MdvvdLL+O//E7LgLykn6q3Efjf6X8bOUfkoNYcQZ8z/KzBUBYCqT/YQgjBuOBHxPs7JHh7JoAy/IzWz+xEtBKBEYg8fIGw+SeQQQ+CzHZP+oWXWPU/8z9y0/+h/f729/5kAN4791X/6/cpl4SCsDfLRQwHEBLCmJFYH92vssNgBPo7D8qv4CekIHpAjKgx1iffGbKb5UAQwdguIAtz2KsEWj7vIQggNON91lYoIFN2mznYKj9UBmwQgXLLcDstRTdBchEFWAWcLP9MgC9cuzM8aXN8lP//v3+9v/uCUDyAM0FIBFADqAjAsgFiAvYwK3/MfAL8InSd/Yfy37Qpyv3OSTgxf8C5vZXPfF3aB2AA3hJGg5LghMOgCUBo8SgEAyC3Irvh5xAwhW0cT1iQBKYWds/QQLdeVUQcrEjeGoiWH7633sggHfWJOAaAkglYL/wLQyQf3tYsCp9CwmgFIgOgIJ/JwMdBuB3cQTDX4z9wR2whN+WE9idh67761p/F/8bpb8O/OotQCsJDhZfji0qT9p0LsCI83X9H8E9KH8iCSiTrQO29bwAAbvlCipPAw4T/oRKQAVElbaMJ472t7jnqnEjrlt+1t+539/6P4oAxLquawIkF7Bb/40M9hAAHcD2GVzABmBYKSgxfyMGAbROCipl1w6gs/8ZF0Cy/UIOOr7vHAIu9iHP/2v77yX9ROUt29+AHVUCnDJgtvSn8wXsnQGzIUAW3F27qFS4z2CrD07wCogqbR8LtGecUwR4vX/5OX/7FQFsOYC9FCiToBGAEAH83ZwA5AM06BspiPKrNQIt/kcg69iffBegNqVXb/wdQgIMC0DltUuQ+L+Bmz0OrNTdK/91+4JVf15SEPMCYRkwEfc3stBxurMS0AoTMKRocaV8cKw6jpcFsdUn2/8qRT8buGeP55HC8vP+5v3+1v99cADvvfNQBZB4dO24Kv5GAntSUOz/+n1wAis4wAnoMAC/N9svSUKsBABgmwPAbQTwWzsW/2vAI6j14h+1CEjnBYZFQWSxj+sEVFyPjgBBrhf+aOtPY39vRaBVJlQ2vyOGIATQsb6etBguDMSQyAF4IMhUAmZANNNnUNSqBDvtzzif6HSWL/wbuwN4eycA4gDEBQgRYPzfSGC3/BYBdOCHxKBHBAJoAbdWfIz1I9XXsf5g9y0yAJB7iUDPCaC6e2EA2ngMGyIHwAgBldncf4ID0EDXVp1NYmbnrclOtyfDhiPOoCO4CEXB/rOBfOZ4yy/8a7sDAALY1gKAfWMEgOovoNdk0IArKr+7gwH02gWQ2L4t/sEEoLL2IQnoFX96HYC4CIz/jcSgAJSVAtu2RPZ/SPRBHkC7AkYEqceC2fqBfdKaCcHAAeAkpKVBCANcElBVgBQRTC4HngHOTJ+rQo2jhEbP6xf/VU4AmBza7L+EAZgLgGSgxP8dGQDwmQOQbS2xp6oEWAnQn1seIEMCJO4fsv8Q2w/JQU0IJMvPiCCT/NPuQP/noJ0rAFBa23VSr1N/vQhIgxzzB9odMMIAkGvFZPF6JkyIlJeFFl6IcRYYX0ciOOOcll/6l+/3t/7fngPYy4BSCmyT0SGAlgvY4/+BAET10fZjUhAWCg2AV8nBEPQ6D6DJgSUAoQ/G+Dr+T9l/pfg0HxAs/e3WBUhbsihIgHKkHGiGCQHYO/UHomDgdd0BcRkZlYtyAFlgZNtlzqkSJcwc1xr/6FjLL/tLPQG8t+YA3tuXBKPiqISgAB//bjZdkoNE/Rs5EAIYXIAKCwYHYJADlvhalp8RgS4PogNwFN8jgo1A2LoALxRw1gA09TbCAjckQHBZlQEFwEoS0Iv1S3mAYFGPlwOIJn+0v+ocPohEsHzRX9gJYM0BvPvwTyoB2gGsP6iEAowANsBJWAAVgRYeAPCb/WdkAKEAttNJwRbzM+UPQI8K36k9Kf3RagBTe2vhj3o8uAFXLxUGxTdXBrK1AIltTZ2JzUe7Lp/Ralvxvrb5kcWP9nv2fwBzIRF4FRFkx/XcwRljHCGm5Vf++fv9re+63d4xCABVRhOAJoOtRCguQKoCmghwv7L/mBPQwB/KfMQhCEF0ym8RAUkIToUAxrP/gxOwSoDGmn9WCjTzASw3kHQA5poA7Q4g3n+MEMAChiadiopXwHZV26usvB43e/7Lr/pznADakmBdDcB8AFj+5ggcF4AhgAlwwyUM6m+pPgF8U3BS6jOdAAkJ3HUAO5C7ZKBT99/IVDsGhwyY3e8qNfhCERXDa5BrlW/ftaoqe265Ar0U+PIQQCUzqwqYBYfnSK4AcuW8sjmHaMzl1/zZnQDeud3eXRcCrfH/ngNYbyxzAKL8nQNAMiC5gI0gBNz42XIBAnAkBACwqDyWByPlp2BPWP7WD0Crs/5ewq+1JaBnWX8rEajbDiVAlbNpwHRyAJ4D6EqECQcQWfxo/0wI4E3wcPJnUbSLXqH5A26qHaD9kb7ssKaj+nV/ZiSALRG4rwhsJLBfUKt/k3yAJMGwEtCFBGD/PTIY4n6d8ANyaEk/Q/nPUv8h+WeRgXYCVgIwSwbK3osKi4PonEGUC2C2Pngc2LL73Xanlj9bBTg7BIgAFe2vuoxZS14B7wy/DCT8xX/qfn/rrYccwLtrElA7AJkgkrDSJUHJfO/Z/wZ4Kx8g4IXyYKfm0i9QfkoSJK5HghALr51Ce2Jwv0ad9BvAj1WCidKfZf1x3UDnvPQ90HYf7o1WfSQMGbOpU1D3H6oCynpjPE7VfSccpoalMEHNdAxFKkDLgDzTRo5ZaXukz1E34f1Gy2/8kzEB6MUlsjCoCwWMEAAdgOcGTECrnECn+JYTgPyABn0U82vwt7hfJft0rK9DAlHooTSolH94GxBUAnTSL/reAbz6UBADt344SDkIJBIT5E62HgnEAwgFmjq3ChFkAJUFd7Zd9fwsdZ89nnX85Tf/8Z0A1hwAOgDJAxBbuU1usboYCoiCKvWX+L/lAUDlNUG0bD8Bt7dviP9Vf0v9LbV3XQCz/3qbZf2d0h8D+JAPYDb/RAfArL1l92W7Z/OjEICpOZvkw7bES0EisET7M0RxRNkzx78qJGj37rf+MUUA+zoAnQjs1gTAhJNyFy4X7kBtkYHKB0ifDMgrLiADfJMESGa/Cwe0/a+CHsmA5QQ8N6ByAzJZh1IhEobOAegsvwaVDhEKDkCre0cielYbau4SQfIZggyIM0DMtMkc6ywnMHMsduzlt/+R+/2tt2+3d8QBiAtQSUBaEVDxPyYB22cEuiYDQgJtLUFk7539ke1vgAeAR05gC3ekbAclwuaEjEVA3XoAAnLpT6sBCuStrUrIpqsBHhkwcBOVTecFJAteCAFSyk/GzapwBOJofwV0mbEQkNX2p/X9HX9IEcB7eyLw3q8IlPgSbV/LBThEIMreQJkhAeYOIsDrsELV8VmIgHX9ITGo1L+BnxGB5wQY6IvKLzZZCKD7nsj8m+sADjoAVHk9ga19tF1CzSk5GO8T9MCUAdpZbSqEUW17lpNYfucfvN/fBgfwLlQBcEnwdkA9cdGiCjCgGrCpZhACDMSA6wL28dewgKl6GzuI963EXwtf1Nr/wQ0YMb+bCJwAPgKc5gPIPeiImeUC4B5J2zbZnGXBQjI4Mdk2HFNPYqv9MNlJCJByAzPPEezIiUAe7a8ANjPWGYpePc52Db/799/vb7/zKgQQAnhvDwH0cwFWLqBluwkRYJ7AqgoMTiHjApTqR9ZfbLxbCbCUX1wOKQGiO8ASn7XdKgMimL2SoG4nkxGVnqk+OoeBDHR4AN87EmCWnlULBGiBuiNJMFC5RJB8HsACRgYwZ7WpEEY2pNEuYOoYv/f37Q7g3dvtnT3+39YC6BBAv3IK1wVA9p8SAYC5gRDBqz53QDasvag/dQboGMCy0zBA7e/CgoTyszX/VeA35QeH1YGc2Hwr2YchGn5mJNGVd8FdoEOIHEBo9VkeQc3cqFJgEkPhxSBHwoIMCVTAlx1vlggq4y+/7/fe72+tDuDdV2XARgD7isDtd95BpZWjKRUov4Acwa6BT5OEsEjICg1aBUAl8DpwA2kgQeCYbHsjL0zygfKbll9XC5xk3zYGgM1yA0IKERGgI2PJQJ20M13CAQfgWv1kEjBj+Yc2zlqAGdWPgBPtrwI2O16FXMrn8Ad+z04AaxVgTwDiasAtBNgnrK4E6HBgSApichCBBHkBCnQNbmb1iTPoSEXlDXCfTv6x0EAA2OUDtCPA70bMT6sAXjVAlf4sIhieC8BYXy0CYk5gIPKCA8CJGzoAI5QYJqoRzx8NAZ6KCLLgzra7igSWP/i79hzA6gCAAMQFrBMNSUCrFypUm+x78k/cQRffY45AqatOGDJy0CDHkh5dDERielFhWvrTIYHO+icy/jK+qe6sCkCAH70erLsXylXMWv5GFowQrLyACISU6HZ0W+RALX0Qz2ug4NgYUWScRNQ+q6IZ8GbaVMCdHS99jX/4dwIBCAmsoNd5AHAB1sRDArByAV1YgLkBnfRDF6AtPbP4LNY32lkOgMX/tPynSKFzC466Y2JP+mT+mk8BOiVAVP2MA9COgH4nQGcgHxyCAe5uMicqARTcJ+QBIlB5+6O+V4E7c9wMCSx/9HfkCEDyAMPDJiQZ2AABqtZUVwG7s+ZWMlCDO/F9iPFZso9l/IkDaMRgxPqe4g8JQa30yg14pdaM7TddgWHxXcUPVgLqvnqyWw6AqrlT0jPV33AekYJb4IlAdfX+6LwR0BVi8Yhg+WO//X5/e68AyLMAawlwCAEwF2BkpTfgqwlu5QU6G45KrdYNsNi9qwAQMgjBnyEDI77XYGcxfjXut1wAhlfSptsGoNHJPab6XkLwTAeAk1MIidp+mJlRJYCqPxCABwizr0aUDl3I/ogEMsDMjJEZp0oYjECWP/HbSA4ACEDWAbA8gJ6MjADWbYP6i5LqvyRROBBABHgjXEAV14k963s7d0koOkm/s+J+FiaERADqbjkAHKNNrsRCoE7lmYsQ0HjlPm+dgMzKRLmQkkgyBJhR/SPWPwPyTJuriWD5U78FHMB7eyJQ5QDaYiBhXL0mgGWumRNQAO/KbieTASMOL8bvVgUSq2/lAvAaOvDiwiEjs6/BThdZ6bUBJNvfuQN0Z+pzVzI09nXqrT3UMRMAACAASURBVJcKg+J6xKAnLao7Tvruc6ZcyBS6EDpUXUIEvgyAz2oTnQuqe+aYzT386d98v69rALZ1AEIAazVgz/4zBzC8aorlAdS2rkIgC4e8v2TxkOsGMLeA45I6vgZ7ygFg4g8JQhOdl+FPZv+ZnRey0CQhE4PtH1TfCBmkXQd+S+1ZXkCTiQZq0gG4sb6qMHSAKFYQHpsIMoDMtKla/syYy5/9Tb0DWGP/7R8QgOUA2NtnzEw3LhRS6hjlA9CK6/gfS4XU5rOk427p9bg02cfATtS9CwGcSsB6/taTf9Zvx0ItvQ2JgH7WgEYyMMA+5AwmHMBMDsAjAhrPTz5M9H4mggy4M65g+XO/YSeAXf1lLYAsBca/24D7MwKdakBIYOUBxKYyJ0BDAeIOTOW2QI75AgVkXNVH7b+VBFTgDisAQda/gd5LrCrlZpa/WXJrEVBk+cGxNWAkqwDMQWiFNq2/zNKgDOi6A2NFICULRAV8rrSN7HgEzmh/NH4G2MZlDi8qXf78Fz8QgNj/thjIcADtvw9HNcgQwGxIwPIGLHTQVj8BfszWmzkAlZsQwFrlPbcCYOUCjBwKKwl6pUBRWyFhukxY7LmO7414X8f61BVY4YLY9iDBhy6BTX6LPJCoPHtcAXelbQRUD+gZEojGZyCvjrv8hV/fOwArBGBLgnFpcGdJYUJ0gNknxLDNCwm8xKEV6xtqPwt4DWpm92kIQICN7bSNF2Xv/pLfUgNd5wxoCEAA34GbqL0VAmhSuMIBuIqv8wGJRUQWmCzAfNIQwV/8tff7O+9BEhBKgEMiUIUAXjLQinMbAAAcCIruFWMVgBPFX28iLhW2Yvzu+JCo06A21wAQm69XRVJwk+RpaiEQCxeQKEDlaWhgtEWQWEqvt7vhwoQDKAFfjR+5hytdgjf20X1HLH/kIpa//GtUCLATgE4CogOQz628IwzslKx0gosuG1bWnuUGotJhyzUYYUIjBSsnoJKVXZnPCAeYo3EBH1UDDIA38CniiBR/CA1I1r5VEQBUg/1XVt8jjG7iWZUD5WEz5UIK8sRagIhYquQQgfqI/a/aeBYKZMOD5a/86r0MCGsApAqQcQDbgTQBMNuqJ70GE/nuOgMSGjDFj7ZZhNABnxBTIxon459Vfa9yYpUEEfRU5RXounEUkJEgGJlEYNb9O2IQ16hsO07y9nk2ETjzJKG4JIKUSlgQKqyDzgzQM22ic/AcxPLXflXSAew30no8eDsJvBGWyhmJsKojQOAOi3R0yRFtPcvuqxo/tf7qeryYv2T/mZqT0IARgfzmG9Eg6erP8Jvr+4Tk4Sk6IwnWfgA/IxsCPhmfKWuk3ugcqENIgLwC+hl1j4Ac7c+CPDNOd4/++q/ccwCRA1iFHkqAtBrA3ICh/J46Yp7AjM+DHIK27t1aA0YIbKGPIisrw59NAOqSH/0NEKyMCBS4qwnAtNpnk4JGnN8pfKYKoIgiA2R2DEYglW1XE8FZQI6AHu1vv8nf+BUPBNDKgFYOgDkAsHdmQhAnkhP74kNDg72OwgMP0CRuN90GW+CTdCwWoVluQKv3EAYQ1cZjuOpv9JXJNyT49KIgliMwlByVu7kJUFwvPBjcQuaxYSuUOBAGZMjGIxEP1BEQn3z/3/oi4gA0CQD4uxAACMBLCKLNjFSPJd3Q7rtJOWu1oZNcHMgmE+8H5T3P3Xj7OlCzCgEeN+sEVDs8Rpu4Ol9ggd1ScuYWkAQIsDv1lrYqB+BZ/2FfsBqQAe3sbZG6Xwn2aGzr3Ja//cuJA8CnAXfr314SajgBkwBwAs6EAwmwWWFChThY0s8iI297B3DDPYRtCLi3Psb2AdRAHrKvqb9BCEyNtaKXS4OkoqAnomXjKUEo9e/GSjqAs0HvAS8C5WzfaNwKES1/95cZDmAlAbIacPudIRcgi4H0oqBuUirgU6WDSVtJsHnJw8gtZNyGWeJLEJNn61vZzYjzo/3dQ0Ea1DgmUXMWAqTAbil9UOaLynttQj+iAzibCCLQRfstUM+ShJiqqP/y937p7gDuex5gBz5bByD23woDMA9ACeCAG8jkCLTis+8ZUhjCAisZOKvwySw/OoWONFWMrmv4ZsWAqX+wrXMGbLkwnMvgIowEIWuHTsV1CTKz978WeViA88IKDzRnA/Ts8TyCcUng7/+SngC2twFZJLBPljIB4IQ1wgA9waPM+rCfJApN9Tae1beOGZ1LO06CEKj7UbF9A7CVB7AShIa9R3Uf1gOwhF9V6S1iEEQFDqFN3my14IJEYNYRTANNERd+PZMMIsXXp7H8g198v68VgHf2uP9dBX5xAtvbgaUUqEqCg/1HKweAlx9vsLeGIlqxchWojCyqY1RCgXK5jxGHofIsD9B+V92nSAgIxCEkgLEGBU8mAaO4PgoVmEJbOQQG1CzIs+08Msg6kAwRzJBOlgiWf/SLRgewksCq8l0YAKBveQAgBGb/t4vDhJQmAwf4a9dQeZPWnJbiHMfgOYeNlAKlx3BFOxs3L6B+LySS8EUg6rzwuEgQ3luBGugDqx/lCzyCGPbtCBBi05M9Io2OFB4hEXgmGLMgzZDEjIvYruUf/0I7BGgkAJWAbY46SUArGThMyAIZVADH2ppEkiCBir2n5xmpu5ME1I5pUH+LYEnFICKEDpiFEADPSSu0JhQX/MphTBFBIYnI3MRjgLviLs48H9OR/JNf4IcAK9bxPwoV9TerAXgj4T0BOJk9MhAQDZOfACUCNgIy0zbTJpPZpyGAQwTiKug7AYkr0L+N991Vf00gpGyHINbK3yZVMQQwVT2xEMh1BEZ/Nvk1EKsKmgXyGeOeTQQdEf/TL3wggNX2b/H//jqwLRGo1gC0HMCeD9AlQPw+WDqZJEZIoCdaNY6OgOmFAVq5u7ae3Y9AHam7sd8kApUsZHaekclAvrv86eoBcwkZkFvrA1hf1wU4Cu4Btu1T/c8G/hWgrxDEmSFDc0D//OdDCEAqADoPIMnA7a8wrv6LpSEFfJlkoQtAdfKShEmAWlUDN7xgOYYE6DPuBY+Lv0W0HRXdK/cN2X6l0jqcsICubbx2AVeFAK7Sy+zV1YDiasAjgH6MvqZth+vXH6sksfyLn/eKAFaw6yoA5gEE9FYScDsZZfsR8CwhSJNb2Tq5UVLsQO0lE5Pk4bqRiBDU/oEcHFVn9X1T4dFZ6TKhYfWZcltqbm6HsZm6D07QKuGRcqQGgEUKSF5N2QySYPutbZkw4SmJwCIIJIXIYSz/8uf2BEDXAWAosN/w7gUhAHwhge7GY2wGBKFtf5oMGKgcl1Cx/wKwKKQY2hWB3oHbqver7ab6J8t/2L9VbaR6sM8auk4gArlRNbBchQnSaBw5RyV7lRCAgSYCerS/otRZwqiMmSECc7x/9XNUDkCvAyB5AAwDtrlBQgG8KegCOsvolQgrgPKcQKTQSReBhOCquBP3a8LTToXF/vpY8ls2J6AdBFH/rNJfov4YDoL6UzVP5gDc8MBJBFbBnwHrWW08EEcqrvhw+5oNBZZ//bMLBCDqb7kAcAJtUQeyOuQDcGIPnzFeJQClSbJqngBULW3xIzKpkBYe3wGxkISn/u5zASwccLbh5NHhht43ELsFcGeFXwfmA1UAdBsZ9YxU/ej+zDkwJ+RtO5Mkmhh9yc+637cKwJ79lxyAlP/kKcC1IqBzAJgL0K4AQwC0m7hgyAsBrAVEaL0HJU6SQKeiyT6dWictOwsTsqW+9ttosAax/pA3AKJBEqEhQLX+T+J2PG9GEIxEPPC6ag/SNzhOtm/fZo3JABYpfLT/KBFU+leUvxHNR37mSAAC/lYBUDkA76EgIYWOAHASKnXHm4/hwaB8pIxIV8oFFpxlziNws/0diSgF91bwuQQmE7QQ+2fUvwO+pf7KkXRA9db6W6QB1+KCHu1qMgTQE70DoTOG24/Y5qMuIEMOFYBXQ4FM++WjP2MnAFUClGTg5gCEAMhy4M4F7JNou/eZ0qBWELD7qO6D0uNkZXmEwKqb4HXI4wzAa8ejLTYSjb5mfXz8jgCvlP86YrhC/ZH4lfpSFU4SgAfMo88TZFxAlRgyY1aI4Iy2zQF87KfbBLCVAAP199YCaBJAV9AlnAxX0NqwnIBSrHSSziAPa/VeJt/ACMp0AY6l1+CNvofqb6h6NikoJMMUHN2apayZNt3YxRwAPa6Tb2iTXj4cVP2MwkdkUQFz5njsGt1tX/rTHghArwHY7P++DBhdwDanYCWgzgPIfh2TtfUB+6QcJhcBedfGUXoGwAaOyXhdKy4rC1rxPAtlymqfjP0x5h6ArVSdARJdiQa6BWC8t3h8RhQ616AnY+cEigRQdREWUZ1NDBnFz4I5Y+OroMf2y5f9VE4ACH50AS4B7OD28gDtxyEVgW6yOIQwWGlg/Uz8bQLXcBoa/AM56Dq8FcMbCTyx/o3ISF3fsvaMWPRv7JLEPht08nC4TyTDb5UNI1VnwO3coaHQFPBKxa0QwAO/G1LAucwA+2oHkDkny2Vs27/8pygCANUXF9D+h2CdC1CA334rcQf7Z7yxsp8qiFpBOKhPQAiW6jIlN9UdzllAKQBjdtxT9eF8HJLQ5xNae6Lska1nSu+pfyMjb3GOlxwEYrHANwA6sO/abdBxyRiPAf4ZoGf6WOA9y0Es/+YnAwHs4JfsP4v/JSEoTgD/is1veYFZEsB+xAp7gDEX0yRU2asQaHX2wD8QjEEsCDKt0pZqM2LpSqaiiNpteCW7mQSgukc4UTWxsH0Z8EaKT/erRGIW/E/pAo6AOdt35+Pxvwf/t0gA8BKQFfzZMiDmAYakoJ4oUB2gE4UtHDLiYQSa9bnsDEhJj4HfdBYHF/V4Vn8gvh3sh9Rfk60ot7c9Uf+Xc80AkDnCNGng+RrnzCa/RS6Z8zXBJDv0ORnf9bHY96Pbov7LV/ykMQfQrQMgVQABvP67//60BKgXA7UTU9Z/mDgk+TeAndjrBtpCBcEF9Wz23on7j1p9TW74mzaH4jgC/Vtri20uDdakzvIDbTL0y1I9Gx+V8CJHgNeTBfIMEXhjz5LDU5HB8pU/ccwByBOAXQ6AxP9sQVBL5EJGF8uByPYDCehJE1UGAuB7JKD3MadA22iFx9DCiPPpeZAFOZWyH46Jk2cDPiZFRX1IvI7XrMdg2fsOvCRsYGMM25QadgC8KAeQIg5BblAajOL26v5Z4DPrb6m95wKWf/cTxhwAPgJskQAu/aUhAIB5+22J9aelQa0uOuFFQoRBCY2Soc4PNBDBMQVAGJ50amqVI8kYOH4F3FTZsyU9EvuLMs4q/NBP3SNT1Y2FPQyQcs0RYYT7JxYTZQgiAmoE/Ki/8E80DgO+RQYe8Nvx/v2P3wng9updALgAyEoEYrY/ejS4katyBegG2OfOEqpSX7s4K0QohgVUpSft+5VgR7BFsb/nEkxScByD/s31pB2IIOMSIETRE9YLF0wiOGMtwcUu4EoyyIAe79uyEsDwIhAsBSrrT6sAuyJ0i4KU6p9CAkpl9boBNuHT7iCw9vThJBJfe8erKrt2IZZjoWSIcTkLCTwVt6oC6nojwLKYvuoWIsUf1DsZRljn7m3PAPcMBY/GqIK8YU/IHTYs/+HHKQLYAd+tBCQkMIQA7L0AQAxo8bbjI1MXPiOIqMJNOgIEly4HmvsUIaUA7oQ0tD/LuBsAzTqC7XosUnAy/MwBZADtKTl1fjhB2aT19j9RCHAGOWTGyII/Gyos//HHAgEo5c8kAbv4X6m+lRDEmy73EtViSEA5pcFOIVTSMHIEAgTLVuvVceXVeFWwO3F+ByIW5zuxv1ZRRqL6d2TK64E1Y/9dIiDWfVB3veqPEcEThAARcDNgPKtNdC6Dw/lPP+Z+fxcWAOHbgM2FQKDsQ/wP+7TSo+qzsiAqk1apLmGoVUor4kTpcCCDALzZen1EQpbNp+QEjgNdiZWxN8t4pCKQUXeLOChZOFacEoFxTmzsYRIjEZwQAnjjRwCL7Hu0PxofLnVc1IM7gzxGE96vWgkAHwUWF8AWAuGDQOyhIAQ/KwPu+9t5KmVvJwXtMHSgE9BQfU0g7oMy2g4byb9ZMFtkwUCMhNDtJ2VDDVoNLBoSEBLpQBYB18kPpElkv9HM1XRzwFB85gzw2BaArX4uoRRAFYG7up+RQYYgKm5i+aof/RACiPK39wAAEbB3ArSq3v4Bl//qpcAa8Nt3QhAM7N0FE7DTSWc4goEUAAwm8Ky1CNYCG69syWr/BJBWLkArvWflL1H/iDwE2I6dH0hKJkeyYtCRFYCThSdZYLuEwo6hCGwGlE9FBsNx//OP2gkAwwBJBBoVgK4SsE8KyQWwuJ8RAoIdCQJvpMXqVnlQA3z4TpRdjsHA1IEo6hss7JFzQQDQYwaE0AHAUmMrSWgAmJKomuRH7D8DmOVWGMAjgHb7T8oBeORR2XcFOcyMyfps2776C/ocwPr7df8rkEMC23xS/0uQLgVm3IBOAHYni1ldneHVcSMJKdbJEYYOQU7BDR+M8VMZeQZUY1tHVNYxlQJnQgJNKNbk9tzGAFovx0CWDXurDkPF1+MVcgBZhzDbbgaoVWdQsftNaIHcNwLQIYCQgCh9SwaC2jfgQ/lPg92qAnQnokIB6gCUcrlVAqNsZqqco+xMtTM2/FTwVxyBofAsvGGgNe25UxqskgxV+ETIkCaCAgFEzkLmqdXuqZ1ARBam6gMAl6/5kSoEUPYfwa/fBNSeBQBi2MZW7wRox8skBgnYTUfgKLeA11O4KDk3gJ0pWzI00BOYxuhOeU9fhwXWqdg/Io7MfuJKKNhBfRrAJisAFJgH1wF4oPYAF4HxyP6oLwN6xhls/f7Lj7jf5dHf9hdeBNoRgJH5L4UB+2TSpBDmBADsCG5U9izYq+Sg25uKqqsJhnJ64JdrcC13Mfan14tAdDL76MhM0qmOFdh2fRxGJBZQoycKI7BkQZ5tFx0v2h+BPw30BrhXH7bweCOA/eWf+kUgFvjxKcChGqAAbuYADCLQ4N5O14j9I/DjftcGe1UDpn7Ogh2LhCrHfyzw098Hwews/aVkkMzkD8qd7JciggNJQItUjoC0CuAjxMLOMzz3r/3h4ADgLcDM+ktOwKwC4HJg9ZmV/RoXWaGBUv1TiYABO8ofWLHwRDLPBd8JCn8quLMWPeMkiPozK5/dNpBCkAPIgnwWiLP9QqAqBc8of6rN1/3wh4VA8gRg9AxARwI7iFgJUCcAKwlBFg50lQIdDoCbMC1rpYKQrBygW+kUMcjkR+CsxvHus/sReCPQRvsR0A74rPCBnXtK6ZVTsdzgYwK+ovaVthE5zCi/8MnydZ+vQgC1AIiFARveINHnJQMbNlHlAbDbiTj7NBmUiYCoNqsiDBNUT+YjoHaSh3Lz3BDBcivedkaSjvqa8X2ypBe+QEQBVl9vBHrmCCi4H7EKcJban00GFcJYvv6H9UlA+i4AXAuAZT/1WWf/LdXv8G6VAQkxlMHPMsJFJ3CJylugstTaU2FPdT3wZpQ9UZ4LiYvU/TswJ1xDRsWZ88v0a0oIFjtDNt7YEQCPEEc0dnX/AwGQ2P9oDkDCAvld9XdP9dEV4I3tbpaenMZ3V2lIn0yCSlv0wyTh1Nkz9p6ppxVGoFU2VV/UOqn+6NKiMbtzdQgmcgRv1P/hJlXdw/C7/dcfajsAifeFDESU27MB+wa5jzoUaOB3LD4SA4v9NVF4LgAnd3ehgeozAHugHianEx6wCR+FG2YeA294whVQYtjvWQRUMw9BlDIkG7b6j4VmVrusOp9s/y0ncJX6R+POAD4kiI0A4L8BQ+Uf3gfg2H/2MBBTfdP+C7vAzdaPAFfIwLSERHVoIoqUBjNKm3EDGVIwx8kAOFLuaL86hkkkxcU/jDgrSh8CUhG9B6iMzc+0iUB7xO6H4EWszLqBb/ghJARgTwKytwI7OYAhBHBcQDYckOtlTmFYABIA3XILbCEJ3QaE1ampsRItHTbsF+mqqpUryCzZzYA/QzJJN+ICPLFqLwPCI/F/aXy5N4YjiRT6akB7BGmd2/INP/ghBGjJPwL+1QnIfGf2X8CuQ4GGEZXoO9UFEOdwhAxYDiCtXE79ngKh2t7LFWTAHwAbSTEKEby2kaqznEHUJ6XmCUJJjaPUdFbFK4CvtI2IprJ/+caVAHQSkD0ObL0MxCgJbnNNqb7+XlX+KATYLlwdky4NZVaRxY/ZcMGLZwNHkCaXCPwZ1bbOBZXNyS0wkJruSKmll1w9CsrHdACzZOBdYwWwYj7CcAhcijf+8o0/KHYAkgzs/u4Trqm+/g7gKYUDRNG7F4jKhTlAbz+SbgNjdz+g0S5yA0wFO5AQAnHVzwOoZ/vPAn8yMeclKSMlPwOspm1nhO2oeRZEM+0qgH8q9d/O8ZtWAig4AMGQuRDIWQ48JAUBkO3eRcDWuQSi+pETQOBSdpxQ/kjJI7IYljkrVXaBlajpZxbqeGrOQEDzGqA8OoywfvdqHP5+IICznEKFSDJOYhjvm35g0QEkFwIh2Bm4w3AgcAJ6MrV5R+y9BpcmCFQl+oOz8MByE0qNu/EK4UDkJBihWHF7Bvz4m5jAJct+I8Wn+6+I1a8YE0k4+OwBtaLwlbYZwIfjrQQwrP4jK/82+6+2y8q/IQmolR2SiNvvqFUc3x/A9jOwESfAgB6BnxGJFR6E9tWbhJ499ey9FUbIhDT6ejadAjwKMbSVtkgxY7kvAOuZjwFn1fvq0CACeAhucGPycejzzT9gdABYERheCLqDUQhh+0qeC2iYNcBvWf4wMWgQhE7+CdHoC04TAlFy0zkY6+41udAJkyANar8JKVIHEBFEspYfOZLIxofkmSEOr82B+H9WvWcIoALaStuILNj+bdtKAF4JUKu+uQpQx/5AFKj6NBwQeiLOYCCxKEegCELb++GHcCoCA2taYHXU0IrtXTJhjsd5kKcDpziDBEEgQZkkg+MBWVigiYjA/T3gZofjGI4kC+azwTszXgTaqwlgHX/5ls97tRRYVL2tADRCgUH1yYKgDofE4nc4VqDG/EGbE0ZiziMIF/yGYlCHYJEKKzviJLaOEWTbQ5CQpN9AAhcoP5JWGaBA8lmyKYHZI+FgldwMeLNhgncNlX0RWczufyAAWQqcjP2tCgACV+Z+t0RYAUmIpAOxEdtHTmDbTybBsHaAnIMmiuHmatcBk9m8iexcEgrqVgP2c6cxvFL+LMii2HkYJ5Er8H6TaeL4ANj/CKSPofiIowcH8P23COBGnwHQhOBVALxHg1l4kCED0mbIEVjqTIhk+4GT26dJIXAF0yGBQR4U6MR5ZNsNTkIRS0mVsa8ir+o4LnF4ZKvPYXKV3xWK/1o4gG/9/ioJKC8E9dyAAXaM75sDANDp+N8LA7p3CyjF1Y5B3xxKEsZ6AVo5SIDYZHMvGRUlqqLseLCSbzunpBVGMsy6hTA0icAWXf9sIjC45irZyPzKuJUjIH4KxR8cwLd+v50A1PMAmOzTnwXTYvkld7Bth5uM+9uBo3yAodKR8uP4HUEQ5dFtGYEM25QCDwQQqVAEzAgcQdx/JvipC4jICX50Cpxk/wzoorCkAsrM8WbHM0WCEGXU9qr9y0oAWwiglH8LCYz1/w3wqvznqr5BDhqsUwuEqg5BkUwHdgOI2yGsx02tHIHcaGd/pMQIbArMRF7hCGAwFMqAxWwTEdys+sO9zJzfjBuoKPVVba8lgGISsFsApElivyE45wdXADdNhwUdlkm8nnYCCeWXY+l439tecgvG5OxuZqSMjnPoJnwWYJETYUoenWOkaBP9M2C2yDML8my72fg/Am2FLKKxZvZvfb7t+77KAWxOwEj8NXUHp7DNb3QBCvwSAnSCq0MAQhiitugOcCzcbsX71qrAri9OXEY21nMGHUu9GnG4oQVncMg2Z8FPSDEFNMcVHemf6ssIidw3a6wsyM9oVwXhUQLwznkQMVIKbQRAV/45RKDJoAHcIQMhiwjUQwjQscer3hYh0BWBxhhCNCzej/ZZx9FuIsolHLbMFUWfAXIUviAY2ecKOUVjMTIoXH8EmAwhRSA/Cuoj/c255pHot33uQw6A5QFku5cLQGAjMSDmLCcw4BImixUaCDCZkntuwGtPCcABCx6nHBJkVDg7qSuvwEoAcQDIBPi9MTIAKyt59rcKyGWWHCr9IvJ4kv2NAII8gIC1Wwqs1wUAoi0yEABrx82UP+sGziCFDsgkHLDyBN1N80gjqCLg+CkQJOPqdn4BUOhEniENVJtE/2x8TduRa/IAmT1WBMSzxomO8yj7P/65r1YCotIPn0m8j28BFpVvwGdkoCRf2/gOd1k3MNgImIEEyBZZYEKJugVrHYEoi3EsTSzu5HEIZCCFyuQPnMIl4If7kgVMtt0hUkOCMj5XgVex7VM2XU3IlEAQxyPDdP0//n3GlYAh+FWs370OXBbbqWSfblNxAlbbsuUPyMLLBeA9YLafTZruB8+AO2vps+32650Flqem4b4T1d881oyreWICqJLL1e2XjQDkjUDkmX+d5WffEVeWE0CBNJU/qfq6f0eQBdVv/Qw1tdyCBWzGsDJGqBIZgiCAzjqK0kQ6A1hnjOGBNUEwIUmd5AAqxyndB0PFw7nkOAY9R5ePf+9XSUBGBAJudAVt234Ttn37xi4ESGyTE0rnAIBtBqwfAD/+Zl68r8nGdA3RykEsy2TtfJYkKsfWk+wM4GavJwnA2fj/CDCPgqzSPwoLov1HSOUVAeBKwGgtgJH80+AfbL8OC9A66Od0gFy0UiuCa+Sjt0cKboYQRGmHsR0w4vmGE0GRltk+AapuIlTbG9dcDh8mxpkCauL6wt/eUcojfY8AUiv0Wd+tc3ogAA/8xsKfDuykTVP2/YO1GlCLNnUCiii0Cpu7LUfgjUf2WTG/JgXLORwFtbkE2VLQRNKPTgiHjNKASBw7PZZ2J0Vnc+Q4ugsk6gAAG0BJREFUVVKKQH/muZxKCp/4Xv3DQGLn0fI3sEerAPVTghAaaFyllgcDi1Asq43t6yzwI2IIKgHiOFKWjZyjZ3XZBMuAOJqYbTJVwwuDfIb/l8FR2cy5VX6Ts0HmZdunz90i7eClJZnjZdoMv1EjAMcFbLiYAT+x8TpX0DCeAHPXxAA5XTug7YiW7on9NPYPwgLtEEKiSNjcTg2y4YSehCeBv+xUZid98ne5khCmwHaQDGeOGfVZVgKwqgAiiBH4U2XAfTCco1qxNcAZxiOAm+J/kSvwEoYU4Anl325ath0hr5BYNPDYq9Sr4LzY+reJfBZZVa/vhPYRGGf2Z/p4bZZPfM++CmCFAF4YIETR/upnApw3AqUJAQ4ShQPD/ovA3wjdANDwwxvKZbVjN45uSwI427eqnIywpsbIKOT7iAAy4Ix+p5kxMn2kzSsCCKoA+AiwJoOOAJTtF8vPSAK3NSFLhAJdPwLuTKiwHc8jhsx+1YaGBSRxJdeadQgWETBVTJNG0mVEE3TbXww9yg6lmPzL/gapawNSitpXgIdcF40783tlzmUd94EAEiVAuc8m+HWOoCH61fxAy19R/mplAElHicqrryeD3wM1fVkpm1gBkOgxHEV0gZA4VnpiFlQ5MzHNNoXjpM+9APBozKuI59BvpgAwJgE/B0KA6CWgrP7vZP4bWcBJZJYEI1FYQuzlAtw8gTFg2jXs12I+diz7gQA9tu/2GaRkOQvrfYapiZgNR6znyMn1zQCkpG7GOZfG0PenQAAZIM6cS2bcq9osnxAC0C6AgH14+Ie9EIQQwoY5FRo0HAbbKY5In3Yf2QtHEGVWiGEAVhHow1cHPHgeJnAZqAIll3GrSUdKBkdyBmQF41WTsxv3LMK6mAAe5bdwSKt6/AcCMEIAmevrbz88A7Dv1CofVQQ66w9ftAJrMdSuAHD46ucIiEGDeRDcKCwgB43KgZYa47l4biIav0QyybjfOufhWGcRiQHK7nivKQFUATcQ+Ylgnhl7+cT3sEOARgDO038dATjZ/w74AKTM9q05AScjBY8YEHRVy4/Kr4mEKZXbRnaSa/IAvR3HISk3CZkkr3AMOPeM3c2SiTtWAfyzgDyz3+xYZ/6e6XPoCMBZ9tuAboB8cALKIbT5x54H2CeVBrkGOHUFHjFQNlBJ6wnVZ+AWgogA3Fg6cVymuJ1zME/kYQdT0CwgXTUpEFdmUodtCgQQjrVf2NXtMuNn2lTu18x4rxyACgO8sp+n+ts+A+Rs+a+0Z1jFfXS/ASLLGQxjJEAYlgpn1FwdN0UazloDD6wR4aQVH4GTPP+ZCUkn/MmhxtWgsu7H7O9x5fkun/hsFQKw5B+AGsGfjfc9UrDIYjukmmjatlv4taoAFduvyccFWYJIvOSdFvIo7s8Avps0ScBaE606VoVUdFvL9byO4Inc2PvhnEcC2CfL+mf7p+P//ar1dgTsEA7AmJ1gFrZ36k36tXEjV8CshFwT3tEsqBPt2rDQNqX68GNl2kfEUQGmpcQR+VSOkQJIQf2vUMorxkxdd1R+hbl6aLzmAMhCnuEZAKPmrxW+EYAFcGtpsLM9dATgUrSiMvLQbSruYArQCaKIAJxyCjgxnGN6hGLuyy55npicFuEcJZSjAD7aPwvOK46TGfPBAej4nz3959T8B8VXYMR5aK4HIACOLD8DLZvzlp2nZiAB1G1+J9pVbD8jrdR6Awts5PymQL+Pf6j6EBCCNVHN/7iV/lgq6XkWCcn1k2NmwX2UxLLHyQBeLkPGXD7x3cccQGbdP1P9UPmt5CAAqiMLOVvD8re2XkjggHXASALUWfAzl4BzKLT0wblk+kdt0vuNc6lMbBPkhtU9tMpRgfUogGaApfmi8lsdPd9S/44ASLyPQEelZwlATQqIPU/56ctB1MtEGI61slP1NybvU4LfELBXmxMZfzZGxnGkQY8HgB9rxkVM9XkK0imqfYUYqgRYAnHBEelxXzkAJwcg4EOFz9p+5hSasBPlZuGCMgIPIkwmiN50RjWg+22zDsFxHRnwR21cEKtzjADvTUx0OzMgjsY2VbEI/iq4ps+L3JiKslfPszJ2pS2exwMBZHMA+8Re709HAGxxELTtnACgWZNIa5ew/APY9c0xngno+qlBXHxfDP7tBlaOwSZjsn+GFLZJciAMOUQYRQI4dKxHBvWVJDAz9vKJz4rXAYjidiHA/sPRtQDWE4LGOwIt1e+2KxvgEsD7DPyotNPqXwQNO84ApIkxI3IJwXryMcPjnUAAVeCd1f6MaxsJgNX9WXjgKbzlCIwyX7vn3jJhpZCUAGBjRBCKTzjukoraOlfbp04iooTk04mFic4I6QiwvQkvp+XlL44cewYkZwF0uDZ1D2Ztu76VR8ZZPv5ZDxpOwwDr+X9P4ZV9b66B2HodRmgXnHEGrc8Tgz98B4GF4wJp0Bud7B+BqDu9fcxMn6hNaT+5llL/IsnNkMNMn9eZUDYC0M/5I2jXzxqowzaw9l1bZzsCl1p9I1zQJCHkhffeVH+HJBgA9HwysZYE4TA/Z/sZziECi+clPAXOKg62y5xLFHJMjZFU2ciVnA30GRJ4jD7Lxz/zVQ5AwFVa/rt3osAv5gIQ3A+25OFuenbefV6AlBLZeBb4U/hMNSLQC8gonPyzx7Xq7gapyObwfKJx4SfIOJmzjveYQM78VlW7PktU2eseCSCI9wegW5Y/SQwakDpksPYLM1juofVTQHFxE71NKGkJQmyGDTyt9qsFGeCYo8N5ZcfJtnMnsvo9smNm2mWBUHU50bFnjvvYY67H6wiAvvLLyQPgk3xWqKCFRZSdAbdti5KBilws8YrcAd70cgxfJYtAYQPI97uPEog62DbxCmNGE7UKJjx2duwz2kVjXLl/hiAihzEz5isCCFYByhzRCj0A37H92xjE1neuwtmP/V1nQBYKWfMbQ40MCKvtD5EMO6ErgBqMGQGBnWa6z37sdPujoUYUipy4f9a+R0A/c9zl277bXgXYRQABjsDUIK0Anym7DiW0m2CCaS0ZHsggafuzYO6GSwCQNkn0CwnojDESYUwFjDjcTL9osVHZTTwigCMgvu77txCAEkCy7s9IAcHI3IIGNoJwIAV0ppmwYD+4xgn9HoCpAuIQl0aDsF9nH0J6KDWo2v5DKk86zxy/QjCZtq9Tm+hcrtq/EUCn9M4LQIYwYL+x5mpABUgK8H0jgmH47IC/U38Sl1fBnwV+GryzuYILwd+GTl5ENPmyzNONkzx2xg7PklP2ujLtHqtNdJxov3YljQBEibW1t7Y34CVW/Wngt3vv9MXxB4sPd5w5CBY+6PESTvihCUzU7JzF68uCwzrnSnKudCx1MZmJUxo/itWTP+bMeWX7PEW7s46ZGSdq00IA+uYfou4DkEG9vX2W7Weqz8gBccjcAQNPRfnNuUjcCQPB6a7BZIMqBI32SfBVjhZNtm6sxPFL48HglX5XtM2OeWa7zFhWm+VbP6NPAgrYXOX3VH8fwFT9qEqg+rvq76izRxQZfEVlQXcOJ4nDBdgZY6TZKoZ6ZpLFo4iq8JZHj1Htf1X7K8bNjDnTZiCAyPLPxvs4LnUEiaW/HaifCPyReEXEkSGfM22/nO82OaKTTyP4QMOLQo/M5NdnfXWf6viZ9pk263Vm2m0hwOoAUK3NxUCBsrvEkFH9YI1AN3+zFYHki0M6UBog8bCDYcth0SUHOgW3pwxyAPiJ9wvMjp6Z7Gzsx+pXPU62/RntGgFYyt/IQVnS9au3DwHL6vc6RIjWASDIBntvOMvsSkAPwBZuuu0HQBuNUwUFPd+LwZ+diFc4kPSxyQ/52H2rx6u0z7bV7ZZvkRyAEddr694BP3IFmXyAE/NHlt8iAv2fjXju1wJ/Cvhq4AzOzDZO58y4mXxClUxObX/4IvqzyU547xqOjnGkf7VvpX2p7bd8eCIJKIpLXAFTfq322jl0feCOee00qC2HYIHfUt408GFgb26n5v0JawVmiOVUgHuDpX6E+GwqEzseLRcnXz3OzDVV+3jtl5UAEKAIOhO40WO+mZifOA5KBEG7DuCJhUADIcDkZPPUJIQDil21/dP4KXYsNs9g46HNgYGrkz1/UucRwHrMo+c527/abwwBdgLoSIAou1bjSNU98jD/81Ct/t7/IyAuRPocAH9F9be2pEM0x+l+tTEag03u11H55Zy2yTZzURUUH2xbBVDmcEfGfOy+yzfrEMBaCrzfTAbsiBwyYcGg/oSEAOu9sKi2oe2fUP3WJQnacN4XbH84lp6VB9xJZoKn25RPPD3yaQ2PAC5zEkfHP9I/03cjAAbgAegHFv9YBMEsPyqsPgcNbNaWgb+bh4QsNLHgjWV9Q4IxZoZFIubxghmWcRWZSVrgj/xwb8Df/VYZMEY/7hVjPBAAgIIqvKHGkfJ3Y0UEsl99+L4AaQcoxLmm593Z4Gfz2pvrw76kg5giBXIiV+EwHDdsEE336/efAaiZszzzuEfHWr7508k7ARXIEMjMGZhKnnkpKGnDxhu2ESWfAX8K0Jn/ZwBmgjn3E7Y/i5uIWDITM3uszFgdYV01cPVEgvZHwXP0dK46fmXc5Zs+nZcBN8BFqn10v7H8V5NMZ7kTVYHBoicBTMkgqaqhC3AaRHiJ9m8TccJZeBM4dUw2wIHrjABVmdjkJ2nDV8eJzuus/VeelzX2RgCDwnuLghxV74CbedQ3Uy5MvBQkUn53P7odreIJUFnzvdueGKdq+b3xLwF2NqE/zRxnweiDNc6VpLD+Uo0AGnjBWg92f6dVur2yNFhA59h4nEfb5+T6fw2MCPxU9ZV8mG3UXKNzn1yjnqIRZtz9RXIpinaIplkiCgd+08D9Bc4ihuUbMQRQkzXrDBAv4UNBcllR+IDK/Ejgb5MZZnVEIJ7V9J4M9EAdEUI7ZqZhVrkzZJawFslTegPvR/gFMiSxEYBW2PX7oPIROWTe+JsIHzoygS/6fDTwjiq/Bv8s8BmJAOfR2x6BxnMW1dDBIyxrTkbnt/VzGqX6PwIgjhxCX0MGXEeO9xh912t4IIAo5nfAj2o0kAaqeDLb341hHNcDf/QEoAvsI8lCA4nW5D/iAE5558ABxR/O/SDCD3a/DCuZ83q/E8HyDZ/mVAF2pCEoKcizdj5DJEIaVfAnlgJXwT/lApxS3wzoM2DLTNSK8mfHE+UvtS/A9apxM6fwlMeW81vJ5WrnsREAA/W2LQHsVMyfGKez/gr8Q1ignEXm8V8PzFXXYIHJUmY2mWbIwPq/EvWEzkzeTJuQNMgg2XEzIJwJb6rjHgp7zjrYI43D3MryX8EBWHZ+VvUtEmGAbseAGUSPWwT/2apvglntOAv0bRwDWRnAXdYmM/BkEvKpgZm8tEeC7nWH6QhgRvVdkColt9rKcT1ioC4gsP0V8LttjUnMwFkBvjXJhu2EFGcBEk3saL8cN5uHmD3PaMpnzzMax9v/GMc4cn5n9N0IANXXBWnmPQCi0Enwb8AO2mbAXwFw1fJXiKQBxLg7FYJAR8aGiyboZfvVwNFxMhN1ZoyZPplzie5hZYzXve3y9RICEBAOZJAEdQnQxpiuG3DWBWA//RnJhu5TdyskFTIDKwBPtU2qfwQGb3/Ut/utEo0TTUxczPSd6ZMF5pVjZ88hanfkHDcCiAC7HSAqFQJthi4icAlU8YMyImPtAcAOmLBtCHzCHikwR6GEvtMnVxQY6ZFD2vMt8TDTjFN5yj5Xgisa29t/BNSV4y5f/6nj04ADABNZfI8kqJor5XcVPwF+D7RybimSgF/PHDNQ5YhAPCC2vkl3EYF6VvlpP7VxZpJW+lTasntbAYLVduYcKse9evzoXJav+9RX6wBkMnUKfgH4U+VFDcTkcmANCAR/SBIF8M+CPOUUCDnijZwB9UyfDlSJmZpo0s3HTPtMm7McRMkNRcgK9s9e18HDDt03AugArx7qMfftQ0XKP+MmvD4U4HguhDi8PpV9mfUGTJFToJdrMGaGNWHO2u46iYCQjgAwC4RsuyxRZoA0c8xo3CvGjI7p3dvla4kD2Dqom06JIOsOEs8A4A9jOZCzwV9yBKpxBtSZNt01JY5h3cwzicA7p84VZGZech1AFhjZdjPneYTIop+iet7ReGed60YAFuBc9T8R/IPiF2N+Rh6RWtM+xEmIw/EmlEckacA6KnsGuL0JaO5LJv2ykztqF+2fBXV23LNApcc5cnyPCM4Yd/kv6ACyoM62q7wSTD+BaDiQlAuYLBNSIBeAGRGBSQbkTlZAf0bb4dySbqQ62TOTNtPGDVkIarJjnkkCR45Z/V1nHMPa5xUBwEQ/TfnhF3DHJC8TYa7gKPhLqg8Hi4Bd3W9ZbDZhzgB3ZYx2bs7szUzsqM3R/Y/pBqJzPZM0HgP4eD0bAaTi/WxeoBDvD6SQIAzG/K1bslJgEUF3o48+XUhi32EiFev8WYKYAjzOPBCDSFkicHj7o75Zlc+MQy4vurS2vzp+9ryvtveZ81i+5lPGMiBT3zRJ7J3Tig9UHvVxHYC6SxmQm22csVwC2q8lcgTbGGRWHQF4tq83KbYxjNkegWAW6NG4mUk84wYyx50Zt3K+FgFUzu2o+9gIIALeVeBHuxmdQxb8VeAP48IAEZCn9zvHsCZQFuDZdvQ4CeWPJudTE0F0fjNOoDLmEQKoHmfmWjRhLF8dOQA1KVygFpKDrwP4B7IwgDkNdOYIDJBlgXt2O7wPenJEE3IG7DN9qhM9Ou8rx5slgMo5zzoT5hY2AjBBfTL48cfZhs6+OhzOvANtArBpR5AA5mEiIHc5GjPrCLLEcIXyW5O3uj07sTNgybTJgjU7Vna8KtEebe/1X/6z5QAmwT+AnL1g9CD4hTzcsMAiDba9mPCLQEv3G2RlTfoMoDNtvEnZ+quBZlR6Buwzx7lCvTMAz7SZIYDsuFlyZCrvnddGAIMDCMDfgbxCFIkKgUcg2q6m1X3/VWj7yTUD7Ec1iSHhLrJEcAT0dLIVKxHRRKwSQQSAq/dH15PdX2030z76LRj4oz7LV2kHQJRqIAgB1GOD31DRChF0bR3lM8GcKO91fYvuwmJr73y8yeQSRlL5zwL1rOJHk/jo/oxyR8e4GtDZ41fPoyeAQhKvVBk4Q/kD8FdIYLvhCTLxQozIAWzDBwCLQB3tj87BnQwTyl8hgkrbzKSNAHD1/gxJZNtkrhfVPLo2rfyV9hsBlMH8RMpfBjn8MpbyZ8asEEEbT/1GFZWOgB/tD13EBcpfBfwVbiCa+FfvrwA7OpfKWLNksZ7D8p8+lFwI9AS2H1U0A1Rp47YlwLTaTwF/7xSB9Oj+I+pfeX15SCYGyWYm5etGAhlQPmabqxwFjrsRgAaO+f0k5ccTcI+dBGuaHJLjReByCSNQ16PAj/qHgIUBKqrN2h7tH6ncFQQRgSoCeLQ/Gj+65gxxasufPSZrt/zHrAN4jcCfBjyG4RPPCZQdgAOuCLgeqUSEFIIeZt0VQD46pjeBryCBCMRX788CNjqPCplYx9wIIHQAB8GfVvwT3gNAgTQBflflme0l7qJCIDMgzwCvtQmcSZpECi82rTiECBTVsWbHi/pl9kdtzgT20bGW/xA5gNcc/K4bOAh8D8DdD3/kPygplhVLoL9Q+TPnESlUFdTV9rPOIgLw0f1HQRv9rjpE8I63EYDpAF5D8LuAP2j5o7GpSkMn/UNXvlfaZtxCa3Oh8lcAWWk7C9yzjpEFmAes2X3ZY2dIKNNm+feWA3hC8FeASNuS9QxZNbeOTfur38i6edkxI2BnVFc7kyPWPnO8yvhntI0m9WOSwBGQRy7g6P4skWwEMDiASfDjzTFdxX5m3f4CYCNyyCzwicZIkQUBv6fiFYWvtDVB9cjKnyWLqrqfBehZsM4CcbZfFrjR+BFRynGWf6cdwCT4GahSJBCAPwJrtx++6GOnQK3icVO5T3p+oAL0qG13fYScvImVAW/p+CoIzYxfPb8qkUSAuIIgZseMzjWzP9NmPb+NABpYXgPwlwAPE02vZjwT8BHJsMn7ZG6AzLoMAM9qU7H5Z6j7GWNkVLd6nCwAFVe2r5HCn7V/+crVAVSeAUALbyjhrPJ7LsIC9NaHKN4lDsBQVtMpOI7CIyg2ebxjzKr/DOgzfSok8NhtI2CeCfQjID3SN7pG3L985cvEOgAE/ZFXfSceCio7AMO1uIShriflFhySqQL2DMKgx0yofwbAnnupALYCpsx5PUaY8H4ILSoAjxzG8hUvi88C7Ee3VB5PjrZJuA02BgVp4EBSwM7E/cn1BBVV90A2tQ86RQCOCCuz/ygRZAF/lETOBLSnypXz9Igssy8igIp7WP7tTgAhcCfVuyOBE8DfLq4A/shVuERhAGsKpBeFBNH/gmRNqogoov2PRQJHj/MYJDBDDkeAPHs8fcxGAJaiVwHMwLZtS4Df7Kst+8HKgQX44fj7hizYz24XKbH8rmjzItAe3R+dU9WmZ53AB5UEZoE8228ggH+TdQAFADMgpQhGAZ0SAlHkSOGj/VZ4MRNCZPvMtuv6JQgqA9gqKWTBmAV3tl32uGcpvgWy6vZZpT8L5CgQlAA85a2qtwZ6RflDB5AEfwT4aL+21Fb7LIhn+kfAzfzHIhVgR22j8zmq/BVQZc61SgKV41fH9n6bWXI4q9/y5SoJiAMfBb9Xm7ccwXB8cQVE7QayIW8groI0s5KwOmYEHm9Cm/suUP+MEp/V5oiaV8B6VdsZEphR9Jk+FXLYCMAE0oTtb2OpCZoBq+kAjLFMsgDP4x33TOsfugohMnJuEUEM56lmRaSIV+/PnP8RwGfHrxzjyrZnksPlBPBlRhlwxrpnwW8CnWXJC0RymBCS5b4zwV5Wf+hwBNhH+lqW9rHdwVF1P9r/dQZ6ljiWlQC0SjIbPLRRilYFv0cC7Yc9WOrLAFWf94y9n+ljnZurdie8YnzquMS9PAUJHAVshqCs63oMsFeuzzvPaB8eZ/lS7QCU4jJVNckgUGurH1XuiVJfilSYFTdUtUIgR0nA67/tU7OjouBll2GEKVnQZ4EWXUPFps8es3KM15EEskoPt3T7KP02AojUO0UCk+CnoCWAzII7Au2w3yG8o6COzoUBioKCnKPrFBjJqRlQcQLVY2WJIjNuBaCvIwlUVX0G0NVjdATwMXEAAYBdEnhC8Ecgc/efGPNH5xFNdhOQRdt/ptpHCh3tj675CFE8JTFUjv2UriFz7GUlgOp/DNKRwUHwdxPfUeMjDoCCq5BfOOoEZvpr2x+BLavolXEyAM6obnTMzHEqoMuc09HxKv2rbTPAVYZO/ydUbXfkKP4/BnecprBuissAAAAASUVORK5CYII=";
  116178. return TextureTools;
  116179. }());
  116180. BABYLON.TextureTools = TextureTools;
  116181. })(BABYLON || (BABYLON = {}));
  116182. //# sourceMappingURL=babylon.textureTools.js.map
  116183. var BABYLON;
  116184. (function (BABYLON) {
  116185. /**
  116186. * The framing behavior (BABYLON.FramingBehavior) is designed to automatically position an ArcRotateCamera when its target is set to a mesh. It is also useful if you want to prevent the camera to go under a virtual horizontal plane.
  116187. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  116188. */
  116189. var FramingBehavior = /** @class */ (function () {
  116190. function FramingBehavior() {
  116191. this._mode = FramingBehavior.FitFrustumSidesMode;
  116192. this._radiusScale = 1.0;
  116193. this._positionScale = 0.5;
  116194. this._defaultElevation = 0.3;
  116195. this._elevationReturnTime = 1500;
  116196. this._elevationReturnWaitTime = 1000;
  116197. this._zoomStopsAnimation = false;
  116198. this._framingTime = 1500;
  116199. /**
  116200. * Define if the behavior should automatically change the configured
  116201. * camera limits and sensibilities.
  116202. */
  116203. this.autoCorrectCameraLimitsAndSensibility = true;
  116204. this._isPointerDown = false;
  116205. this._lastInteractionTime = -Infinity;
  116206. // Framing control
  116207. this._animatables = new Array();
  116208. this._betaIsAnimating = false;
  116209. }
  116210. Object.defineProperty(FramingBehavior.prototype, "name", {
  116211. /**
  116212. * Gets the name of the behavior.
  116213. */
  116214. get: function () {
  116215. return "Framing";
  116216. },
  116217. enumerable: true,
  116218. configurable: true
  116219. });
  116220. Object.defineProperty(FramingBehavior.prototype, "mode", {
  116221. /**
  116222. * Gets current mode used by the behavior.
  116223. */
  116224. get: function () {
  116225. return this._mode;
  116226. },
  116227. /**
  116228. * Sets the current mode used by the behavior
  116229. */
  116230. set: function (mode) {
  116231. this._mode = mode;
  116232. },
  116233. enumerable: true,
  116234. configurable: true
  116235. });
  116236. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  116237. /**
  116238. * Gets the scale applied to the radius
  116239. */
  116240. get: function () {
  116241. return this._radiusScale;
  116242. },
  116243. /**
  116244. * Sets the scale applied to the radius (1 by default)
  116245. */
  116246. set: function (radius) {
  116247. this._radiusScale = radius;
  116248. },
  116249. enumerable: true,
  116250. configurable: true
  116251. });
  116252. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  116253. /**
  116254. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116255. */
  116256. get: function () {
  116257. return this._positionScale;
  116258. },
  116259. /**
  116260. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116261. */
  116262. set: function (scale) {
  116263. this._positionScale = scale;
  116264. },
  116265. enumerable: true,
  116266. configurable: true
  116267. });
  116268. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  116269. /**
  116270. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116271. * behaviour is triggered, in radians.
  116272. */
  116273. get: function () {
  116274. return this._defaultElevation;
  116275. },
  116276. /**
  116277. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116278. * behaviour is triggered, in radians.
  116279. */
  116280. set: function (elevation) {
  116281. this._defaultElevation = elevation;
  116282. },
  116283. enumerable: true,
  116284. configurable: true
  116285. });
  116286. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  116287. /**
  116288. * Gets the time (in milliseconds) taken to return to the default beta position.
  116289. * Negative value indicates camera should not return to default.
  116290. */
  116291. get: function () {
  116292. return this._elevationReturnTime;
  116293. },
  116294. /**
  116295. * Sets the time (in milliseconds) taken to return to the default beta position.
  116296. * Negative value indicates camera should not return to default.
  116297. */
  116298. set: function (speed) {
  116299. this._elevationReturnTime = speed;
  116300. },
  116301. enumerable: true,
  116302. configurable: true
  116303. });
  116304. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  116305. /**
  116306. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116307. */
  116308. get: function () {
  116309. return this._elevationReturnWaitTime;
  116310. },
  116311. /**
  116312. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116313. */
  116314. set: function (time) {
  116315. this._elevationReturnWaitTime = time;
  116316. },
  116317. enumerable: true,
  116318. configurable: true
  116319. });
  116320. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  116321. /**
  116322. * Gets the flag that indicates if user zooming should stop animation.
  116323. */
  116324. get: function () {
  116325. return this._zoomStopsAnimation;
  116326. },
  116327. /**
  116328. * Sets the flag that indicates if user zooming should stop animation.
  116329. */
  116330. set: function (flag) {
  116331. this._zoomStopsAnimation = flag;
  116332. },
  116333. enumerable: true,
  116334. configurable: true
  116335. });
  116336. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  116337. /**
  116338. * Gets the transition time when framing the mesh, in milliseconds
  116339. */
  116340. get: function () {
  116341. return this._framingTime;
  116342. },
  116343. /**
  116344. * Sets the transition time when framing the mesh, in milliseconds
  116345. */
  116346. set: function (time) {
  116347. this._framingTime = time;
  116348. },
  116349. enumerable: true,
  116350. configurable: true
  116351. });
  116352. /**
  116353. * Initializes the behavior.
  116354. */
  116355. FramingBehavior.prototype.init = function () {
  116356. // Do notihng
  116357. };
  116358. /**
  116359. * Attaches the behavior to its arc rotate camera.
  116360. * @param camera Defines the camera to attach the behavior to
  116361. */
  116362. FramingBehavior.prototype.attach = function (camera) {
  116363. var _this = this;
  116364. this._attachedCamera = camera;
  116365. var scene = this._attachedCamera.getScene();
  116366. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  116367. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116368. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116369. _this._isPointerDown = true;
  116370. return;
  116371. }
  116372. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116373. _this._isPointerDown = false;
  116374. }
  116375. });
  116376. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116377. if (mesh) {
  116378. _this.zoomOnMesh(mesh);
  116379. }
  116380. });
  116381. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116382. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116383. _this._applyUserInteraction();
  116384. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  116385. // back to the default position after a given timeout
  116386. _this._maintainCameraAboveGround();
  116387. });
  116388. };
  116389. /**
  116390. * Detaches the behavior from its current arc rotate camera.
  116391. */
  116392. FramingBehavior.prototype.detach = function () {
  116393. if (!this._attachedCamera) {
  116394. return;
  116395. }
  116396. var scene = this._attachedCamera.getScene();
  116397. if (this._onPrePointerObservableObserver) {
  116398. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116399. }
  116400. if (this._onAfterCheckInputsObserver) {
  116401. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116402. }
  116403. if (this._onMeshTargetChangedObserver) {
  116404. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116405. }
  116406. this._attachedCamera = null;
  116407. };
  116408. /**
  116409. * Targets the given mesh and updates zoom level accordingly.
  116410. * @param mesh The mesh to target.
  116411. * @param radius Optional. If a cached radius position already exists, overrides default.
  116412. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116413. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116414. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116415. */
  116416. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116417. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116418. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116419. mesh.computeWorldMatrix(true);
  116420. var boundingBox = mesh.getBoundingInfo().boundingBox;
  116421. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  116422. };
  116423. /**
  116424. * Targets the given mesh with its children and updates zoom level accordingly.
  116425. * @param mesh The mesh to target.
  116426. * @param radius Optional. If a cached radius position already exists, overrides default.
  116427. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116428. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116429. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116430. */
  116431. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116432. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116433. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116434. mesh.computeWorldMatrix(true);
  116435. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  116436. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  116437. };
  116438. /**
  116439. * Targets the given meshes with their children and updates zoom level accordingly.
  116440. * @param meshes The mesh to target.
  116441. * @param radius Optional. If a cached radius position already exists, overrides default.
  116442. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116443. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116444. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116445. */
  116446. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  116447. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116448. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116449. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  116450. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  116451. for (var i = 0; i < meshes.length; i++) {
  116452. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  116453. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  116454. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  116455. }
  116456. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  116457. };
  116458. /**
  116459. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  116460. * @param minimumWorld Determines the smaller position of the bounding box extend
  116461. * @param maximumWorld Determines the bigger position of the bounding box extend
  116462. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116463. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116464. */
  116465. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  116466. var _this = this;
  116467. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116468. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116469. var zoomTarget;
  116470. if (!this._attachedCamera) {
  116471. return;
  116472. }
  116473. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  116474. var bottom = minimumWorld.y;
  116475. var top = maximumWorld.y;
  116476. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  116477. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  116478. if (focusOnOriginXZ) {
  116479. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  116480. }
  116481. else {
  116482. var centerWorld = minimumWorld.add(radiusWorld);
  116483. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  116484. }
  116485. if (!this._vectorTransition) {
  116486. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  116487. }
  116488. this._betaIsAnimating = true;
  116489. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  116490. if (animatable) {
  116491. this._animatables.push(animatable);
  116492. }
  116493. // sets the radius and lower radius bounds
  116494. // Small delta ensures camera is not always at lower zoom limit.
  116495. var radius = 0;
  116496. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  116497. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116498. if (this.autoCorrectCameraLimitsAndSensibility) {
  116499. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  116500. }
  116501. radius = position;
  116502. }
  116503. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116504. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116505. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  116506. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  116507. }
  116508. }
  116509. // Set sensibilities
  116510. if (this.autoCorrectCameraLimitsAndSensibility) {
  116511. var extend = maximumWorld.subtract(minimumWorld).length();
  116512. this._attachedCamera.panningSensibility = 5000 / extend;
  116513. this._attachedCamera.wheelPrecision = 100 / radius;
  116514. }
  116515. // transition to new radius
  116516. if (!this._radiusTransition) {
  116517. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116518. }
  116519. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  116520. _this.stopAllAnimations();
  116521. if (onAnimationEnd) {
  116522. onAnimationEnd();
  116523. }
  116524. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  116525. _this._attachedCamera.storeState();
  116526. }
  116527. });
  116528. if (animatable) {
  116529. this._animatables.push(animatable);
  116530. }
  116531. };
  116532. /**
  116533. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  116534. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  116535. * frustum width.
  116536. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  116537. * to fully enclose the mesh in the viewing frustum.
  116538. */
  116539. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  116540. var size = maximumWorld.subtract(minimumWorld);
  116541. var boxVectorGlobalDiagonal = size.length();
  116542. var frustumSlope = this._getFrustumSlope();
  116543. // Formula for setting distance
  116544. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  116545. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  116546. // Horizon distance
  116547. var radius = radiusWithoutFraming * this._radiusScale;
  116548. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  116549. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  116550. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  116551. var camera = this._attachedCamera;
  116552. if (!camera) {
  116553. return 0;
  116554. }
  116555. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116556. // Don't exceed the requested limit
  116557. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  116558. }
  116559. // Don't exceed the upper radius limit
  116560. if (camera.upperRadiusLimit) {
  116561. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  116562. }
  116563. return distance;
  116564. };
  116565. /**
  116566. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  116567. * is automatically returned to its default position (expected to be above ground plane).
  116568. */
  116569. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  116570. var _this = this;
  116571. if (this._elevationReturnTime < 0) {
  116572. return;
  116573. }
  116574. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  116575. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  116576. var limitBeta = Math.PI * 0.5;
  116577. // Bring the camera back up if below the ground plane
  116578. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  116579. this._betaIsAnimating = true;
  116580. //Transition to new position
  116581. this.stopAllAnimations();
  116582. if (!this._betaTransition) {
  116583. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116584. }
  116585. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  116586. _this._clearAnimationLocks();
  116587. _this.stopAllAnimations();
  116588. });
  116589. if (animatabe) {
  116590. this._animatables.push(animatabe);
  116591. }
  116592. }
  116593. };
  116594. /**
  116595. * Returns the frustum slope based on the canvas ratio and camera FOV
  116596. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  116597. */
  116598. FramingBehavior.prototype._getFrustumSlope = function () {
  116599. // Calculate the viewport ratio
  116600. // Aspect Ratio is Height/Width.
  116601. var camera = this._attachedCamera;
  116602. if (!camera) {
  116603. return BABYLON.Vector2.Zero();
  116604. }
  116605. var engine = camera.getScene().getEngine();
  116606. var aspectRatio = engine.getAspectRatio(camera);
  116607. // Camera FOV is the vertical field of view (top-bottom) in radians.
  116608. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  116609. var frustumSlopeY = Math.tan(camera.fov / 2);
  116610. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  116611. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  116612. // along the forward vector.
  116613. var frustumSlopeX = frustumSlopeY * aspectRatio;
  116614. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  116615. };
  116616. /**
  116617. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  116618. */
  116619. FramingBehavior.prototype._clearAnimationLocks = function () {
  116620. this._betaIsAnimating = false;
  116621. };
  116622. /**
  116623. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116624. */
  116625. FramingBehavior.prototype._applyUserInteraction = function () {
  116626. if (this.isUserIsMoving) {
  116627. this._lastInteractionTime = BABYLON.Tools.Now;
  116628. this.stopAllAnimations();
  116629. this._clearAnimationLocks();
  116630. }
  116631. };
  116632. /**
  116633. * Stops and removes all animations that have been applied to the camera
  116634. */
  116635. FramingBehavior.prototype.stopAllAnimations = function () {
  116636. if (this._attachedCamera) {
  116637. this._attachedCamera.animations = [];
  116638. }
  116639. while (this._animatables.length) {
  116640. if (this._animatables[0]) {
  116641. this._animatables[0].onAnimationEnd = null;
  116642. this._animatables[0].stop();
  116643. }
  116644. this._animatables.shift();
  116645. }
  116646. };
  116647. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  116648. /**
  116649. * Gets a value indicating if the user is moving the camera
  116650. */
  116651. get: function () {
  116652. if (!this._attachedCamera) {
  116653. return false;
  116654. }
  116655. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116656. this._attachedCamera.inertialBetaOffset !== 0 ||
  116657. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116658. this._attachedCamera.inertialPanningX !== 0 ||
  116659. this._attachedCamera.inertialPanningY !== 0 ||
  116660. this._isPointerDown;
  116661. },
  116662. enumerable: true,
  116663. configurable: true
  116664. });
  116665. /**
  116666. * The easing function used by animations
  116667. */
  116668. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  116669. /**
  116670. * The easing mode used by animations
  116671. */
  116672. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  116673. // Statics
  116674. /**
  116675. * The camera can move all the way towards the mesh.
  116676. */
  116677. FramingBehavior.IgnoreBoundsSizeMode = 0;
  116678. /**
  116679. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  116680. */
  116681. FramingBehavior.FitFrustumSidesMode = 1;
  116682. return FramingBehavior;
  116683. }());
  116684. BABYLON.FramingBehavior = FramingBehavior;
  116685. })(BABYLON || (BABYLON = {}));
  116686. //# sourceMappingURL=babylon.framingBehavior.js.map
  116687. var BABYLON;
  116688. (function (BABYLON) {
  116689. /**
  116690. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  116691. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  116692. */
  116693. var BouncingBehavior = /** @class */ (function () {
  116694. function BouncingBehavior() {
  116695. /**
  116696. * The duration of the animation, in milliseconds
  116697. */
  116698. this.transitionDuration = 450;
  116699. /**
  116700. * Length of the distance animated by the transition when lower radius is reached
  116701. */
  116702. this.lowerRadiusTransitionRange = 2;
  116703. /**
  116704. * Length of the distance animated by the transition when upper radius is reached
  116705. */
  116706. this.upperRadiusTransitionRange = -2;
  116707. this._autoTransitionRange = false;
  116708. // Animations
  116709. this._radiusIsAnimating = false;
  116710. this._radiusBounceTransition = null;
  116711. this._animatables = new Array();
  116712. }
  116713. Object.defineProperty(BouncingBehavior.prototype, "name", {
  116714. /**
  116715. * Gets the name of the behavior.
  116716. */
  116717. get: function () {
  116718. return "Bouncing";
  116719. },
  116720. enumerable: true,
  116721. configurable: true
  116722. });
  116723. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  116724. /**
  116725. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116726. */
  116727. get: function () {
  116728. return this._autoTransitionRange;
  116729. },
  116730. /**
  116731. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116732. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  116733. */
  116734. set: function (value) {
  116735. var _this = this;
  116736. if (this._autoTransitionRange === value) {
  116737. return;
  116738. }
  116739. this._autoTransitionRange = value;
  116740. var camera = this._attachedCamera;
  116741. if (!camera) {
  116742. return;
  116743. }
  116744. if (value) {
  116745. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116746. if (!mesh) {
  116747. return;
  116748. }
  116749. mesh.computeWorldMatrix(true);
  116750. var diagonal = mesh.getBoundingInfo().diagonalLength;
  116751. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  116752. _this.upperRadiusTransitionRange = diagonal * 0.05;
  116753. });
  116754. }
  116755. else if (this._onMeshTargetChangedObserver) {
  116756. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116757. }
  116758. },
  116759. enumerable: true,
  116760. configurable: true
  116761. });
  116762. /**
  116763. * Initializes the behavior.
  116764. */
  116765. BouncingBehavior.prototype.init = function () {
  116766. // Do notihng
  116767. };
  116768. /**
  116769. * Attaches the behavior to its arc rotate camera.
  116770. * @param camera Defines the camera to attach the behavior to
  116771. */
  116772. BouncingBehavior.prototype.attach = function (camera) {
  116773. var _this = this;
  116774. this._attachedCamera = camera;
  116775. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116776. if (!_this._attachedCamera) {
  116777. return;
  116778. }
  116779. // Add the bounce animation to the lower radius limit
  116780. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  116781. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  116782. }
  116783. // Add the bounce animation to the upper radius limit
  116784. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  116785. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  116786. }
  116787. });
  116788. };
  116789. /**
  116790. * Detaches the behavior from its current arc rotate camera.
  116791. */
  116792. BouncingBehavior.prototype.detach = function () {
  116793. if (!this._attachedCamera) {
  116794. return;
  116795. }
  116796. if (this._onAfterCheckInputsObserver) {
  116797. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116798. }
  116799. if (this._onMeshTargetChangedObserver) {
  116800. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116801. }
  116802. this._attachedCamera = null;
  116803. };
  116804. /**
  116805. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  116806. * @param radiusLimit The limit to check against.
  116807. * @return Bool to indicate if at limit.
  116808. */
  116809. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  116810. if (!this._attachedCamera) {
  116811. return false;
  116812. }
  116813. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  116814. return true;
  116815. }
  116816. return false;
  116817. };
  116818. /**
  116819. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  116820. * @param radiusDelta The delta by which to animate to. Can be negative.
  116821. */
  116822. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  116823. var _this = this;
  116824. if (!this._attachedCamera) {
  116825. return;
  116826. }
  116827. if (!this._radiusBounceTransition) {
  116828. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  116829. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  116830. }
  116831. // Prevent zoom until bounce has completed
  116832. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  116833. this._attachedCamera.wheelPrecision = Infinity;
  116834. this._attachedCamera.inertialRadiusOffset = 0;
  116835. // Animate to the radius limit
  116836. this.stopAllAnimations();
  116837. this._radiusIsAnimating = true;
  116838. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  116839. if (animatable) {
  116840. this._animatables.push(animatable);
  116841. }
  116842. };
  116843. /**
  116844. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  116845. */
  116846. BouncingBehavior.prototype._clearAnimationLocks = function () {
  116847. this._radiusIsAnimating = false;
  116848. if (this._attachedCamera) {
  116849. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  116850. }
  116851. };
  116852. /**
  116853. * Stops and removes all animations that have been applied to the camera
  116854. */
  116855. BouncingBehavior.prototype.stopAllAnimations = function () {
  116856. if (this._attachedCamera) {
  116857. this._attachedCamera.animations = [];
  116858. }
  116859. while (this._animatables.length) {
  116860. this._animatables[0].onAnimationEnd = null;
  116861. this._animatables[0].stop();
  116862. this._animatables.shift();
  116863. }
  116864. };
  116865. /**
  116866. * The easing function used by animations
  116867. */
  116868. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  116869. /**
  116870. * The easing mode used by animations
  116871. */
  116872. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  116873. return BouncingBehavior;
  116874. }());
  116875. BABYLON.BouncingBehavior = BouncingBehavior;
  116876. })(BABYLON || (BABYLON = {}));
  116877. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  116878. var BABYLON;
  116879. (function (BABYLON) {
  116880. /**
  116881. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  116882. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  116883. */
  116884. var AutoRotationBehavior = /** @class */ (function () {
  116885. function AutoRotationBehavior() {
  116886. this._zoomStopsAnimation = false;
  116887. this._idleRotationSpeed = 0.05;
  116888. this._idleRotationWaitTime = 2000;
  116889. this._idleRotationSpinupTime = 2000;
  116890. this._isPointerDown = false;
  116891. this._lastFrameTime = null;
  116892. this._lastInteractionTime = -Infinity;
  116893. this._cameraRotationSpeed = 0;
  116894. this._lastFrameRadius = 0;
  116895. }
  116896. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  116897. /**
  116898. * Gets the name of the behavior.
  116899. */
  116900. get: function () {
  116901. return "AutoRotation";
  116902. },
  116903. enumerable: true,
  116904. configurable: true
  116905. });
  116906. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  116907. /**
  116908. * Gets the flag that indicates if user zooming should stop animation.
  116909. */
  116910. get: function () {
  116911. return this._zoomStopsAnimation;
  116912. },
  116913. /**
  116914. * Sets the flag that indicates if user zooming should stop animation.
  116915. */
  116916. set: function (flag) {
  116917. this._zoomStopsAnimation = flag;
  116918. },
  116919. enumerable: true,
  116920. configurable: true
  116921. });
  116922. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  116923. /**
  116924. * Gets the default speed at which the camera rotates around the model.
  116925. */
  116926. get: function () {
  116927. return this._idleRotationSpeed;
  116928. },
  116929. /**
  116930. * Sets the default speed at which the camera rotates around the model.
  116931. */
  116932. set: function (speed) {
  116933. this._idleRotationSpeed = speed;
  116934. },
  116935. enumerable: true,
  116936. configurable: true
  116937. });
  116938. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  116939. /**
  116940. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  116941. */
  116942. get: function () {
  116943. return this._idleRotationWaitTime;
  116944. },
  116945. /**
  116946. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  116947. */
  116948. set: function (time) {
  116949. this._idleRotationWaitTime = time;
  116950. },
  116951. enumerable: true,
  116952. configurable: true
  116953. });
  116954. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  116955. /**
  116956. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116957. */
  116958. get: function () {
  116959. return this._idleRotationSpinupTime;
  116960. },
  116961. /**
  116962. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  116963. */
  116964. set: function (time) {
  116965. this._idleRotationSpinupTime = time;
  116966. },
  116967. enumerable: true,
  116968. configurable: true
  116969. });
  116970. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  116971. /**
  116972. * Gets a value indicating if the camera is currently rotating because of this behavior
  116973. */
  116974. get: function () {
  116975. return Math.abs(this._cameraRotationSpeed) > 0;
  116976. },
  116977. enumerable: true,
  116978. configurable: true
  116979. });
  116980. /**
  116981. * Initializes the behavior.
  116982. */
  116983. AutoRotationBehavior.prototype.init = function () {
  116984. // Do notihng
  116985. };
  116986. /**
  116987. * Attaches the behavior to its arc rotate camera.
  116988. * @param camera Defines the camera to attach the behavior to
  116989. */
  116990. AutoRotationBehavior.prototype.attach = function (camera) {
  116991. var _this = this;
  116992. this._attachedCamera = camera;
  116993. var scene = this._attachedCamera.getScene();
  116994. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116995. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116996. _this._isPointerDown = true;
  116997. return;
  116998. }
  116999. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  117000. _this._isPointerDown = false;
  117001. }
  117002. });
  117003. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  117004. var now = BABYLON.Tools.Now;
  117005. var dt = 0;
  117006. if (_this._lastFrameTime != null) {
  117007. dt = now - _this._lastFrameTime;
  117008. }
  117009. _this._lastFrameTime = now;
  117010. // Stop the animation if there is user interaction and the animation should stop for this interaction
  117011. _this._applyUserInteraction();
  117012. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  117013. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  117014. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  117015. // Step camera rotation by rotation speed
  117016. if (_this._attachedCamera) {
  117017. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  117018. }
  117019. });
  117020. };
  117021. /**
  117022. * Detaches the behavior from its current arc rotate camera.
  117023. */
  117024. AutoRotationBehavior.prototype.detach = function () {
  117025. if (!this._attachedCamera) {
  117026. return;
  117027. }
  117028. var scene = this._attachedCamera.getScene();
  117029. if (this._onPrePointerObservableObserver) {
  117030. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  117031. }
  117032. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  117033. this._attachedCamera = null;
  117034. };
  117035. /**
  117036. * Returns true if user is scrolling.
  117037. * @return true if user is scrolling.
  117038. */
  117039. AutoRotationBehavior.prototype._userIsZooming = function () {
  117040. if (!this._attachedCamera) {
  117041. return false;
  117042. }
  117043. return this._attachedCamera.inertialRadiusOffset !== 0;
  117044. };
  117045. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  117046. if (!this._attachedCamera) {
  117047. return false;
  117048. }
  117049. var zoomHasHitLimit = false;
  117050. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  117051. zoomHasHitLimit = true;
  117052. }
  117053. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  117054. this._lastFrameRadius = this._attachedCamera.radius;
  117055. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  117056. };
  117057. /**
  117058. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  117059. */
  117060. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  117061. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  117062. this._lastInteractionTime = BABYLON.Tools.Now;
  117063. }
  117064. };
  117065. // Tools
  117066. AutoRotationBehavior.prototype._userIsMoving = function () {
  117067. if (!this._attachedCamera) {
  117068. return false;
  117069. }
  117070. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  117071. this._attachedCamera.inertialBetaOffset !== 0 ||
  117072. this._attachedCamera.inertialRadiusOffset !== 0 ||
  117073. this._attachedCamera.inertialPanningX !== 0 ||
  117074. this._attachedCamera.inertialPanningY !== 0 ||
  117075. this._isPointerDown;
  117076. };
  117077. return AutoRotationBehavior;
  117078. }());
  117079. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  117080. })(BABYLON || (BABYLON = {}));
  117081. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  117082. var BABYLON;
  117083. (function (BABYLON) {
  117084. /**
  117085. * Options to create the null engine
  117086. */
  117087. var NullEngineOptions = /** @class */ (function () {
  117088. function NullEngineOptions() {
  117089. /**
  117090. * Render width (Default: 512)
  117091. */
  117092. this.renderWidth = 512;
  117093. /**
  117094. * Render height (Default: 256)
  117095. */
  117096. this.renderHeight = 256;
  117097. /**
  117098. * Texture size (Default: 512)
  117099. */
  117100. this.textureSize = 512;
  117101. /**
  117102. * If delta time between frames should be constant
  117103. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117104. */
  117105. this.deterministicLockstep = false;
  117106. /**
  117107. * Maximum about of steps between frames (Default: 4)
  117108. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117109. */
  117110. this.lockstepMaxSteps = 4;
  117111. }
  117112. return NullEngineOptions;
  117113. }());
  117114. BABYLON.NullEngineOptions = NullEngineOptions;
  117115. /**
  117116. * The null engine class provides support for headless version of babylon.js.
  117117. * This can be used in server side scenario or for testing purposes
  117118. */
  117119. var NullEngine = /** @class */ (function (_super) {
  117120. __extends(NullEngine, _super);
  117121. function NullEngine(options) {
  117122. if (options === void 0) { options = new NullEngineOptions(); }
  117123. var _this = _super.call(this, null) || this;
  117124. if (options.deterministicLockstep === undefined) {
  117125. options.deterministicLockstep = false;
  117126. }
  117127. if (options.lockstepMaxSteps === undefined) {
  117128. options.lockstepMaxSteps = 4;
  117129. }
  117130. _this._options = options;
  117131. // Init caps
  117132. // We consider we are on a webgl1 capable device
  117133. _this._caps = new BABYLON.EngineCapabilities();
  117134. _this._caps.maxTexturesImageUnits = 16;
  117135. _this._caps.maxVertexTextureImageUnits = 16;
  117136. _this._caps.maxTextureSize = 512;
  117137. _this._caps.maxCubemapTextureSize = 512;
  117138. _this._caps.maxRenderTextureSize = 512;
  117139. _this._caps.maxVertexAttribs = 16;
  117140. _this._caps.maxVaryingVectors = 16;
  117141. _this._caps.maxFragmentUniformVectors = 16;
  117142. _this._caps.maxVertexUniformVectors = 16;
  117143. // Extensions
  117144. _this._caps.standardDerivatives = false;
  117145. _this._caps.astc = null;
  117146. _this._caps.s3tc = null;
  117147. _this._caps.pvrtc = null;
  117148. _this._caps.etc1 = null;
  117149. _this._caps.etc2 = null;
  117150. _this._caps.textureAnisotropicFilterExtension = null;
  117151. _this._caps.maxAnisotropy = 0;
  117152. _this._caps.uintIndices = false;
  117153. _this._caps.fragmentDepthSupported = false;
  117154. _this._caps.highPrecisionShaderSupported = true;
  117155. _this._caps.colorBufferFloat = false;
  117156. _this._caps.textureFloat = false;
  117157. _this._caps.textureFloatLinearFiltering = false;
  117158. _this._caps.textureFloatRender = false;
  117159. _this._caps.textureHalfFloat = false;
  117160. _this._caps.textureHalfFloatLinearFiltering = false;
  117161. _this._caps.textureHalfFloatRender = false;
  117162. _this._caps.textureLOD = false;
  117163. _this._caps.drawBuffersExtension = false;
  117164. _this._caps.depthTextureExtension = false;
  117165. _this._caps.vertexArrayObject = false;
  117166. _this._caps.instancedArrays = false;
  117167. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  117168. // Wrappers
  117169. if (typeof URL === "undefined") {
  117170. URL = {
  117171. createObjectURL: function () { },
  117172. revokeObjectURL: function () { }
  117173. };
  117174. }
  117175. if (typeof Blob === "undefined") {
  117176. Blob = function () { };
  117177. }
  117178. return _this;
  117179. }
  117180. /**
  117181. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117182. */
  117183. NullEngine.prototype.isDeterministicLockStep = function () {
  117184. return this._options.deterministicLockstep;
  117185. };
  117186. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  117187. NullEngine.prototype.getLockstepMaxSteps = function () {
  117188. return this._options.lockstepMaxSteps;
  117189. };
  117190. /**
  117191. * Sets hardware scaling, used to save performance if needed
  117192. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  117193. */
  117194. NullEngine.prototype.getHardwareScalingLevel = function () {
  117195. return 1.0;
  117196. };
  117197. NullEngine.prototype.createVertexBuffer = function (vertices) {
  117198. return {
  117199. capacity: 0,
  117200. references: 1,
  117201. is32Bits: false
  117202. };
  117203. };
  117204. NullEngine.prototype.createIndexBuffer = function (indices) {
  117205. return {
  117206. capacity: 0,
  117207. references: 1,
  117208. is32Bits: false
  117209. };
  117210. };
  117211. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  117212. if (stencil === void 0) { stencil = false; }
  117213. };
  117214. NullEngine.prototype.getRenderWidth = function (useScreen) {
  117215. if (useScreen === void 0) { useScreen = false; }
  117216. if (!useScreen && this._currentRenderTarget) {
  117217. return this._currentRenderTarget.width;
  117218. }
  117219. return this._options.renderWidth;
  117220. };
  117221. NullEngine.prototype.getRenderHeight = function (useScreen) {
  117222. if (useScreen === void 0) { useScreen = false; }
  117223. if (!useScreen && this._currentRenderTarget) {
  117224. return this._currentRenderTarget.height;
  117225. }
  117226. return this._options.renderHeight;
  117227. };
  117228. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  117229. this._cachedViewport = viewport;
  117230. };
  117231. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  117232. return {
  117233. transformFeedback: null,
  117234. __SPECTOR_rebuildProgram: null,
  117235. isParallelCompiled: false
  117236. };
  117237. };
  117238. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  117239. return [];
  117240. };
  117241. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  117242. return [];
  117243. };
  117244. NullEngine.prototype.bindSamplers = function (effect) {
  117245. this._currentEffect = null;
  117246. };
  117247. NullEngine.prototype.enableEffect = function (effect) {
  117248. this._currentEffect = effect;
  117249. if (effect.onBind) {
  117250. effect.onBind(effect);
  117251. }
  117252. if (effect._onBindObservable) {
  117253. effect._onBindObservable.notifyObservers(effect);
  117254. }
  117255. };
  117256. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  117257. if (zOffset === void 0) { zOffset = 0; }
  117258. if (reverseSide === void 0) { reverseSide = false; }
  117259. };
  117260. NullEngine.prototype.setIntArray = function (uniform, array) {
  117261. };
  117262. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  117263. };
  117264. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  117265. };
  117266. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  117267. };
  117268. NullEngine.prototype.setFloatArray = function (uniform, array) {
  117269. };
  117270. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  117271. };
  117272. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  117273. };
  117274. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  117275. };
  117276. NullEngine.prototype.setArray = function (uniform, array) {
  117277. };
  117278. NullEngine.prototype.setArray2 = function (uniform, array) {
  117279. };
  117280. NullEngine.prototype.setArray3 = function (uniform, array) {
  117281. };
  117282. NullEngine.prototype.setArray4 = function (uniform, array) {
  117283. };
  117284. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  117285. };
  117286. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  117287. };
  117288. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  117289. };
  117290. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  117291. };
  117292. NullEngine.prototype.setFloat = function (uniform, value) {
  117293. };
  117294. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  117295. };
  117296. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  117297. };
  117298. NullEngine.prototype.setBool = function (uniform, bool) {
  117299. };
  117300. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  117301. };
  117302. NullEngine.prototype.setColor3 = function (uniform, color3) {
  117303. };
  117304. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  117305. };
  117306. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  117307. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  117308. if (this._alphaMode === mode) {
  117309. return;
  117310. }
  117311. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  117312. if (!noDepthWriteChange) {
  117313. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  117314. }
  117315. this._alphaMode = mode;
  117316. };
  117317. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  117318. };
  117319. NullEngine.prototype.wipeCaches = function (bruteForce) {
  117320. if (this.preventCacheWipeBetweenFrames) {
  117321. return;
  117322. }
  117323. this.resetTextureCache();
  117324. this._currentEffect = null;
  117325. if (bruteForce) {
  117326. this._currentProgram = null;
  117327. this._stencilState.reset();
  117328. this._depthCullingState.reset();
  117329. this._alphaState.reset();
  117330. }
  117331. this._cachedVertexBuffers = null;
  117332. this._cachedIndexBuffer = null;
  117333. this._cachedEffectForVertexBuffers = null;
  117334. };
  117335. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  117336. };
  117337. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  117338. };
  117339. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  117340. };
  117341. /** @hidden */
  117342. NullEngine.prototype._createTexture = function () {
  117343. return {};
  117344. };
  117345. /** @hidden */
  117346. NullEngine.prototype._releaseTexture = function (texture) {
  117347. };
  117348. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  117349. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  117350. if (onLoad === void 0) { onLoad = null; }
  117351. if (onError === void 0) { onError = null; }
  117352. if (buffer === void 0) { buffer = null; }
  117353. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  117354. var url = String(urlArg);
  117355. texture.url = url;
  117356. texture.generateMipMaps = !noMipmap;
  117357. texture.samplingMode = samplingMode;
  117358. texture.invertY = invertY;
  117359. texture.baseWidth = this._options.textureSize;
  117360. texture.baseHeight = this._options.textureSize;
  117361. texture.width = this._options.textureSize;
  117362. texture.height = this._options.textureSize;
  117363. if (format) {
  117364. texture.format = format;
  117365. }
  117366. texture.isReady = true;
  117367. if (onLoad) {
  117368. onLoad();
  117369. }
  117370. this._internalTexturesCache.push(texture);
  117371. return texture;
  117372. };
  117373. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  117374. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  117375. if (options !== undefined && typeof options === "object") {
  117376. fullOptions.generateMipMaps = options.generateMipMaps;
  117377. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  117378. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  117379. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  117380. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  117381. }
  117382. else {
  117383. fullOptions.generateMipMaps = options;
  117384. fullOptions.generateDepthBuffer = true;
  117385. fullOptions.generateStencilBuffer = false;
  117386. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  117387. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  117388. }
  117389. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  117390. var width = size.width || size;
  117391. var height = size.height || size;
  117392. texture._depthStencilBuffer = {};
  117393. texture._framebuffer = {};
  117394. texture.baseWidth = width;
  117395. texture.baseHeight = height;
  117396. texture.width = width;
  117397. texture.height = height;
  117398. texture.isReady = true;
  117399. texture.samples = 1;
  117400. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  117401. texture.samplingMode = fullOptions.samplingMode;
  117402. texture.type = fullOptions.type;
  117403. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  117404. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  117405. this._internalTexturesCache.push(texture);
  117406. return texture;
  117407. };
  117408. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  117409. texture.samplingMode = samplingMode;
  117410. };
  117411. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  117412. if (this._currentRenderTarget) {
  117413. this.unBindFramebuffer(this._currentRenderTarget);
  117414. }
  117415. this._currentRenderTarget = texture;
  117416. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  117417. if (this._cachedViewport && !forceFullscreenViewport) {
  117418. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  117419. }
  117420. };
  117421. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  117422. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  117423. this._currentRenderTarget = null;
  117424. if (onBeforeUnbind) {
  117425. if (texture._MSAAFramebuffer) {
  117426. this._currentFramebuffer = texture._framebuffer;
  117427. }
  117428. onBeforeUnbind();
  117429. }
  117430. this._currentFramebuffer = null;
  117431. };
  117432. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  117433. var vbo = {
  117434. capacity: 1,
  117435. references: 1,
  117436. is32Bits: false
  117437. };
  117438. return vbo;
  117439. };
  117440. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  117441. if (premulAlpha === void 0) { premulAlpha = false; }
  117442. };
  117443. NullEngine.prototype.areAllEffectsReady = function () {
  117444. return true;
  117445. };
  117446. /**
  117447. * @hidden
  117448. * Get the current error code of the webGL context
  117449. * @returns the error code
  117450. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  117451. */
  117452. NullEngine.prototype.getError = function () {
  117453. return 0;
  117454. };
  117455. /** @hidden */
  117456. NullEngine.prototype._getUnpackAlignement = function () {
  117457. return 1;
  117458. };
  117459. /** @hidden */
  117460. NullEngine.prototype._unpackFlipY = function (value) {
  117461. };
  117462. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  117463. if (offset === void 0) { offset = 0; }
  117464. };
  117465. /**
  117466. * Updates a dynamic vertex buffer.
  117467. * @param vertexBuffer the vertex buffer to update
  117468. * @param data the data used to update the vertex buffer
  117469. * @param byteOffset the byte offset of the data (optional)
  117470. * @param byteLength the byte length of the data (optional)
  117471. */
  117472. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  117473. };
  117474. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  117475. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  117476. this._boundTexturesCache[this._activeChannel] = texture;
  117477. return true;
  117478. }
  117479. return false;
  117480. };
  117481. /** @hidden */
  117482. NullEngine.prototype._bindTexture = function (channel, texture) {
  117483. if (channel < 0) {
  117484. return;
  117485. }
  117486. this._bindTextureDirectly(0, texture);
  117487. };
  117488. /** @hidden */
  117489. NullEngine.prototype._releaseBuffer = function (buffer) {
  117490. buffer.references--;
  117491. if (buffer.references === 0) {
  117492. return true;
  117493. }
  117494. return false;
  117495. };
  117496. NullEngine.prototype.releaseEffects = function () {
  117497. };
  117498. NullEngine.prototype.displayLoadingUI = function () {
  117499. };
  117500. NullEngine.prototype.hideLoadingUI = function () {
  117501. };
  117502. /** @hidden */
  117503. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  117504. if (faceIndex === void 0) { faceIndex = 0; }
  117505. if (lod === void 0) { lod = 0; }
  117506. };
  117507. /** @hidden */
  117508. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  117509. if (faceIndex === void 0) { faceIndex = 0; }
  117510. if (lod === void 0) { lod = 0; }
  117511. };
  117512. /** @hidden */
  117513. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  117514. if (faceIndex === void 0) { faceIndex = 0; }
  117515. if (lod === void 0) { lod = 0; }
  117516. };
  117517. /** @hidden */
  117518. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  117519. if (faceIndex === void 0) { faceIndex = 0; }
  117520. if (lod === void 0) { lod = 0; }
  117521. };
  117522. return NullEngine;
  117523. }(BABYLON.Engine));
  117524. BABYLON.NullEngine = NullEngine;
  117525. })(BABYLON || (BABYLON = {}));
  117526. //# sourceMappingURL=babylon.nullEngine.js.map
  117527. var BABYLON;
  117528. (function (BABYLON) {
  117529. /**
  117530. * This class can be used to get instrumentation data from a Babylon engine
  117531. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117532. */
  117533. var EngineInstrumentation = /** @class */ (function () {
  117534. /**
  117535. * Instantiates a new engine instrumentation.
  117536. * This class can be used to get instrumentation data from a Babylon engine
  117537. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117538. * @param engine Defines the engine to instrument
  117539. */
  117540. function EngineInstrumentation(
  117541. /**
  117542. * Define the instrumented engine.
  117543. */
  117544. engine) {
  117545. this.engine = engine;
  117546. this._captureGPUFrameTime = false;
  117547. this._gpuFrameTime = new BABYLON.PerfCounter();
  117548. this._captureShaderCompilationTime = false;
  117549. this._shaderCompilationTime = new BABYLON.PerfCounter();
  117550. // Observers
  117551. this._onBeginFrameObserver = null;
  117552. this._onEndFrameObserver = null;
  117553. this._onBeforeShaderCompilationObserver = null;
  117554. this._onAfterShaderCompilationObserver = null;
  117555. }
  117556. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  117557. // Properties
  117558. /**
  117559. * Gets the perf counter used for GPU frame time
  117560. */
  117561. get: function () {
  117562. return this._gpuFrameTime;
  117563. },
  117564. enumerable: true,
  117565. configurable: true
  117566. });
  117567. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  117568. /**
  117569. * Gets the GPU frame time capture status
  117570. */
  117571. get: function () {
  117572. return this._captureGPUFrameTime;
  117573. },
  117574. /**
  117575. * Enable or disable the GPU frame time capture
  117576. */
  117577. set: function (value) {
  117578. var _this = this;
  117579. if (value === this._captureGPUFrameTime) {
  117580. return;
  117581. }
  117582. this._captureGPUFrameTime = value;
  117583. if (value) {
  117584. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  117585. if (!_this._gpuFrameTimeToken) {
  117586. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  117587. }
  117588. });
  117589. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  117590. if (!_this._gpuFrameTimeToken) {
  117591. return;
  117592. }
  117593. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  117594. if (time > -1) {
  117595. _this._gpuFrameTimeToken = null;
  117596. _this._gpuFrameTime.fetchNewFrame();
  117597. _this._gpuFrameTime.addCount(time, true);
  117598. }
  117599. });
  117600. }
  117601. else {
  117602. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117603. this._onBeginFrameObserver = null;
  117604. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117605. this._onEndFrameObserver = null;
  117606. }
  117607. },
  117608. enumerable: true,
  117609. configurable: true
  117610. });
  117611. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  117612. /**
  117613. * Gets the perf counter used for shader compilation time
  117614. */
  117615. get: function () {
  117616. return this._shaderCompilationTime;
  117617. },
  117618. enumerable: true,
  117619. configurable: true
  117620. });
  117621. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  117622. /**
  117623. * Gets the shader compilation time capture status
  117624. */
  117625. get: function () {
  117626. return this._captureShaderCompilationTime;
  117627. },
  117628. /**
  117629. * Enable or disable the shader compilation time capture
  117630. */
  117631. set: function (value) {
  117632. var _this = this;
  117633. if (value === this._captureShaderCompilationTime) {
  117634. return;
  117635. }
  117636. this._captureShaderCompilationTime = value;
  117637. if (value) {
  117638. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  117639. _this._shaderCompilationTime.fetchNewFrame();
  117640. _this._shaderCompilationTime.beginMonitoring();
  117641. });
  117642. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  117643. _this._shaderCompilationTime.endMonitoring();
  117644. });
  117645. }
  117646. else {
  117647. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117648. this._onBeforeShaderCompilationObserver = null;
  117649. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117650. this._onAfterShaderCompilationObserver = null;
  117651. }
  117652. },
  117653. enumerable: true,
  117654. configurable: true
  117655. });
  117656. /**
  117657. * Dispose and release associated resources.
  117658. */
  117659. EngineInstrumentation.prototype.dispose = function () {
  117660. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117661. this._onBeginFrameObserver = null;
  117662. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117663. this._onEndFrameObserver = null;
  117664. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117665. this._onBeforeShaderCompilationObserver = null;
  117666. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117667. this._onAfterShaderCompilationObserver = null;
  117668. this.engine = null;
  117669. };
  117670. return EngineInstrumentation;
  117671. }());
  117672. BABYLON.EngineInstrumentation = EngineInstrumentation;
  117673. })(BABYLON || (BABYLON = {}));
  117674. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  117675. var BABYLON;
  117676. (function (BABYLON) {
  117677. /**
  117678. * This class can be used to get instrumentation data from a Babylon engine
  117679. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117680. */
  117681. var SceneInstrumentation = /** @class */ (function () {
  117682. /**
  117683. * Instantiates a new scene instrumentation.
  117684. * This class can be used to get instrumentation data from a Babylon engine
  117685. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117686. * @param scene Defines the scene to instrument
  117687. */
  117688. function SceneInstrumentation(
  117689. /**
  117690. * Defines the scene to instrument
  117691. */
  117692. scene) {
  117693. var _this = this;
  117694. this.scene = scene;
  117695. this._captureActiveMeshesEvaluationTime = false;
  117696. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  117697. this._captureRenderTargetsRenderTime = false;
  117698. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  117699. this._captureFrameTime = false;
  117700. this._frameTime = new BABYLON.PerfCounter();
  117701. this._captureRenderTime = false;
  117702. this._renderTime = new BABYLON.PerfCounter();
  117703. this._captureInterFrameTime = false;
  117704. this._interFrameTime = new BABYLON.PerfCounter();
  117705. this._captureParticlesRenderTime = false;
  117706. this._particlesRenderTime = new BABYLON.PerfCounter();
  117707. this._captureSpritesRenderTime = false;
  117708. this._spritesRenderTime = new BABYLON.PerfCounter();
  117709. this._capturePhysicsTime = false;
  117710. this._physicsTime = new BABYLON.PerfCounter();
  117711. this._captureAnimationsTime = false;
  117712. this._animationsTime = new BABYLON.PerfCounter();
  117713. this._captureCameraRenderTime = false;
  117714. this._cameraRenderTime = new BABYLON.PerfCounter();
  117715. // Observers
  117716. this._onBeforeActiveMeshesEvaluationObserver = null;
  117717. this._onAfterActiveMeshesEvaluationObserver = null;
  117718. this._onBeforeRenderTargetsRenderObserver = null;
  117719. this._onAfterRenderTargetsRenderObserver = null;
  117720. this._onAfterRenderObserver = null;
  117721. this._onBeforeDrawPhaseObserver = null;
  117722. this._onAfterDrawPhaseObserver = null;
  117723. this._onBeforeAnimationsObserver = null;
  117724. this._onBeforeParticlesRenderingObserver = null;
  117725. this._onAfterParticlesRenderingObserver = null;
  117726. this._onBeforeSpritesRenderingObserver = null;
  117727. this._onAfterSpritesRenderingObserver = null;
  117728. this._onBeforePhysicsObserver = null;
  117729. this._onAfterPhysicsObserver = null;
  117730. this._onAfterAnimationsObserver = null;
  117731. this._onBeforeCameraRenderObserver = null;
  117732. this._onAfterCameraRenderObserver = null;
  117733. // Before render
  117734. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  117735. if (_this._captureActiveMeshesEvaluationTime) {
  117736. _this._activeMeshesEvaluationTime.fetchNewFrame();
  117737. }
  117738. if (_this._captureRenderTargetsRenderTime) {
  117739. _this._renderTargetsRenderTime.fetchNewFrame();
  117740. }
  117741. if (_this._captureFrameTime) {
  117742. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  117743. _this._frameTime.beginMonitoring();
  117744. }
  117745. if (_this._captureInterFrameTime) {
  117746. _this._interFrameTime.endMonitoring();
  117747. }
  117748. if (_this._captureParticlesRenderTime) {
  117749. _this._particlesRenderTime.fetchNewFrame();
  117750. }
  117751. if (_this._captureSpritesRenderTime) {
  117752. _this._spritesRenderTime.fetchNewFrame();
  117753. }
  117754. if (_this._captureAnimationsTime) {
  117755. _this._animationsTime.beginMonitoring();
  117756. }
  117757. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  117758. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  117759. });
  117760. // After render
  117761. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  117762. if (_this._captureFrameTime) {
  117763. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  117764. _this._frameTime.endMonitoring();
  117765. }
  117766. if (_this._captureRenderTime) {
  117767. _this._renderTime.endMonitoring(false);
  117768. }
  117769. if (_this._captureInterFrameTime) {
  117770. _this._interFrameTime.beginMonitoring();
  117771. }
  117772. });
  117773. }
  117774. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  117775. // Properties
  117776. /**
  117777. * Gets the perf counter used for active meshes evaluation time
  117778. */
  117779. get: function () {
  117780. return this._activeMeshesEvaluationTime;
  117781. },
  117782. enumerable: true,
  117783. configurable: true
  117784. });
  117785. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  117786. /**
  117787. * Gets the active meshes evaluation time capture status
  117788. */
  117789. get: function () {
  117790. return this._captureActiveMeshesEvaluationTime;
  117791. },
  117792. /**
  117793. * Enable or disable the active meshes evaluation time capture
  117794. */
  117795. set: function (value) {
  117796. var _this = this;
  117797. if (value === this._captureActiveMeshesEvaluationTime) {
  117798. return;
  117799. }
  117800. this._captureActiveMeshesEvaluationTime = value;
  117801. if (value) {
  117802. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  117803. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  117804. _this._activeMeshesEvaluationTime.beginMonitoring();
  117805. });
  117806. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  117807. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  117808. _this._activeMeshesEvaluationTime.endMonitoring();
  117809. });
  117810. }
  117811. else {
  117812. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117813. this._onBeforeActiveMeshesEvaluationObserver = null;
  117814. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117815. this._onAfterActiveMeshesEvaluationObserver = null;
  117816. }
  117817. },
  117818. enumerable: true,
  117819. configurable: true
  117820. });
  117821. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  117822. /**
  117823. * Gets the perf counter used for render targets render time
  117824. */
  117825. get: function () {
  117826. return this._renderTargetsRenderTime;
  117827. },
  117828. enumerable: true,
  117829. configurable: true
  117830. });
  117831. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  117832. /**
  117833. * Gets the render targets render time capture status
  117834. */
  117835. get: function () {
  117836. return this._captureRenderTargetsRenderTime;
  117837. },
  117838. /**
  117839. * Enable or disable the render targets render time capture
  117840. */
  117841. set: function (value) {
  117842. var _this = this;
  117843. if (value === this._captureRenderTargetsRenderTime) {
  117844. return;
  117845. }
  117846. this._captureRenderTargetsRenderTime = value;
  117847. if (value) {
  117848. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  117849. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  117850. _this._renderTargetsRenderTime.beginMonitoring();
  117851. });
  117852. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  117853. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  117854. _this._renderTargetsRenderTime.endMonitoring(false);
  117855. });
  117856. }
  117857. else {
  117858. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117859. this._onBeforeRenderTargetsRenderObserver = null;
  117860. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117861. this._onAfterRenderTargetsRenderObserver = null;
  117862. }
  117863. },
  117864. enumerable: true,
  117865. configurable: true
  117866. });
  117867. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  117868. /**
  117869. * Gets the perf counter used for particles render time
  117870. */
  117871. get: function () {
  117872. return this._particlesRenderTime;
  117873. },
  117874. enumerable: true,
  117875. configurable: true
  117876. });
  117877. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  117878. /**
  117879. * Gets the particles render time capture status
  117880. */
  117881. get: function () {
  117882. return this._captureParticlesRenderTime;
  117883. },
  117884. /**
  117885. * Enable or disable the particles render time capture
  117886. */
  117887. set: function (value) {
  117888. var _this = this;
  117889. if (value === this._captureParticlesRenderTime) {
  117890. return;
  117891. }
  117892. this._captureParticlesRenderTime = value;
  117893. if (value) {
  117894. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  117895. BABYLON.Tools.StartPerformanceCounter("Particles");
  117896. _this._particlesRenderTime.beginMonitoring();
  117897. });
  117898. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  117899. BABYLON.Tools.EndPerformanceCounter("Particles");
  117900. _this._particlesRenderTime.endMonitoring(false);
  117901. });
  117902. }
  117903. else {
  117904. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  117905. this._onBeforeParticlesRenderingObserver = null;
  117906. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  117907. this._onAfterParticlesRenderingObserver = null;
  117908. }
  117909. },
  117910. enumerable: true,
  117911. configurable: true
  117912. });
  117913. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  117914. /**
  117915. * Gets the perf counter used for sprites render time
  117916. */
  117917. get: function () {
  117918. return this._spritesRenderTime;
  117919. },
  117920. enumerable: true,
  117921. configurable: true
  117922. });
  117923. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  117924. /**
  117925. * Gets the sprites render time capture status
  117926. */
  117927. get: function () {
  117928. return this._captureSpritesRenderTime;
  117929. },
  117930. /**
  117931. * Enable or disable the sprites render time capture
  117932. */
  117933. set: function (value) {
  117934. var _this = this;
  117935. if (value === this._captureSpritesRenderTime) {
  117936. return;
  117937. }
  117938. this._captureSpritesRenderTime = value;
  117939. if (!this.scene.spriteManagers) {
  117940. return;
  117941. }
  117942. if (value) {
  117943. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  117944. BABYLON.Tools.StartPerformanceCounter("Sprites");
  117945. _this._spritesRenderTime.beginMonitoring();
  117946. });
  117947. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  117948. BABYLON.Tools.EndPerformanceCounter("Sprites");
  117949. _this._spritesRenderTime.endMonitoring(false);
  117950. });
  117951. }
  117952. else {
  117953. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  117954. this._onBeforeSpritesRenderingObserver = null;
  117955. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  117956. this._onAfterSpritesRenderingObserver = null;
  117957. }
  117958. },
  117959. enumerable: true,
  117960. configurable: true
  117961. });
  117962. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  117963. /**
  117964. * Gets the perf counter used for physics time
  117965. */
  117966. get: function () {
  117967. return this._physicsTime;
  117968. },
  117969. enumerable: true,
  117970. configurable: true
  117971. });
  117972. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  117973. /**
  117974. * Gets the physics time capture status
  117975. */
  117976. get: function () {
  117977. return this._capturePhysicsTime;
  117978. },
  117979. /**
  117980. * Enable or disable the physics time capture
  117981. */
  117982. set: function (value) {
  117983. var _this = this;
  117984. if (value === this._capturePhysicsTime) {
  117985. return;
  117986. }
  117987. if (!this.scene.onBeforePhysicsObservable) {
  117988. return;
  117989. }
  117990. this._capturePhysicsTime = value;
  117991. if (value) {
  117992. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  117993. BABYLON.Tools.StartPerformanceCounter("Physics");
  117994. _this._physicsTime.beginMonitoring();
  117995. });
  117996. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  117997. BABYLON.Tools.EndPerformanceCounter("Physics");
  117998. _this._physicsTime.endMonitoring();
  117999. });
  118000. }
  118001. else {
  118002. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118003. this._onBeforePhysicsObserver = null;
  118004. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118005. this._onAfterPhysicsObserver = null;
  118006. }
  118007. },
  118008. enumerable: true,
  118009. configurable: true
  118010. });
  118011. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  118012. /**
  118013. * Gets the perf counter used for animations time
  118014. */
  118015. get: function () {
  118016. return this._animationsTime;
  118017. },
  118018. enumerable: true,
  118019. configurable: true
  118020. });
  118021. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  118022. /**
  118023. * Gets the animations time capture status
  118024. */
  118025. get: function () {
  118026. return this._captureAnimationsTime;
  118027. },
  118028. /**
  118029. * Enable or disable the animations time capture
  118030. */
  118031. set: function (value) {
  118032. var _this = this;
  118033. if (value === this._captureAnimationsTime) {
  118034. return;
  118035. }
  118036. this._captureAnimationsTime = value;
  118037. if (value) {
  118038. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  118039. _this._animationsTime.endMonitoring();
  118040. });
  118041. }
  118042. else {
  118043. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118044. this._onAfterAnimationsObserver = null;
  118045. }
  118046. },
  118047. enumerable: true,
  118048. configurable: true
  118049. });
  118050. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  118051. /**
  118052. * Gets the perf counter used for frame time capture
  118053. */
  118054. get: function () {
  118055. return this._frameTime;
  118056. },
  118057. enumerable: true,
  118058. configurable: true
  118059. });
  118060. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  118061. /**
  118062. * Gets the frame time capture status
  118063. */
  118064. get: function () {
  118065. return this._captureFrameTime;
  118066. },
  118067. /**
  118068. * Enable or disable the frame time capture
  118069. */
  118070. set: function (value) {
  118071. this._captureFrameTime = value;
  118072. },
  118073. enumerable: true,
  118074. configurable: true
  118075. });
  118076. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  118077. /**
  118078. * Gets the perf counter used for inter-frames time capture
  118079. */
  118080. get: function () {
  118081. return this._interFrameTime;
  118082. },
  118083. enumerable: true,
  118084. configurable: true
  118085. });
  118086. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  118087. /**
  118088. * Gets the inter-frames time capture status
  118089. */
  118090. get: function () {
  118091. return this._captureInterFrameTime;
  118092. },
  118093. /**
  118094. * Enable or disable the inter-frames time capture
  118095. */
  118096. set: function (value) {
  118097. this._captureInterFrameTime = value;
  118098. },
  118099. enumerable: true,
  118100. configurable: true
  118101. });
  118102. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  118103. /**
  118104. * Gets the perf counter used for render time capture
  118105. */
  118106. get: function () {
  118107. return this._renderTime;
  118108. },
  118109. enumerable: true,
  118110. configurable: true
  118111. });
  118112. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  118113. /**
  118114. * Gets the render time capture status
  118115. */
  118116. get: function () {
  118117. return this._captureRenderTime;
  118118. },
  118119. /**
  118120. * Enable or disable the render time capture
  118121. */
  118122. set: function (value) {
  118123. var _this = this;
  118124. if (value === this._captureRenderTime) {
  118125. return;
  118126. }
  118127. this._captureRenderTime = value;
  118128. if (value) {
  118129. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  118130. _this._renderTime.beginMonitoring();
  118131. BABYLON.Tools.StartPerformanceCounter("Main render");
  118132. });
  118133. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  118134. _this._renderTime.endMonitoring(false);
  118135. BABYLON.Tools.EndPerformanceCounter("Main render");
  118136. });
  118137. }
  118138. else {
  118139. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118140. this._onBeforeDrawPhaseObserver = null;
  118141. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118142. this._onAfterDrawPhaseObserver = null;
  118143. }
  118144. },
  118145. enumerable: true,
  118146. configurable: true
  118147. });
  118148. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  118149. /**
  118150. * Gets the perf counter used for camera render time capture
  118151. */
  118152. get: function () {
  118153. return this._cameraRenderTime;
  118154. },
  118155. enumerable: true,
  118156. configurable: true
  118157. });
  118158. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  118159. /**
  118160. * Gets the camera render time capture status
  118161. */
  118162. get: function () {
  118163. return this._captureCameraRenderTime;
  118164. },
  118165. /**
  118166. * Enable or disable the camera render time capture
  118167. */
  118168. set: function (value) {
  118169. var _this = this;
  118170. if (value === this._captureCameraRenderTime) {
  118171. return;
  118172. }
  118173. this._captureCameraRenderTime = value;
  118174. if (value) {
  118175. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  118176. _this._cameraRenderTime.beginMonitoring();
  118177. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  118178. });
  118179. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  118180. _this._cameraRenderTime.endMonitoring(false);
  118181. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  118182. });
  118183. }
  118184. else {
  118185. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118186. this._onBeforeCameraRenderObserver = null;
  118187. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118188. this._onAfterCameraRenderObserver = null;
  118189. }
  118190. },
  118191. enumerable: true,
  118192. configurable: true
  118193. });
  118194. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  118195. /**
  118196. * Gets the perf counter used for draw calls
  118197. */
  118198. get: function () {
  118199. return this.scene.getEngine()._drawCalls;
  118200. },
  118201. enumerable: true,
  118202. configurable: true
  118203. });
  118204. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  118205. /**
  118206. * Gets the perf counter used for texture collisions
  118207. */
  118208. get: function () {
  118209. return this.scene.getEngine()._textureCollisions;
  118210. },
  118211. enumerable: true,
  118212. configurable: true
  118213. });
  118214. /**
  118215. * Dispose and release associated resources.
  118216. */
  118217. SceneInstrumentation.prototype.dispose = function () {
  118218. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  118219. this._onAfterRenderObserver = null;
  118220. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  118221. this._onBeforeActiveMeshesEvaluationObserver = null;
  118222. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  118223. this._onAfterActiveMeshesEvaluationObserver = null;
  118224. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  118225. this._onBeforeRenderTargetsRenderObserver = null;
  118226. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  118227. this._onAfterRenderTargetsRenderObserver = null;
  118228. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  118229. this._onBeforeAnimationsObserver = null;
  118230. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118231. this._onBeforeParticlesRenderingObserver = null;
  118232. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118233. this._onAfterParticlesRenderingObserver = null;
  118234. if (this._onBeforeSpritesRenderingObserver) {
  118235. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118236. this._onBeforeSpritesRenderingObserver = null;
  118237. }
  118238. if (this._onAfterSpritesRenderingObserver) {
  118239. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118240. this._onAfterSpritesRenderingObserver = null;
  118241. }
  118242. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118243. this._onBeforeDrawPhaseObserver = null;
  118244. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118245. this._onAfterDrawPhaseObserver = null;
  118246. if (this._onBeforePhysicsObserver) {
  118247. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118248. this._onBeforePhysicsObserver = null;
  118249. }
  118250. if (this._onAfterPhysicsObserver) {
  118251. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118252. this._onAfterPhysicsObserver = null;
  118253. }
  118254. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118255. this._onAfterAnimationsObserver = null;
  118256. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118257. this._onBeforeCameraRenderObserver = null;
  118258. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118259. this._onAfterCameraRenderObserver = null;
  118260. this.scene = null;
  118261. };
  118262. return SceneInstrumentation;
  118263. }());
  118264. BABYLON.SceneInstrumentation = SceneInstrumentation;
  118265. })(BABYLON || (BABYLON = {}));
  118266. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  118267. var BABYLON;
  118268. (function (BABYLON) {
  118269. /**
  118270. * @hidden
  118271. **/
  118272. var _TimeToken = /** @class */ (function () {
  118273. function _TimeToken() {
  118274. this._timeElapsedQueryEnded = false;
  118275. }
  118276. return _TimeToken;
  118277. }());
  118278. BABYLON._TimeToken = _TimeToken;
  118279. })(BABYLON || (BABYLON = {}));
  118280. //# sourceMappingURL=babylon.timeToken.js.map
  118281. var BABYLON;
  118282. (function (BABYLON) {
  118283. /**
  118284. * Background material defines definition.
  118285. * @hidden Mainly internal Use
  118286. */
  118287. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  118288. __extends(BackgroundMaterialDefines, _super);
  118289. /**
  118290. * Constructor of the defines.
  118291. */
  118292. function BackgroundMaterialDefines() {
  118293. var _this = _super.call(this) || this;
  118294. /**
  118295. * True if the diffuse texture is in use.
  118296. */
  118297. _this.DIFFUSE = false;
  118298. /**
  118299. * The direct UV channel to use.
  118300. */
  118301. _this.DIFFUSEDIRECTUV = 0;
  118302. /**
  118303. * True if the diffuse texture is in gamma space.
  118304. */
  118305. _this.GAMMADIFFUSE = false;
  118306. /**
  118307. * True if the diffuse texture has opacity in the alpha channel.
  118308. */
  118309. _this.DIFFUSEHASALPHA = false;
  118310. /**
  118311. * True if you want the material to fade to transparent at grazing angle.
  118312. */
  118313. _this.OPACITYFRESNEL = false;
  118314. /**
  118315. * True if an extra blur needs to be added in the reflection.
  118316. */
  118317. _this.REFLECTIONBLUR = false;
  118318. /**
  118319. * True if you want the material to fade to reflection at grazing angle.
  118320. */
  118321. _this.REFLECTIONFRESNEL = false;
  118322. /**
  118323. * True if you want the material to falloff as far as you move away from the scene center.
  118324. */
  118325. _this.REFLECTIONFALLOFF = false;
  118326. /**
  118327. * False if the current Webgl implementation does not support the texture lod extension.
  118328. */
  118329. _this.TEXTURELODSUPPORT = false;
  118330. /**
  118331. * True to ensure the data are premultiplied.
  118332. */
  118333. _this.PREMULTIPLYALPHA = false;
  118334. /**
  118335. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  118336. */
  118337. _this.USERGBCOLOR = false;
  118338. /**
  118339. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  118340. * stays aligned with the desired configuration.
  118341. */
  118342. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  118343. /**
  118344. * True to add noise in order to reduce the banding effect.
  118345. */
  118346. _this.NOISE = false;
  118347. /**
  118348. * is the reflection texture in BGR color scheme?
  118349. * Mainly used to solve a bug in ios10 video tag
  118350. */
  118351. _this.REFLECTIONBGR = false;
  118352. _this.IMAGEPROCESSING = false;
  118353. _this.VIGNETTE = false;
  118354. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  118355. _this.VIGNETTEBLENDMODEOPAQUE = false;
  118356. _this.TONEMAPPING = false;
  118357. _this.TONEMAPPING_ACES = false;
  118358. _this.CONTRAST = false;
  118359. _this.COLORCURVES = false;
  118360. _this.COLORGRADING = false;
  118361. _this.COLORGRADING3D = false;
  118362. _this.SAMPLER3DGREENDEPTH = false;
  118363. _this.SAMPLER3DBGRMAP = false;
  118364. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  118365. _this.EXPOSURE = false;
  118366. // Reflection.
  118367. _this.REFLECTION = false;
  118368. _this.REFLECTIONMAP_3D = false;
  118369. _this.REFLECTIONMAP_SPHERICAL = false;
  118370. _this.REFLECTIONMAP_PLANAR = false;
  118371. _this.REFLECTIONMAP_CUBIC = false;
  118372. _this.REFLECTIONMAP_PROJECTION = false;
  118373. _this.REFLECTIONMAP_SKYBOX = false;
  118374. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118375. _this.REFLECTIONMAP_EXPLICIT = false;
  118376. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118377. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118378. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118379. _this.INVERTCUBICMAP = false;
  118380. _this.REFLECTIONMAP_OPPOSITEZ = false;
  118381. _this.LODINREFLECTIONALPHA = false;
  118382. _this.GAMMAREFLECTION = false;
  118383. _this.RGBDREFLECTION = false;
  118384. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  118385. // Default BJS.
  118386. _this.MAINUV1 = false;
  118387. _this.MAINUV2 = false;
  118388. _this.UV1 = false;
  118389. _this.UV2 = false;
  118390. _this.CLIPPLANE = false;
  118391. _this.CLIPPLANE2 = false;
  118392. _this.CLIPPLANE3 = false;
  118393. _this.CLIPPLANE4 = false;
  118394. _this.POINTSIZE = false;
  118395. _this.FOG = false;
  118396. _this.NORMAL = false;
  118397. _this.NUM_BONE_INFLUENCERS = 0;
  118398. _this.BonesPerMesh = 0;
  118399. _this.INSTANCES = false;
  118400. _this.SHADOWFLOAT = false;
  118401. _this.rebuild();
  118402. return _this;
  118403. }
  118404. return BackgroundMaterialDefines;
  118405. }(BABYLON.MaterialDefines));
  118406. /**
  118407. * Background material used to create an efficient environement around your scene.
  118408. */
  118409. var BackgroundMaterial = /** @class */ (function (_super) {
  118410. __extends(BackgroundMaterial, _super);
  118411. /**
  118412. * Instantiates a Background Material in the given scene
  118413. * @param name The friendly name of the material
  118414. * @param scene The scene to add the material to
  118415. */
  118416. function BackgroundMaterial(name, scene) {
  118417. var _this = _super.call(this, name, scene) || this;
  118418. /**
  118419. * Key light Color (multiply against the environement texture)
  118420. */
  118421. _this.primaryColor = BABYLON.Color3.White();
  118422. _this._primaryColorShadowLevel = 0;
  118423. _this._primaryColorHighlightLevel = 0;
  118424. /**
  118425. * Reflection Texture used in the material.
  118426. * Should be author in a specific way for the best result (refer to the documentation).
  118427. */
  118428. _this.reflectionTexture = null;
  118429. /**
  118430. * Reflection Texture level of blur.
  118431. *
  118432. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  118433. * texture twice.
  118434. */
  118435. _this.reflectionBlur = 0;
  118436. /**
  118437. * Diffuse Texture used in the material.
  118438. * Should be author in a specific way for the best result (refer to the documentation).
  118439. */
  118440. _this.diffuseTexture = null;
  118441. _this._shadowLights = null;
  118442. /**
  118443. * Specify the list of lights casting shadow on the material.
  118444. * All scene shadow lights will be included if null.
  118445. */
  118446. _this.shadowLights = null;
  118447. /**
  118448. * Helps adjusting the shadow to a softer level if required.
  118449. * 0 means black shadows and 1 means no shadows.
  118450. */
  118451. _this.shadowLevel = 0;
  118452. /**
  118453. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  118454. * It is usually zero but might be interesting to modify according to your setup.
  118455. */
  118456. _this.sceneCenter = BABYLON.Vector3.Zero();
  118457. /**
  118458. * This helps specifying that the material is falling off to the sky box at grazing angle.
  118459. * This helps ensuring a nice transition when the camera goes under the ground.
  118460. */
  118461. _this.opacityFresnel = true;
  118462. /**
  118463. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  118464. * This helps adding a mirror texture on the ground.
  118465. */
  118466. _this.reflectionFresnel = false;
  118467. /**
  118468. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  118469. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  118470. */
  118471. _this.reflectionFalloffDistance = 0.0;
  118472. /**
  118473. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  118474. */
  118475. _this.reflectionAmount = 1.0;
  118476. /**
  118477. * This specifies the weight of the reflection at grazing angle.
  118478. */
  118479. _this.reflectionReflectance0 = 0.05;
  118480. /**
  118481. * This specifies the weight of the reflection at a perpendicular point of view.
  118482. */
  118483. _this.reflectionReflectance90 = 0.5;
  118484. /**
  118485. * Helps to directly use the maps channels instead of their level.
  118486. */
  118487. _this.useRGBColor = true;
  118488. /**
  118489. * This helps reducing the banding effect that could occur on the background.
  118490. */
  118491. _this.enableNoise = false;
  118492. _this._fovMultiplier = 1.0;
  118493. /**
  118494. * Enable the FOV adjustment feature controlled by fovMultiplier.
  118495. */
  118496. _this.useEquirectangularFOV = false;
  118497. _this._maxSimultaneousLights = 4;
  118498. /**
  118499. * Number of Simultaneous lights allowed on the material.
  118500. */
  118501. _this.maxSimultaneousLights = 4;
  118502. /**
  118503. * Keep track of the image processing observer to allow dispose and replace.
  118504. */
  118505. _this._imageProcessingObserver = null;
  118506. /**
  118507. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  118508. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  118509. */
  118510. _this.switchToBGR = false;
  118511. // Temp values kept as cache in the material.
  118512. _this._renderTargets = new BABYLON.SmartArray(16);
  118513. _this._reflectionControls = BABYLON.Vector4.Zero();
  118514. _this._white = BABYLON.Color3.White();
  118515. _this._primaryShadowColor = BABYLON.Color3.Black();
  118516. _this._primaryHighlightColor = BABYLON.Color3.Black();
  118517. // Setup the default processing configuration to the scene.
  118518. _this._attachImageProcessingConfiguration(null);
  118519. _this.getRenderTargetTextures = function () {
  118520. _this._renderTargets.reset();
  118521. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  118522. _this._renderTargets.push(_this._diffuseTexture);
  118523. }
  118524. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  118525. _this._renderTargets.push(_this._reflectionTexture);
  118526. }
  118527. return _this._renderTargets;
  118528. };
  118529. return _this;
  118530. }
  118531. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  118532. /**
  118533. * Experimental Internal Use Only.
  118534. *
  118535. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  118536. * This acts as a helper to set the primary color to a more "human friendly" value.
  118537. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  118538. * output color as close as possible from the chosen value.
  118539. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  118540. * part of lighting setup.)
  118541. */
  118542. get: function () {
  118543. return this.__perceptualColor;
  118544. },
  118545. set: function (value) {
  118546. this.__perceptualColor = value;
  118547. this._computePrimaryColorFromPerceptualColor();
  118548. this._markAllSubMeshesAsLightsDirty();
  118549. },
  118550. enumerable: true,
  118551. configurable: true
  118552. });
  118553. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  118554. /**
  118555. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  118556. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  118557. */
  118558. get: function () {
  118559. return this._primaryColorShadowLevel;
  118560. },
  118561. set: function (value) {
  118562. this._primaryColorShadowLevel = value;
  118563. this._computePrimaryColors();
  118564. this._markAllSubMeshesAsLightsDirty();
  118565. },
  118566. enumerable: true,
  118567. configurable: true
  118568. });
  118569. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  118570. /**
  118571. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  118572. * The primary color is used at the level chosen to define what the white area would look.
  118573. */
  118574. get: function () {
  118575. return this._primaryColorHighlightLevel;
  118576. },
  118577. set: function (value) {
  118578. this._primaryColorHighlightLevel = value;
  118579. this._computePrimaryColors();
  118580. this._markAllSubMeshesAsLightsDirty();
  118581. },
  118582. enumerable: true,
  118583. configurable: true
  118584. });
  118585. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  118586. /**
  118587. * Sets the reflection reflectance fresnel values according to the default standard
  118588. * empirically know to work well :-)
  118589. */
  118590. set: function (value) {
  118591. var reflectionWeight = value;
  118592. if (reflectionWeight < 0.5) {
  118593. reflectionWeight = reflectionWeight * 2.0;
  118594. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  118595. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  118596. }
  118597. else {
  118598. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  118599. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  118600. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  118601. }
  118602. },
  118603. enumerable: true,
  118604. configurable: true
  118605. });
  118606. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  118607. /**
  118608. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118609. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  118610. * Recommended to be keep at 1.0 except for special cases.
  118611. */
  118612. get: function () {
  118613. return this._fovMultiplier;
  118614. },
  118615. set: function (value) {
  118616. if (isNaN(value)) {
  118617. value = 1.0;
  118618. }
  118619. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  118620. },
  118621. enumerable: true,
  118622. configurable: true
  118623. });
  118624. /**
  118625. * Attaches a new image processing configuration to the PBR Material.
  118626. * @param configuration (if null the scene configuration will be use)
  118627. */
  118628. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  118629. var _this = this;
  118630. if (configuration === this._imageProcessingConfiguration) {
  118631. return;
  118632. }
  118633. // Detaches observer.
  118634. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118635. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118636. }
  118637. // Pick the scene configuration if needed.
  118638. if (!configuration) {
  118639. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  118640. }
  118641. else {
  118642. this._imageProcessingConfiguration = configuration;
  118643. }
  118644. // Attaches observer.
  118645. if (this._imageProcessingConfiguration) {
  118646. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  118647. _this._computePrimaryColorFromPerceptualColor();
  118648. _this._markAllSubMeshesAsImageProcessingDirty();
  118649. });
  118650. }
  118651. };
  118652. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  118653. /**
  118654. * Gets the image processing configuration used either in this material.
  118655. */
  118656. get: function () {
  118657. return this._imageProcessingConfiguration;
  118658. },
  118659. /**
  118660. * Sets the Default image processing configuration used either in the this material.
  118661. *
  118662. * If sets to null, the scene one is in use.
  118663. */
  118664. set: function (value) {
  118665. this._attachImageProcessingConfiguration(value);
  118666. // Ensure the effect will be rebuilt.
  118667. this._markAllSubMeshesAsTexturesDirty();
  118668. },
  118669. enumerable: true,
  118670. configurable: true
  118671. });
  118672. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  118673. /**
  118674. * Gets wether the color curves effect is enabled.
  118675. */
  118676. get: function () {
  118677. return this.imageProcessingConfiguration.colorCurvesEnabled;
  118678. },
  118679. /**
  118680. * Sets wether the color curves effect is enabled.
  118681. */
  118682. set: function (value) {
  118683. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  118684. },
  118685. enumerable: true,
  118686. configurable: true
  118687. });
  118688. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  118689. /**
  118690. * Gets wether the color grading effect is enabled.
  118691. */
  118692. get: function () {
  118693. return this.imageProcessingConfiguration.colorGradingEnabled;
  118694. },
  118695. /**
  118696. * Gets wether the color grading effect is enabled.
  118697. */
  118698. set: function (value) {
  118699. this.imageProcessingConfiguration.colorGradingEnabled = value;
  118700. },
  118701. enumerable: true,
  118702. configurable: true
  118703. });
  118704. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  118705. /**
  118706. * Gets wether tonemapping is enabled or not.
  118707. */
  118708. get: function () {
  118709. return this._imageProcessingConfiguration.toneMappingEnabled;
  118710. },
  118711. /**
  118712. * Sets wether tonemapping is enabled or not
  118713. */
  118714. set: function (value) {
  118715. this._imageProcessingConfiguration.toneMappingEnabled = value;
  118716. },
  118717. enumerable: true,
  118718. configurable: true
  118719. });
  118720. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  118721. /**
  118722. * The camera exposure used on this material.
  118723. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118724. * This corresponds to a photographic exposure.
  118725. */
  118726. get: function () {
  118727. return this._imageProcessingConfiguration.exposure;
  118728. },
  118729. /**
  118730. * The camera exposure used on this material.
  118731. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118732. * This corresponds to a photographic exposure.
  118733. */
  118734. set: function (value) {
  118735. this._imageProcessingConfiguration.exposure = value;
  118736. },
  118737. enumerable: true,
  118738. configurable: true
  118739. });
  118740. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  118741. /**
  118742. * Gets The camera contrast used on this material.
  118743. */
  118744. get: function () {
  118745. return this._imageProcessingConfiguration.contrast;
  118746. },
  118747. /**
  118748. * Sets The camera contrast used on this material.
  118749. */
  118750. set: function (value) {
  118751. this._imageProcessingConfiguration.contrast = value;
  118752. },
  118753. enumerable: true,
  118754. configurable: true
  118755. });
  118756. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  118757. /**
  118758. * Gets the Color Grading 2D Lookup Texture.
  118759. */
  118760. get: function () {
  118761. return this._imageProcessingConfiguration.colorGradingTexture;
  118762. },
  118763. /**
  118764. * Sets the Color Grading 2D Lookup Texture.
  118765. */
  118766. set: function (value) {
  118767. this.imageProcessingConfiguration.colorGradingTexture = value;
  118768. },
  118769. enumerable: true,
  118770. configurable: true
  118771. });
  118772. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  118773. /**
  118774. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118775. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118776. * 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;
  118777. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118778. */
  118779. get: function () {
  118780. return this.imageProcessingConfiguration.colorCurves;
  118781. },
  118782. /**
  118783. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118784. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118785. * 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;
  118786. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118787. */
  118788. set: function (value) {
  118789. this.imageProcessingConfiguration.colorCurves = value;
  118790. },
  118791. enumerable: true,
  118792. configurable: true
  118793. });
  118794. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  118795. /**
  118796. * Gets a boolean indicating that current material needs to register RTT
  118797. */
  118798. get: function () {
  118799. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118800. return true;
  118801. }
  118802. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118803. return true;
  118804. }
  118805. return false;
  118806. },
  118807. enumerable: true,
  118808. configurable: true
  118809. });
  118810. /**
  118811. * The entire material has been created in order to prevent overdraw.
  118812. * @returns false
  118813. */
  118814. BackgroundMaterial.prototype.needAlphaTesting = function () {
  118815. return true;
  118816. };
  118817. /**
  118818. * The entire material has been created in order to prevent overdraw.
  118819. * @returns true if blending is enable
  118820. */
  118821. BackgroundMaterial.prototype.needAlphaBlending = function () {
  118822. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  118823. };
  118824. /**
  118825. * Checks wether the material is ready to be rendered for a given mesh.
  118826. * @param mesh The mesh to render
  118827. * @param subMesh The submesh to check against
  118828. * @param useInstances Specify wether or not the material is used with instances
  118829. * @returns true if all the dependencies are ready (Textures, Effects...)
  118830. */
  118831. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  118832. var _this = this;
  118833. if (useInstances === void 0) { useInstances = false; }
  118834. if (subMesh.effect && this.isFrozen) {
  118835. if (this._wasPreviouslyReady) {
  118836. return true;
  118837. }
  118838. }
  118839. if (!subMesh._materialDefines) {
  118840. subMesh._materialDefines = new BackgroundMaterialDefines();
  118841. }
  118842. var scene = this.getScene();
  118843. var defines = subMesh._materialDefines;
  118844. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  118845. if (defines._renderId === scene.getRenderId()) {
  118846. return true;
  118847. }
  118848. }
  118849. var engine = scene.getEngine();
  118850. // Lights
  118851. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  118852. defines._needNormals = true;
  118853. // Textures
  118854. if (defines._areTexturesDirty) {
  118855. defines._needUVs = false;
  118856. if (scene.texturesEnabled) {
  118857. if (scene.getEngine().getCaps().textureLOD) {
  118858. defines.TEXTURELODSUPPORT = true;
  118859. }
  118860. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118861. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  118862. return false;
  118863. }
  118864. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  118865. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  118866. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  118867. defines.OPACITYFRESNEL = this._opacityFresnel;
  118868. }
  118869. else {
  118870. defines.DIFFUSE = false;
  118871. defines.DIFFUSEHASALPHA = false;
  118872. defines.GAMMADIFFUSE = false;
  118873. defines.OPACITYFRESNEL = false;
  118874. }
  118875. var reflectionTexture = this._reflectionTexture;
  118876. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118877. if (!reflectionTexture.isReadyOrNotBlocking()) {
  118878. return false;
  118879. }
  118880. defines.REFLECTION = true;
  118881. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  118882. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  118883. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  118884. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  118885. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  118886. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  118887. defines.REFLECTIONBGR = this.switchToBGR;
  118888. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  118889. defines.INVERTCUBICMAP = true;
  118890. }
  118891. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  118892. switch (reflectionTexture.coordinatesMode) {
  118893. case BABYLON.Texture.EXPLICIT_MODE:
  118894. defines.REFLECTIONMAP_EXPLICIT = true;
  118895. break;
  118896. case BABYLON.Texture.PLANAR_MODE:
  118897. defines.REFLECTIONMAP_PLANAR = true;
  118898. break;
  118899. case BABYLON.Texture.PROJECTION_MODE:
  118900. defines.REFLECTIONMAP_PROJECTION = true;
  118901. break;
  118902. case BABYLON.Texture.SKYBOX_MODE:
  118903. defines.REFLECTIONMAP_SKYBOX = true;
  118904. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  118905. break;
  118906. case BABYLON.Texture.SPHERICAL_MODE:
  118907. defines.REFLECTIONMAP_SPHERICAL = true;
  118908. break;
  118909. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  118910. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  118911. break;
  118912. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  118913. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  118914. break;
  118915. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  118916. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  118917. break;
  118918. case BABYLON.Texture.CUBIC_MODE:
  118919. case BABYLON.Texture.INVCUBIC_MODE:
  118920. default:
  118921. defines.REFLECTIONMAP_CUBIC = true;
  118922. break;
  118923. }
  118924. if (this.reflectionFresnel) {
  118925. defines.REFLECTIONFRESNEL = true;
  118926. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  118927. this._reflectionControls.x = this.reflectionAmount;
  118928. this._reflectionControls.y = this.reflectionReflectance0;
  118929. this._reflectionControls.z = this.reflectionReflectance90;
  118930. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  118931. }
  118932. else {
  118933. defines.REFLECTIONFRESNEL = false;
  118934. defines.REFLECTIONFALLOFF = false;
  118935. }
  118936. }
  118937. else {
  118938. defines.REFLECTION = false;
  118939. defines.REFLECTIONFRESNEL = false;
  118940. defines.REFLECTIONFALLOFF = false;
  118941. defines.REFLECTIONBLUR = false;
  118942. defines.REFLECTIONMAP_3D = false;
  118943. defines.REFLECTIONMAP_SPHERICAL = false;
  118944. defines.REFLECTIONMAP_PLANAR = false;
  118945. defines.REFLECTIONMAP_CUBIC = false;
  118946. defines.REFLECTIONMAP_PROJECTION = false;
  118947. defines.REFLECTIONMAP_SKYBOX = false;
  118948. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118949. defines.REFLECTIONMAP_EXPLICIT = false;
  118950. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118951. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118952. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118953. defines.INVERTCUBICMAP = false;
  118954. defines.REFLECTIONMAP_OPPOSITEZ = false;
  118955. defines.LODINREFLECTIONALPHA = false;
  118956. defines.GAMMAREFLECTION = false;
  118957. defines.RGBDREFLECTION = false;
  118958. }
  118959. }
  118960. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  118961. defines.USERGBCOLOR = this._useRGBColor;
  118962. defines.NOISE = this._enableNoise;
  118963. }
  118964. if (defines._areLightsDirty) {
  118965. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  118966. }
  118967. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  118968. if (!this._imageProcessingConfiguration.isReady()) {
  118969. return false;
  118970. }
  118971. this._imageProcessingConfiguration.prepareDefines(defines);
  118972. }
  118973. // Misc.
  118974. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  118975. // Values that need to be evaluated on every frame
  118976. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  118977. // Attribs
  118978. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  118979. if (mesh) {
  118980. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  118981. mesh.createNormals(true);
  118982. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  118983. }
  118984. }
  118985. }
  118986. // Get correct effect
  118987. if (defines.isDirty) {
  118988. defines.markAsProcessed();
  118989. scene.resetCachedMaterial();
  118990. // Fallbacks
  118991. var fallbacks = new BABYLON.EffectFallbacks();
  118992. if (defines.FOG) {
  118993. fallbacks.addFallback(0, "FOG");
  118994. }
  118995. if (defines.POINTSIZE) {
  118996. fallbacks.addFallback(1, "POINTSIZE");
  118997. }
  118998. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  118999. if (defines.NUM_BONE_INFLUENCERS > 0) {
  119000. fallbacks.addCPUSkinningFallback(0, mesh);
  119001. }
  119002. //Attributes
  119003. var attribs = [BABYLON.VertexBuffer.PositionKind];
  119004. if (defines.NORMAL) {
  119005. attribs.push(BABYLON.VertexBuffer.NormalKind);
  119006. }
  119007. if (defines.UV1) {
  119008. attribs.push(BABYLON.VertexBuffer.UVKind);
  119009. }
  119010. if (defines.UV2) {
  119011. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  119012. }
  119013. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  119014. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  119015. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  119016. "vFogInfos", "vFogColor", "pointSize",
  119017. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  119018. "vPrimaryColor", "vPrimaryColorShadow",
  119019. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  119020. "shadowLevel", "alpha",
  119021. "vBackgroundCenter", "vReflectionControl",
  119022. "vDiffuseInfos", "diffuseMatrix",
  119023. ];
  119024. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  119025. var uniformBuffers = ["Material", "Scene"];
  119026. if (BABYLON.ImageProcessingConfiguration) {
  119027. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  119028. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  119029. }
  119030. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  119031. uniformsNames: uniforms,
  119032. uniformBuffersNames: uniformBuffers,
  119033. samplers: samplers,
  119034. defines: defines,
  119035. maxSimultaneousLights: this._maxSimultaneousLights
  119036. });
  119037. var onCompiled = function (effect) {
  119038. if (_this.onCompiled) {
  119039. _this.onCompiled(effect);
  119040. }
  119041. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  119042. };
  119043. var join = defines.toString();
  119044. subMesh.setEffect(scene.getEngine().createEffect("background", {
  119045. attributes: attribs,
  119046. uniformsNames: uniforms,
  119047. uniformBuffersNames: uniformBuffers,
  119048. samplers: samplers,
  119049. defines: join,
  119050. fallbacks: fallbacks,
  119051. onCompiled: onCompiled,
  119052. onError: this.onError,
  119053. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  119054. }, engine), defines);
  119055. this.buildUniformLayout();
  119056. }
  119057. if (!subMesh.effect || !subMesh.effect.isReady()) {
  119058. return false;
  119059. }
  119060. defines._renderId = scene.getRenderId();
  119061. this._wasPreviouslyReady = true;
  119062. return true;
  119063. };
  119064. /**
  119065. * Compute the primary color according to the chosen perceptual color.
  119066. */
  119067. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  119068. if (!this.__perceptualColor) {
  119069. return;
  119070. }
  119071. this._primaryColor.copyFrom(this.__perceptualColor);
  119072. // Revert gamma space.
  119073. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  119074. // Revert image processing configuration.
  119075. if (this._imageProcessingConfiguration) {
  119076. // Revert Exposure.
  119077. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  119078. }
  119079. this._computePrimaryColors();
  119080. };
  119081. /**
  119082. * Compute the highlights and shadow colors according to their chosen levels.
  119083. */
  119084. BackgroundMaterial.prototype._computePrimaryColors = function () {
  119085. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  119086. return;
  119087. }
  119088. // Find the highlight color based on the configuration.
  119089. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  119090. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  119091. // Find the shadow color based on the configuration.
  119092. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  119093. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  119094. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  119095. };
  119096. /**
  119097. * Build the uniform buffer used in the material.
  119098. */
  119099. BackgroundMaterial.prototype.buildUniformLayout = function () {
  119100. // Order is important !
  119101. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  119102. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  119103. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  119104. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  119105. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  119106. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  119107. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  119108. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  119109. this._uniformBuffer.addUniform("pointSize", 1);
  119110. this._uniformBuffer.addUniform("shadowLevel", 1);
  119111. this._uniformBuffer.addUniform("alpha", 1);
  119112. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  119113. this._uniformBuffer.addUniform("vReflectionControl", 4);
  119114. this._uniformBuffer.create();
  119115. };
  119116. /**
  119117. * Unbind the material.
  119118. */
  119119. BackgroundMaterial.prototype.unbind = function () {
  119120. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  119121. this._uniformBuffer.setTexture("diffuseSampler", null);
  119122. }
  119123. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  119124. this._uniformBuffer.setTexture("reflectionSampler", null);
  119125. }
  119126. _super.prototype.unbind.call(this);
  119127. };
  119128. /**
  119129. * Bind only the world matrix to the material.
  119130. * @param world The world matrix to bind.
  119131. */
  119132. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  119133. this._activeEffect.setMatrix("world", world);
  119134. };
  119135. /**
  119136. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  119137. * @param world The world matrix to bind.
  119138. * @param subMesh The submesh to bind for.
  119139. */
  119140. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  119141. var scene = this.getScene();
  119142. var defines = subMesh._materialDefines;
  119143. if (!defines) {
  119144. return;
  119145. }
  119146. var effect = subMesh.effect;
  119147. if (!effect) {
  119148. return;
  119149. }
  119150. this._activeEffect = effect;
  119151. // Matrices
  119152. this.bindOnlyWorldMatrix(world);
  119153. // Bones
  119154. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  119155. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  119156. if (mustRebind) {
  119157. this._uniformBuffer.bindToEffect(effect, "Material");
  119158. this.bindViewProjection(effect);
  119159. var reflectionTexture = this._reflectionTexture;
  119160. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  119161. // Texture uniforms
  119162. if (scene.texturesEnabled) {
  119163. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119164. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  119165. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  119166. }
  119167. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119168. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  119169. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  119170. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  119171. }
  119172. }
  119173. if (this.shadowLevel > 0) {
  119174. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  119175. }
  119176. this._uniformBuffer.updateFloat("alpha", this.alpha);
  119177. // Point size
  119178. if (this.pointsCloud) {
  119179. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  119180. }
  119181. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  119182. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  119183. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  119184. }
  119185. else {
  119186. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  119187. }
  119188. }
  119189. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  119190. // Textures
  119191. if (scene.texturesEnabled) {
  119192. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119193. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  119194. }
  119195. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119196. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  119197. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119198. }
  119199. else if (!defines.REFLECTIONBLUR) {
  119200. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119201. }
  119202. else {
  119203. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  119204. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  119205. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  119206. }
  119207. if (defines.REFLECTIONFRESNEL) {
  119208. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  119209. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  119210. }
  119211. }
  119212. }
  119213. // Clip plane
  119214. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  119215. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  119216. }
  119217. if (mustRebind || !this.isFrozen) {
  119218. if (scene.lightsEnabled) {
  119219. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  119220. }
  119221. // View
  119222. this.bindView(effect);
  119223. // Fog
  119224. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  119225. // image processing
  119226. if (this._imageProcessingConfiguration) {
  119227. this._imageProcessingConfiguration.bind(this._activeEffect);
  119228. }
  119229. }
  119230. this._uniformBuffer.update();
  119231. this._afterBind(mesh, this._activeEffect);
  119232. };
  119233. /**
  119234. * Dispose the material.
  119235. * @param forceDisposeEffect Force disposal of the associated effect.
  119236. * @param forceDisposeTextures Force disposal of the associated textures.
  119237. */
  119238. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  119239. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  119240. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  119241. if (forceDisposeTextures) {
  119242. if (this.diffuseTexture) {
  119243. this.diffuseTexture.dispose();
  119244. }
  119245. if (this.reflectionTexture) {
  119246. this.reflectionTexture.dispose();
  119247. }
  119248. }
  119249. this._renderTargets.dispose();
  119250. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  119251. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  119252. }
  119253. _super.prototype.dispose.call(this, forceDisposeEffect);
  119254. };
  119255. /**
  119256. * Clones the material.
  119257. * @param name The cloned name.
  119258. * @returns The cloned material.
  119259. */
  119260. BackgroundMaterial.prototype.clone = function (name) {
  119261. var _this = this;
  119262. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  119263. };
  119264. /**
  119265. * Serializes the current material to its JSON representation.
  119266. * @returns The JSON representation.
  119267. */
  119268. BackgroundMaterial.prototype.serialize = function () {
  119269. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  119270. serializationObject.customType = "BABYLON.BackgroundMaterial";
  119271. return serializationObject;
  119272. };
  119273. /**
  119274. * Gets the class name of the material
  119275. * @returns "BackgroundMaterial"
  119276. */
  119277. BackgroundMaterial.prototype.getClassName = function () {
  119278. return "BackgroundMaterial";
  119279. };
  119280. /**
  119281. * Parse a JSON input to create back a background material.
  119282. * @param source The JSON data to parse
  119283. * @param scene The scene to create the parsed material in
  119284. * @param rootUrl The root url of the assets the material depends upon
  119285. * @returns the instantiated BackgroundMaterial.
  119286. */
  119287. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  119288. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  119289. };
  119290. /**
  119291. * Standard reflectance value at parallel view angle.
  119292. */
  119293. BackgroundMaterial.StandardReflectance0 = 0.05;
  119294. /**
  119295. * Standard reflectance value at grazing angle.
  119296. */
  119297. BackgroundMaterial.StandardReflectance90 = 0.5;
  119298. __decorate([
  119299. BABYLON.serializeAsColor3()
  119300. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  119301. __decorate([
  119302. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119303. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  119304. __decorate([
  119305. BABYLON.serializeAsColor3()
  119306. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  119307. __decorate([
  119308. BABYLON.serialize()
  119309. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  119310. __decorate([
  119311. BABYLON.serialize()
  119312. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  119313. __decorate([
  119314. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119315. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  119316. __decorate([
  119317. BABYLON.serializeAsTexture()
  119318. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  119319. __decorate([
  119320. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119321. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  119322. __decorate([
  119323. BABYLON.serialize()
  119324. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  119325. __decorate([
  119326. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119327. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  119328. __decorate([
  119329. BABYLON.serializeAsTexture()
  119330. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  119331. __decorate([
  119332. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119333. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  119334. __decorate([
  119335. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119336. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  119337. __decorate([
  119338. BABYLON.serialize()
  119339. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  119340. __decorate([
  119341. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119342. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  119343. __decorate([
  119344. BABYLON.serializeAsVector3()
  119345. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  119346. __decorate([
  119347. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119348. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  119349. __decorate([
  119350. BABYLON.serialize()
  119351. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  119352. __decorate([
  119353. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119354. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  119355. __decorate([
  119356. BABYLON.serialize()
  119357. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  119358. __decorate([
  119359. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119360. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  119361. __decorate([
  119362. BABYLON.serialize()
  119363. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  119364. __decorate([
  119365. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119366. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  119367. __decorate([
  119368. BABYLON.serialize()
  119369. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  119370. __decorate([
  119371. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119372. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  119373. __decorate([
  119374. BABYLON.serialize()
  119375. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  119376. __decorate([
  119377. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119378. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  119379. __decorate([
  119380. BABYLON.serialize()
  119381. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  119382. __decorate([
  119383. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119384. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  119385. __decorate([
  119386. BABYLON.serialize()
  119387. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  119388. __decorate([
  119389. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119390. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  119391. __decorate([
  119392. BABYLON.serialize()
  119393. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  119394. __decorate([
  119395. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119396. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  119397. __decorate([
  119398. BABYLON.serialize()
  119399. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  119400. __decorate([
  119401. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119402. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  119403. __decorate([
  119404. BABYLON.serializeAsImageProcessingConfiguration()
  119405. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  119406. return BackgroundMaterial;
  119407. }(BABYLON.PushMaterial));
  119408. BABYLON.BackgroundMaterial = BackgroundMaterial;
  119409. })(BABYLON || (BABYLON = {}));
  119410. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  119411. var __assign = (this && this.__assign) || function () {
  119412. __assign = Object.assign || function(t) {
  119413. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119414. s = arguments[i];
  119415. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119416. t[p] = s[p];
  119417. }
  119418. return t;
  119419. };
  119420. return __assign.apply(this, arguments);
  119421. };
  119422. var BABYLON;
  119423. (function (BABYLON) {
  119424. /**
  119425. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  119426. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  119427. * It also helps with the default setup of your imageProcessing configuration.
  119428. */
  119429. var EnvironmentHelper = /** @class */ (function () {
  119430. /**
  119431. * constructor
  119432. * @param options
  119433. * @param scene The scene to add the material to
  119434. */
  119435. function EnvironmentHelper(options, scene) {
  119436. var _this = this;
  119437. this._errorHandler = function (message, exception) {
  119438. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  119439. };
  119440. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  119441. this._scene = scene;
  119442. this.onErrorObservable = new BABYLON.Observable();
  119443. this._setupBackground();
  119444. this._setupImageProcessing();
  119445. }
  119446. /**
  119447. * Creates the default options for the helper.
  119448. */
  119449. EnvironmentHelper._getDefaultOptions = function () {
  119450. return {
  119451. createGround: true,
  119452. groundSize: 15,
  119453. groundTexture: this._groundTextureCDNUrl,
  119454. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119455. groundOpacity: 0.9,
  119456. enableGroundShadow: true,
  119457. groundShadowLevel: 0.5,
  119458. enableGroundMirror: false,
  119459. groundMirrorSizeRatio: 0.3,
  119460. groundMirrorBlurKernel: 64,
  119461. groundMirrorAmount: 1,
  119462. groundMirrorFresnelWeight: 1,
  119463. groundMirrorFallOffDistance: 0,
  119464. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  119465. groundYBias: 0.00001,
  119466. createSkybox: true,
  119467. skyboxSize: 20,
  119468. skyboxTexture: this._skyboxTextureCDNUrl,
  119469. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119470. backgroundYRotation: 0,
  119471. sizeAuto: true,
  119472. rootPosition: BABYLON.Vector3.Zero(),
  119473. setupImageProcessing: true,
  119474. environmentTexture: this._environmentTextureCDNUrl,
  119475. cameraExposure: 0.8,
  119476. cameraContrast: 1.2,
  119477. toneMappingEnabled: true,
  119478. };
  119479. };
  119480. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  119481. /**
  119482. * Gets the root mesh created by the helper.
  119483. */
  119484. get: function () {
  119485. return this._rootMesh;
  119486. },
  119487. enumerable: true,
  119488. configurable: true
  119489. });
  119490. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  119491. /**
  119492. * Gets the skybox created by the helper.
  119493. */
  119494. get: function () {
  119495. return this._skybox;
  119496. },
  119497. enumerable: true,
  119498. configurable: true
  119499. });
  119500. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  119501. /**
  119502. * Gets the skybox texture created by the helper.
  119503. */
  119504. get: function () {
  119505. return this._skyboxTexture;
  119506. },
  119507. enumerable: true,
  119508. configurable: true
  119509. });
  119510. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  119511. /**
  119512. * Gets the skybox material created by the helper.
  119513. */
  119514. get: function () {
  119515. return this._skyboxMaterial;
  119516. },
  119517. enumerable: true,
  119518. configurable: true
  119519. });
  119520. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  119521. /**
  119522. * Gets the ground mesh created by the helper.
  119523. */
  119524. get: function () {
  119525. return this._ground;
  119526. },
  119527. enumerable: true,
  119528. configurable: true
  119529. });
  119530. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  119531. /**
  119532. * Gets the ground texture created by the helper.
  119533. */
  119534. get: function () {
  119535. return this._groundTexture;
  119536. },
  119537. enumerable: true,
  119538. configurable: true
  119539. });
  119540. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  119541. /**
  119542. * Gets the ground mirror created by the helper.
  119543. */
  119544. get: function () {
  119545. return this._groundMirror;
  119546. },
  119547. enumerable: true,
  119548. configurable: true
  119549. });
  119550. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  119551. /**
  119552. * Gets the ground mirror render list to helps pushing the meshes
  119553. * you wish in the ground reflection.
  119554. */
  119555. get: function () {
  119556. if (this._groundMirror) {
  119557. return this._groundMirror.renderList;
  119558. }
  119559. return null;
  119560. },
  119561. enumerable: true,
  119562. configurable: true
  119563. });
  119564. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  119565. /**
  119566. * Gets the ground material created by the helper.
  119567. */
  119568. get: function () {
  119569. return this._groundMaterial;
  119570. },
  119571. enumerable: true,
  119572. configurable: true
  119573. });
  119574. /**
  119575. * Updates the background according to the new options
  119576. * @param options
  119577. */
  119578. EnvironmentHelper.prototype.updateOptions = function (options) {
  119579. var newOptions = __assign({}, this._options, options);
  119580. if (this._ground && !newOptions.createGround) {
  119581. this._ground.dispose();
  119582. this._ground = null;
  119583. }
  119584. if (this._groundMaterial && !newOptions.createGround) {
  119585. this._groundMaterial.dispose();
  119586. this._groundMaterial = null;
  119587. }
  119588. if (this._groundTexture) {
  119589. if (this._options.groundTexture != newOptions.groundTexture) {
  119590. this._groundTexture.dispose();
  119591. this._groundTexture = null;
  119592. }
  119593. }
  119594. if (this._skybox && !newOptions.createSkybox) {
  119595. this._skybox.dispose();
  119596. this._skybox = null;
  119597. }
  119598. if (this._skyboxMaterial && !newOptions.createSkybox) {
  119599. this._skyboxMaterial.dispose();
  119600. this._skyboxMaterial = null;
  119601. }
  119602. if (this._skyboxTexture) {
  119603. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  119604. this._skyboxTexture.dispose();
  119605. this._skyboxTexture = null;
  119606. }
  119607. }
  119608. if (this._groundMirror && !newOptions.enableGroundMirror) {
  119609. this._groundMirror.dispose();
  119610. this._groundMirror = null;
  119611. }
  119612. if (this._scene.environmentTexture) {
  119613. if (this._options.environmentTexture != newOptions.environmentTexture) {
  119614. this._scene.environmentTexture.dispose();
  119615. }
  119616. }
  119617. this._options = newOptions;
  119618. this._setupBackground();
  119619. this._setupImageProcessing();
  119620. };
  119621. /**
  119622. * Sets the primary color of all the available elements.
  119623. * @param color the main color to affect to the ground and the background
  119624. */
  119625. EnvironmentHelper.prototype.setMainColor = function (color) {
  119626. if (this.groundMaterial) {
  119627. this.groundMaterial.primaryColor = color;
  119628. }
  119629. if (this.skyboxMaterial) {
  119630. this.skyboxMaterial.primaryColor = color;
  119631. }
  119632. if (this.groundMirror) {
  119633. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  119634. }
  119635. };
  119636. /**
  119637. * Setup the image processing according to the specified options.
  119638. */
  119639. EnvironmentHelper.prototype._setupImageProcessing = function () {
  119640. if (this._options.setupImageProcessing) {
  119641. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  119642. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  119643. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  119644. this._setupEnvironmentTexture();
  119645. }
  119646. };
  119647. /**
  119648. * Setup the environment texture according to the specified options.
  119649. */
  119650. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  119651. if (this._scene.environmentTexture) {
  119652. return;
  119653. }
  119654. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  119655. this._scene.environmentTexture = this._options.environmentTexture;
  119656. return;
  119657. }
  119658. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  119659. this._scene.environmentTexture = environmentTexture;
  119660. };
  119661. /**
  119662. * Setup the background according to the specified options.
  119663. */
  119664. EnvironmentHelper.prototype._setupBackground = function () {
  119665. if (!this._rootMesh) {
  119666. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  119667. }
  119668. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  119669. var sceneSize = this._getSceneSize();
  119670. if (this._options.createGround) {
  119671. this._setupGround(sceneSize);
  119672. this._setupGroundMaterial();
  119673. this._setupGroundDiffuseTexture();
  119674. if (this._options.enableGroundMirror) {
  119675. this._setupGroundMirrorTexture(sceneSize);
  119676. }
  119677. this._setupMirrorInGroundMaterial();
  119678. }
  119679. if (this._options.createSkybox) {
  119680. this._setupSkybox(sceneSize);
  119681. this._setupSkyboxMaterial();
  119682. this._setupSkyboxReflectionTexture();
  119683. }
  119684. this._rootMesh.position.x = sceneSize.rootPosition.x;
  119685. this._rootMesh.position.z = sceneSize.rootPosition.z;
  119686. this._rootMesh.position.y = sceneSize.rootPosition.y;
  119687. };
  119688. /**
  119689. * Get the scene sizes according to the setup.
  119690. */
  119691. EnvironmentHelper.prototype._getSceneSize = function () {
  119692. var _this = this;
  119693. var groundSize = this._options.groundSize;
  119694. var skyboxSize = this._options.skyboxSize;
  119695. var rootPosition = this._options.rootPosition;
  119696. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  119697. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119698. }
  119699. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  119700. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  119701. });
  119702. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  119703. if (this._options.sizeAuto) {
  119704. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  119705. this._scene.activeCamera.upperRadiusLimit) {
  119706. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  119707. skyboxSize = groundSize;
  119708. }
  119709. var sceneDiagonalLenght = sceneDiagonal.length();
  119710. if (sceneDiagonalLenght > groundSize) {
  119711. groundSize = sceneDiagonalLenght * 2;
  119712. skyboxSize = groundSize;
  119713. }
  119714. // 10 % bigger.
  119715. groundSize *= 1.1;
  119716. skyboxSize *= 1.5;
  119717. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  119718. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  119719. }
  119720. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119721. };
  119722. /**
  119723. * Setup the ground according to the specified options.
  119724. */
  119725. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  119726. var _this = this;
  119727. if (!this._ground || this._ground.isDisposed()) {
  119728. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  119729. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  119730. this._ground.parent = this._rootMesh;
  119731. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  119732. }
  119733. this._ground.receiveShadows = this._options.enableGroundShadow;
  119734. };
  119735. /**
  119736. * Setup the ground material according to the specified options.
  119737. */
  119738. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  119739. if (!this._groundMaterial) {
  119740. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  119741. }
  119742. this._groundMaterial.alpha = this._options.groundOpacity;
  119743. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  119744. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  119745. this._groundMaterial.primaryColor = this._options.groundColor;
  119746. this._groundMaterial.useRGBColor = false;
  119747. this._groundMaterial.enableNoise = true;
  119748. if (this._ground) {
  119749. this._ground.material = this._groundMaterial;
  119750. }
  119751. };
  119752. /**
  119753. * Setup the ground diffuse texture according to the specified options.
  119754. */
  119755. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  119756. if (!this._groundMaterial) {
  119757. return;
  119758. }
  119759. if (this._groundTexture) {
  119760. return;
  119761. }
  119762. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  119763. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  119764. return;
  119765. }
  119766. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119767. diffuseTexture.gammaSpace = false;
  119768. diffuseTexture.hasAlpha = true;
  119769. this._groundMaterial.diffuseTexture = diffuseTexture;
  119770. };
  119771. /**
  119772. * Setup the ground mirror texture according to the specified options.
  119773. */
  119774. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  119775. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119776. if (!this._groundMirror) {
  119777. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  119778. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  119779. this._groundMirror.anisotropicFilteringLevel = 1;
  119780. this._groundMirror.wrapU = wrapping;
  119781. this._groundMirror.wrapV = wrapping;
  119782. this._groundMirror.gammaSpace = false;
  119783. if (this._groundMirror.renderList) {
  119784. for (var i = 0; i < this._scene.meshes.length; i++) {
  119785. var mesh = this._scene.meshes[i];
  119786. if (mesh !== this._ground &&
  119787. mesh !== this._skybox &&
  119788. mesh !== this._rootMesh) {
  119789. this._groundMirror.renderList.push(mesh);
  119790. }
  119791. }
  119792. }
  119793. }
  119794. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  119795. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  119796. };
  119797. /**
  119798. * Setup the ground to receive the mirror texture.
  119799. */
  119800. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  119801. if (this._groundMaterial) {
  119802. this._groundMaterial.reflectionTexture = this._groundMirror;
  119803. this._groundMaterial.reflectionFresnel = true;
  119804. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  119805. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  119806. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  119807. }
  119808. };
  119809. /**
  119810. * Setup the skybox according to the specified options.
  119811. */
  119812. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  119813. var _this = this;
  119814. if (!this._skybox || this._skybox.isDisposed()) {
  119815. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  119816. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  119817. }
  119818. this._skybox.parent = this._rootMesh;
  119819. };
  119820. /**
  119821. * Setup the skybox material according to the specified options.
  119822. */
  119823. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  119824. if (!this._skybox) {
  119825. return;
  119826. }
  119827. if (!this._skyboxMaterial) {
  119828. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  119829. }
  119830. this._skyboxMaterial.useRGBColor = false;
  119831. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  119832. this._skyboxMaterial.enableNoise = true;
  119833. this._skybox.material = this._skyboxMaterial;
  119834. };
  119835. /**
  119836. * Setup the skybox reflection texture according to the specified options.
  119837. */
  119838. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  119839. if (!this._skyboxMaterial) {
  119840. return;
  119841. }
  119842. if (this._skyboxTexture) {
  119843. return;
  119844. }
  119845. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  119846. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  119847. return;
  119848. }
  119849. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119850. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119851. this._skyboxTexture.gammaSpace = false;
  119852. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  119853. };
  119854. /**
  119855. * Dispose all the elements created by the Helper.
  119856. */
  119857. EnvironmentHelper.prototype.dispose = function () {
  119858. if (this._groundMaterial) {
  119859. this._groundMaterial.dispose(true, true);
  119860. }
  119861. if (this._skyboxMaterial) {
  119862. this._skyboxMaterial.dispose(true, true);
  119863. }
  119864. this._rootMesh.dispose(false);
  119865. };
  119866. /**
  119867. * Default ground texture URL.
  119868. */
  119869. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  119870. /**
  119871. * Default skybox texture URL.
  119872. */
  119873. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  119874. /**
  119875. * Default environment texture URL.
  119876. */
  119877. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  119878. return EnvironmentHelper;
  119879. }());
  119880. BABYLON.EnvironmentHelper = EnvironmentHelper;
  119881. })(BABYLON || (BABYLON = {}));
  119882. //# sourceMappingURL=babylon.environmentHelper.js.map
  119883. var BABYLON;
  119884. (function (BABYLON) {
  119885. /** Internal class used to store shapes for emitters */
  119886. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  119887. function ParticleSystemSetEmitterCreationOptions() {
  119888. }
  119889. return ParticleSystemSetEmitterCreationOptions;
  119890. }());
  119891. /**
  119892. * Represents a set of particle systems working together to create a specific effect
  119893. */
  119894. var ParticleSystemSet = /** @class */ (function () {
  119895. function ParticleSystemSet() {
  119896. /**
  119897. * Gets the particle system list
  119898. */
  119899. this.systems = new Array();
  119900. }
  119901. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  119902. /**
  119903. * Gets the emitter node used with this set
  119904. */
  119905. get: function () {
  119906. return this._emitterNode;
  119907. },
  119908. enumerable: true,
  119909. configurable: true
  119910. });
  119911. /**
  119912. * Creates a new emitter mesh as a sphere
  119913. * @param options defines the options used to create the sphere
  119914. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  119915. * @param scene defines the hosting scene
  119916. */
  119917. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  119918. if (this._emitterNode) {
  119919. this._emitterNode.dispose();
  119920. }
  119921. this._emitterCreationOptions = {
  119922. kind: "Sphere",
  119923. options: options,
  119924. renderingGroupId: renderingGroupId
  119925. };
  119926. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  119927. emitterMesh.renderingGroupId = renderingGroupId;
  119928. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  119929. material.emissiveColor = options.color;
  119930. emitterMesh.material = material;
  119931. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119932. var system = _a[_i];
  119933. system.emitter = emitterMesh;
  119934. }
  119935. this._emitterNode = emitterMesh;
  119936. };
  119937. /**
  119938. * Starts all particle systems of the set
  119939. * @param emitter defines an optional mesh to use as emitter for the particle systems
  119940. */
  119941. ParticleSystemSet.prototype.start = function (emitter) {
  119942. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119943. var system = _a[_i];
  119944. if (emitter) {
  119945. system.emitter = emitter;
  119946. }
  119947. system.start();
  119948. }
  119949. };
  119950. /**
  119951. * Release all associated resources
  119952. */
  119953. ParticleSystemSet.prototype.dispose = function () {
  119954. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119955. var system = _a[_i];
  119956. system.dispose();
  119957. }
  119958. this.systems = [];
  119959. if (this._emitterNode) {
  119960. this._emitterNode.dispose();
  119961. this._emitterNode = null;
  119962. }
  119963. };
  119964. /**
  119965. * Serialize the set into a JSON compatible object
  119966. * @returns a JSON compatible representation of the set
  119967. */
  119968. ParticleSystemSet.prototype.serialize = function () {
  119969. var result = {};
  119970. result.systems = [];
  119971. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  119972. var system = _a[_i];
  119973. result.systems.push(system.serialize());
  119974. }
  119975. if (this._emitterNode) {
  119976. result.emitter = this._emitterCreationOptions;
  119977. }
  119978. return result;
  119979. };
  119980. /**
  119981. * Parse a new ParticleSystemSet from a serialized source
  119982. * @param data defines a JSON compatible representation of the set
  119983. * @param scene defines the hosting scene
  119984. * @param gpu defines if we want GPU particles or CPU particles
  119985. * @returns a new ParticleSystemSet
  119986. */
  119987. ParticleSystemSet.Parse = function (data, scene, gpu) {
  119988. if (gpu === void 0) { gpu = false; }
  119989. var result = new ParticleSystemSet();
  119990. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  119991. scene = scene || BABYLON.Engine.LastCreatedScene;
  119992. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  119993. var system = _a[_i];
  119994. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  119995. }
  119996. if (data.emitter) {
  119997. var options = data.emitter.options;
  119998. switch (data.emitter.kind) {
  119999. case "Sphere":
  120000. result.setEmitterAsSphere({
  120001. diameter: options.diameter,
  120002. segments: options.segments,
  120003. color: BABYLON.Color3.FromArray(options.color)
  120004. }, data.emitter.renderingGroupId, scene);
  120005. break;
  120006. }
  120007. }
  120008. return result;
  120009. };
  120010. return ParticleSystemSet;
  120011. }());
  120012. BABYLON.ParticleSystemSet = ParticleSystemSet;
  120013. })(BABYLON || (BABYLON = {}));
  120014. //# sourceMappingURL=babylon.particleSystemSet.js.map
  120015. var BABYLON;
  120016. (function (BABYLON) {
  120017. /**
  120018. * This class is made for on one-liner static method to help creating particle system set.
  120019. */
  120020. var ParticleHelper = /** @class */ (function () {
  120021. function ParticleHelper() {
  120022. }
  120023. /**
  120024. * Create a default particle system that you can tweak
  120025. * @param emitter defines the emitter to use
  120026. * @param capacity defines the system capacity (default is 500 particles)
  120027. * @param scene defines the hosting scene
  120028. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120029. * @returns the new Particle system
  120030. */
  120031. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  120032. if (capacity === void 0) { capacity = 500; }
  120033. if (useGPU === void 0) { useGPU = false; }
  120034. var system;
  120035. if (useGPU) {
  120036. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  120037. }
  120038. else {
  120039. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  120040. }
  120041. system.emitter = emitter;
  120042. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  120043. system.createConeEmitter(0.1, Math.PI / 4);
  120044. // Particle color
  120045. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120046. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120047. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  120048. // Particle Size
  120049. system.minSize = 0.1;
  120050. system.maxSize = 0.1;
  120051. // Emission speed
  120052. system.minEmitPower = 2;
  120053. system.maxEmitPower = 2;
  120054. // Update speed
  120055. system.updateSpeed = 1 / 60;
  120056. system.emitRate = 30;
  120057. return system;
  120058. };
  120059. /**
  120060. * This is the main static method (one-liner) of this helper to create different particle systems
  120061. * @param type This string represents the type to the particle system to create
  120062. * @param scene The scene where the particle system should live
  120063. * @param gpu If the system will use gpu
  120064. * @returns the ParticleSystemSet created
  120065. */
  120066. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  120067. if (gpu === void 0) { gpu = false; }
  120068. if (!scene) {
  120069. scene = BABYLON.Engine.LastCreatedScene;
  120070. }
  120071. var token = {};
  120072. scene._addPendingData(token);
  120073. return new Promise(function (resolve, reject) {
  120074. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  120075. scene._removePendingData(token);
  120076. return reject("Particle system with GPU is not supported.");
  120077. }
  120078. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  120079. scene._removePendingData(token);
  120080. var newData = JSON.parse(data.toString());
  120081. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  120082. }, undefined, undefined, undefined, function (req, exception) {
  120083. scene._removePendingData(token);
  120084. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  120085. });
  120086. });
  120087. };
  120088. /**
  120089. * Static function used to export a particle system to a ParticleSystemSet variable.
  120090. * Please note that the emitter shape is not exported
  120091. * @param systems defines the particle systems to export
  120092. * @returns the created particle system set
  120093. */
  120094. ParticleHelper.ExportSet = function (systems) {
  120095. var set = new BABYLON.ParticleSystemSet();
  120096. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  120097. var system = systems_1[_i];
  120098. set.systems.push(system);
  120099. }
  120100. return set;
  120101. };
  120102. /**
  120103. * Gets or sets base Assets URL
  120104. */
  120105. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  120106. return ParticleHelper;
  120107. }());
  120108. BABYLON.ParticleHelper = ParticleHelper;
  120109. })(BABYLON || (BABYLON = {}));
  120110. //# sourceMappingURL=babylon.particleHelper.js.map
  120111. var BABYLON;
  120112. (function (BABYLON) {
  120113. /**
  120114. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  120115. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  120116. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  120117. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120118. */
  120119. var VideoDome = /** @class */ (function (_super) {
  120120. __extends(VideoDome, _super);
  120121. /**
  120122. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  120123. * @param name Element's name, child elements will append suffixes for their own names.
  120124. * @param urlsOrVideo defines the url(s) or the video element to use
  120125. * @param options An object containing optional or exposed sub element properties
  120126. */
  120127. function VideoDome(name, urlsOrVideo, options, scene) {
  120128. var _this = _super.call(this, name, scene) || this;
  120129. _this._useDirectMapping = false;
  120130. // set defaults and manage values
  120131. name = name || "videoDome";
  120132. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120133. options.clickToPlay = Boolean(options.clickToPlay);
  120134. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  120135. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  120136. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120137. if (options.useDirectMapping === undefined) {
  120138. _this._useDirectMapping = true;
  120139. }
  120140. else {
  120141. _this._useDirectMapping = options.useDirectMapping;
  120142. }
  120143. _this._setReady(false);
  120144. // create
  120145. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  120146. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120147. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  120148. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120149. texture.onLoadObservable.addOnce(function () {
  120150. _this._setReady(true);
  120151. });
  120152. // configure material
  120153. material.useEquirectangularFOV = true;
  120154. material.fovMultiplier = 1.0;
  120155. material.opacityFresnel = false;
  120156. if (_this._useDirectMapping) {
  120157. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120158. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120159. material.diffuseTexture = texture;
  120160. }
  120161. else {
  120162. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120163. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120164. material.reflectionTexture = texture;
  120165. }
  120166. // configure mesh
  120167. _this._mesh.material = material;
  120168. _this._mesh.parent = _this;
  120169. // optional configuration
  120170. if (options.clickToPlay) {
  120171. scene.onPointerUp = function () {
  120172. _this._videoTexture.video.play();
  120173. };
  120174. }
  120175. return _this;
  120176. }
  120177. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  120178. /**
  120179. * Gets the video texture being displayed on the sphere
  120180. */
  120181. get: function () {
  120182. return this._videoTexture;
  120183. },
  120184. enumerable: true,
  120185. configurable: true
  120186. });
  120187. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  120188. /**
  120189. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120190. * Also see the options.resolution property.
  120191. */
  120192. get: function () {
  120193. return this._material.fovMultiplier;
  120194. },
  120195. set: function (value) {
  120196. this._material.fovMultiplier = value;
  120197. },
  120198. enumerable: true,
  120199. configurable: true
  120200. });
  120201. /**
  120202. * Releases resources associated with this node.
  120203. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120204. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120205. */
  120206. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120207. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120208. this._videoTexture.dispose();
  120209. this._mesh.dispose();
  120210. this._material.dispose();
  120211. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120212. };
  120213. return VideoDome;
  120214. }(BABYLON.TransformNode));
  120215. BABYLON.VideoDome = VideoDome;
  120216. })(BABYLON || (BABYLON = {}));
  120217. //# sourceMappingURL=babylon.videoDome.js.map
  120218. var BABYLON;
  120219. (function (BABYLON) {
  120220. /**
  120221. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  120222. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  120223. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  120224. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120225. */
  120226. var PhotoDome = /** @class */ (function (_super) {
  120227. __extends(PhotoDome, _super);
  120228. /**
  120229. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  120230. * @param name Element's name, child elements will append suffixes for their own names.
  120231. * @param urlsOfPhoto defines the url of the photo to display
  120232. * @param options defines an object containing optional or exposed sub element properties
  120233. * @param onError defines a callback called when an error occured while loading the texture
  120234. */
  120235. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  120236. if (onError === void 0) { onError = null; }
  120237. var _this = _super.call(this, name, scene) || this;
  120238. _this._useDirectMapping = false;
  120239. /**
  120240. * Observable raised when an error occured while loading the 360 image
  120241. */
  120242. _this.onLoadErrorObservable = new BABYLON.Observable();
  120243. // set defaults and manage values
  120244. name = name || "photoDome";
  120245. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120246. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120247. if (options.useDirectMapping === undefined) {
  120248. _this._useDirectMapping = true;
  120249. }
  120250. else {
  120251. _this._useDirectMapping = options.useDirectMapping;
  120252. }
  120253. _this._setReady(false);
  120254. // create
  120255. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120256. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120257. // configure material
  120258. material.opacityFresnel = false;
  120259. material.useEquirectangularFOV = true;
  120260. material.fovMultiplier = 1.0;
  120261. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  120262. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  120263. if (onError) {
  120264. onError(message, exception);
  120265. }
  120266. });
  120267. _this.photoTexture.onLoadObservable.addOnce(function () {
  120268. _this._setReady(true);
  120269. });
  120270. // configure mesh
  120271. _this._mesh.material = material;
  120272. _this._mesh.parent = _this;
  120273. return _this;
  120274. }
  120275. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  120276. /**
  120277. * Gets or sets the texture being displayed on the sphere
  120278. */
  120279. get: function () {
  120280. return this._photoTexture;
  120281. },
  120282. set: function (value) {
  120283. if (this._photoTexture === value) {
  120284. return;
  120285. }
  120286. this._photoTexture = value;
  120287. if (this._useDirectMapping) {
  120288. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120289. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120290. this._material.diffuseTexture = this._photoTexture;
  120291. }
  120292. else {
  120293. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120294. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120295. this._material.reflectionTexture = this._photoTexture;
  120296. }
  120297. },
  120298. enumerable: true,
  120299. configurable: true
  120300. });
  120301. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  120302. /**
  120303. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120304. * Also see the options.resolution property.
  120305. */
  120306. get: function () {
  120307. return this._material.fovMultiplier;
  120308. },
  120309. set: function (value) {
  120310. this._material.fovMultiplier = value;
  120311. },
  120312. enumerable: true,
  120313. configurable: true
  120314. });
  120315. /**
  120316. * Releases resources associated with this node.
  120317. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120318. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120319. */
  120320. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120321. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120322. this._photoTexture.dispose();
  120323. this._mesh.dispose();
  120324. this._material.dispose();
  120325. this.onLoadErrorObservable.clear();
  120326. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120327. };
  120328. return PhotoDome;
  120329. }(BABYLON.TransformNode));
  120330. BABYLON.PhotoDome = PhotoDome;
  120331. })(BABYLON || (BABYLON = {}));
  120332. //# sourceMappingURL=babylon.photoDome.js.map
  120333. var BABYLON;
  120334. (function (BABYLON) {
  120335. /** @hidden */
  120336. var _OcclusionDataStorage = /** @class */ (function () {
  120337. function _OcclusionDataStorage() {
  120338. /** @hidden */
  120339. this.occlusionInternalRetryCounter = 0;
  120340. /** @hidden */
  120341. this.isOcclusionQueryInProgress = false;
  120342. /** @hidden */
  120343. this.isOccluded = false;
  120344. /** @hidden */
  120345. this.occlusionRetryCount = -1;
  120346. /** @hidden */
  120347. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  120348. /** @hidden */
  120349. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  120350. }
  120351. return _OcclusionDataStorage;
  120352. }());
  120353. BABYLON.Engine.prototype.createQuery = function () {
  120354. return this._gl.createQuery();
  120355. };
  120356. BABYLON.Engine.prototype.deleteQuery = function (query) {
  120357. this._gl.deleteQuery(query);
  120358. return this;
  120359. };
  120360. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  120361. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  120362. };
  120363. BABYLON.Engine.prototype.getQueryResult = function (query) {
  120364. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  120365. };
  120366. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  120367. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120368. this._gl.beginQuery(glAlgorithm, query);
  120369. return this;
  120370. };
  120371. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  120372. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120373. this._gl.endQuery(glAlgorithm);
  120374. return this;
  120375. };
  120376. BABYLON.Engine.prototype._createTimeQuery = function () {
  120377. var timerQuery = this.getCaps().timerQuery;
  120378. if (timerQuery.createQueryEXT) {
  120379. return timerQuery.createQueryEXT();
  120380. }
  120381. return this.createQuery();
  120382. };
  120383. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  120384. var timerQuery = this.getCaps().timerQuery;
  120385. if (timerQuery.deleteQueryEXT) {
  120386. timerQuery.deleteQueryEXT(query);
  120387. return;
  120388. }
  120389. this.deleteQuery(query);
  120390. };
  120391. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  120392. var timerQuery = this.getCaps().timerQuery;
  120393. if (timerQuery.getQueryObjectEXT) {
  120394. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  120395. }
  120396. return this.getQueryResult(query);
  120397. };
  120398. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  120399. var timerQuery = this.getCaps().timerQuery;
  120400. if (timerQuery.getQueryObjectEXT) {
  120401. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  120402. }
  120403. return this.isQueryResultAvailable(query);
  120404. };
  120405. BABYLON.Engine.prototype.startTimeQuery = function () {
  120406. var caps = this.getCaps();
  120407. var timerQuery = caps.timerQuery;
  120408. if (!timerQuery) {
  120409. return null;
  120410. }
  120411. var token = new BABYLON._TimeToken();
  120412. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120413. if (caps.canUseTimestampForTimerQuery) {
  120414. token._startTimeQuery = this._createTimeQuery();
  120415. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  120416. }
  120417. else {
  120418. if (this._currentNonTimestampToken) {
  120419. return this._currentNonTimestampToken;
  120420. }
  120421. token._timeElapsedQuery = this._createTimeQuery();
  120422. if (timerQuery.beginQueryEXT) {
  120423. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120424. }
  120425. else {
  120426. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120427. }
  120428. this._currentNonTimestampToken = token;
  120429. }
  120430. return token;
  120431. };
  120432. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  120433. var caps = this.getCaps();
  120434. var timerQuery = caps.timerQuery;
  120435. if (!timerQuery || !token) {
  120436. return -1;
  120437. }
  120438. if (caps.canUseTimestampForTimerQuery) {
  120439. if (!token._startTimeQuery) {
  120440. return -1;
  120441. }
  120442. if (!token._endTimeQuery) {
  120443. token._endTimeQuery = this._createTimeQuery();
  120444. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  120445. }
  120446. }
  120447. else if (!token._timeElapsedQueryEnded) {
  120448. if (!token._timeElapsedQuery) {
  120449. return -1;
  120450. }
  120451. if (timerQuery.endQueryEXT) {
  120452. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  120453. }
  120454. else {
  120455. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  120456. }
  120457. token._timeElapsedQueryEnded = true;
  120458. }
  120459. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120460. var available = false;
  120461. if (token._endTimeQuery) {
  120462. available = this._getTimeQueryAvailability(token._endTimeQuery);
  120463. }
  120464. else if (token._timeElapsedQuery) {
  120465. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  120466. }
  120467. if (available && !disjoint) {
  120468. var result = 0;
  120469. if (caps.canUseTimestampForTimerQuery) {
  120470. if (!token._startTimeQuery || !token._endTimeQuery) {
  120471. return -1;
  120472. }
  120473. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  120474. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  120475. result = timeEnd - timeStart;
  120476. this._deleteTimeQuery(token._startTimeQuery);
  120477. this._deleteTimeQuery(token._endTimeQuery);
  120478. token._startTimeQuery = null;
  120479. token._endTimeQuery = null;
  120480. }
  120481. else {
  120482. if (!token._timeElapsedQuery) {
  120483. return -1;
  120484. }
  120485. result = this._getTimeQueryResult(token._timeElapsedQuery);
  120486. this._deleteTimeQuery(token._timeElapsedQuery);
  120487. token._timeElapsedQuery = null;
  120488. token._timeElapsedQueryEnded = false;
  120489. this._currentNonTimestampToken = null;
  120490. }
  120491. return result;
  120492. }
  120493. return -1;
  120494. };
  120495. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  120496. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  120497. };
  120498. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  120499. get: function () {
  120500. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  120501. },
  120502. enumerable: false,
  120503. configurable: true
  120504. });
  120505. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  120506. get: function () {
  120507. if (!this.__occlusionDataStorage) {
  120508. this.__occlusionDataStorage = new _OcclusionDataStorage();
  120509. }
  120510. return this.__occlusionDataStorage;
  120511. },
  120512. enumerable: false,
  120513. configurable: true
  120514. });
  120515. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  120516. get: function () {
  120517. return this._occlusionDataStorage.isOccluded;
  120518. },
  120519. set: function (value) {
  120520. this._occlusionDataStorage.isOccluded = value;
  120521. },
  120522. enumerable: true,
  120523. configurable: true
  120524. });
  120525. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  120526. get: function () {
  120527. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  120528. },
  120529. set: function (value) {
  120530. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  120531. },
  120532. enumerable: true,
  120533. configurable: true
  120534. });
  120535. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  120536. get: function () {
  120537. return this._occlusionDataStorage.occlusionType;
  120538. },
  120539. set: function (value) {
  120540. this._occlusionDataStorage.occlusionType = value;
  120541. },
  120542. enumerable: true,
  120543. configurable: true
  120544. });
  120545. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  120546. get: function () {
  120547. return this._occlusionDataStorage.occlusionRetryCount;
  120548. },
  120549. set: function (value) {
  120550. this._occlusionDataStorage.occlusionRetryCount = value;
  120551. },
  120552. enumerable: true,
  120553. configurable: true
  120554. });
  120555. // We also need to update AbstractMesh as there is a portion of the code there
  120556. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  120557. var dataStorage = this._occlusionDataStorage;
  120558. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  120559. dataStorage.isOccluded = false;
  120560. return false;
  120561. }
  120562. var engine = this.getEngine();
  120563. if (engine.webGLVersion < 2) {
  120564. dataStorage.isOccluded = false;
  120565. return false;
  120566. }
  120567. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  120568. dataStorage.isOccluded = false;
  120569. return false;
  120570. }
  120571. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  120572. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  120573. if (isOcclusionQueryAvailable) {
  120574. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  120575. dataStorage.isOcclusionQueryInProgress = false;
  120576. dataStorage.occlusionInternalRetryCounter = 0;
  120577. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  120578. }
  120579. else {
  120580. dataStorage.occlusionInternalRetryCounter++;
  120581. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  120582. dataStorage.isOcclusionQueryInProgress = false;
  120583. dataStorage.occlusionInternalRetryCounter = 0;
  120584. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  120585. // if strict continue the last state of the object.
  120586. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  120587. }
  120588. else {
  120589. return false;
  120590. }
  120591. }
  120592. }
  120593. var scene = this.getScene();
  120594. if (scene.getBoundingBoxRenderer) {
  120595. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  120596. if (!this._occlusionQuery) {
  120597. this._occlusionQuery = engine.createQuery();
  120598. }
  120599. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  120600. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  120601. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  120602. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  120603. }
  120604. return dataStorage.isOccluded;
  120605. };
  120606. })(BABYLON || (BABYLON = {}));
  120607. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  120608. var BABYLON;
  120609. (function (BABYLON) {
  120610. /**
  120611. * Class used to generate noise procedural textures
  120612. */
  120613. var NoiseProceduralTexture = /** @class */ (function (_super) {
  120614. __extends(NoiseProceduralTexture, _super);
  120615. /**
  120616. * Creates a new NoiseProceduralTexture
  120617. * @param name defines the name fo the texture
  120618. * @param size defines the size of the texture (default is 256)
  120619. * @param scene defines the hosting scene
  120620. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120621. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120622. */
  120623. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  120624. if (size === void 0) { size = 256; }
  120625. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  120626. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  120627. _this._time = 0;
  120628. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120629. _this.brightness = 0.2;
  120630. /** Defines the number of octaves to process */
  120631. _this.octaves = 3;
  120632. /** Defines the level of persistence (0.8 by default) */
  120633. _this.persistence = 0.8;
  120634. /** Gets or sets animation speed factor (default is 1) */
  120635. _this.animationSpeedFactor = 1;
  120636. _this.autoClear = false;
  120637. _this._updateShaderUniforms();
  120638. return _this;
  120639. }
  120640. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  120641. var scene = this.getScene();
  120642. if (!scene) {
  120643. return;
  120644. }
  120645. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  120646. this.setFloat("brightness", this.brightness);
  120647. this.setFloat("persistence", this.persistence);
  120648. this.setFloat("timeScale", this._time);
  120649. };
  120650. NoiseProceduralTexture.prototype._getDefines = function () {
  120651. return "#define OCTAVES " + (this.octaves | 0);
  120652. };
  120653. /** Generate the current state of the procedural texture */
  120654. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  120655. this._updateShaderUniforms();
  120656. _super.prototype.render.call(this, useCameraPostProcess);
  120657. };
  120658. /**
  120659. * Serializes this noise procedural texture
  120660. * @returns a serialized noise procedural texture object
  120661. */
  120662. NoiseProceduralTexture.prototype.serialize = function () {
  120663. var serializationObject = {};
  120664. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  120665. serializationObject.brightness = this.brightness;
  120666. serializationObject.octaves = this.octaves;
  120667. serializationObject.persistence = this.persistence;
  120668. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  120669. serializationObject.size = this.getSize().width;
  120670. serializationObject.generateMipMaps = this._generateMipMaps;
  120671. return serializationObject;
  120672. };
  120673. /**
  120674. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120675. * @param parsedTexture defines parsed texture data
  120676. * @param scene defines the current scene
  120677. * @param rootUrl defines the root URL containing noise procedural texture information
  120678. * @returns a parsed NoiseProceduralTexture
  120679. */
  120680. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  120681. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  120682. texture.brightness = parsedTexture.brightness;
  120683. texture.octaves = parsedTexture.octaves;
  120684. texture.persistence = parsedTexture.persistence;
  120685. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  120686. return texture;
  120687. };
  120688. return NoiseProceduralTexture;
  120689. }(BABYLON.ProceduralTexture));
  120690. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  120691. })(BABYLON || (BABYLON = {}));
  120692. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  120693. var __assign = (this && this.__assign) || function () {
  120694. __assign = Object.assign || function(t) {
  120695. for (var s, i = 1, n = arguments.length; i < n; i++) {
  120696. s = arguments[i];
  120697. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  120698. t[p] = s[p];
  120699. }
  120700. return t;
  120701. };
  120702. return __assign.apply(this, arguments);
  120703. };
  120704. var BABYLON;
  120705. (function (BABYLON) {
  120706. /**
  120707. * This can helps recording videos from BabylonJS.
  120708. * This is based on the available WebRTC functionalities of the browser.
  120709. *
  120710. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  120711. */
  120712. var VideoRecorder = /** @class */ (function () {
  120713. /**
  120714. * Create a new VideoCapture object which can help converting what you see in Babylon to
  120715. * a video file.
  120716. * @param engine Defines the BabylonJS Engine you wish to record
  120717. * @param options Defines options that can be used to customized the capture
  120718. */
  120719. function VideoRecorder(engine, options) {
  120720. if (options === void 0) { options = null; }
  120721. if (!VideoRecorder.IsSupported(engine)) {
  120722. throw "Your browser does not support recording so far.";
  120723. }
  120724. var canvas = engine.getRenderingCanvas();
  120725. if (!canvas) {
  120726. throw "The babylon engine must have a canvas to be recorded";
  120727. }
  120728. this._canvas = canvas;
  120729. this._canvas.isRecording = false;
  120730. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  120731. var stream = this._canvas.captureStream(this._options.fps);
  120732. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  120733. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  120734. this._mediaRecorder.onerror = this._handleError.bind(this);
  120735. this._mediaRecorder.onstop = this._handleStop.bind(this);
  120736. }
  120737. /**
  120738. * Returns wehther or not the VideoRecorder is available in your browser.
  120739. * @param engine Defines the Babylon Engine to check the support for
  120740. * @returns true if supported otherwise false
  120741. */
  120742. VideoRecorder.IsSupported = function (engine) {
  120743. var canvas = engine.getRenderingCanvas();
  120744. return (!!canvas && typeof canvas.captureStream === "function");
  120745. };
  120746. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  120747. /**
  120748. * True wether a recording is already in progress.
  120749. */
  120750. get: function () {
  120751. return !!this._canvas && this._canvas.isRecording;
  120752. },
  120753. enumerable: true,
  120754. configurable: true
  120755. });
  120756. /**
  120757. * Stops the current recording before the default capture timeout passed in the startRecording
  120758. * functions.
  120759. */
  120760. VideoRecorder.prototype.stopRecording = function () {
  120761. if (!this._canvas || !this._mediaRecorder) {
  120762. return;
  120763. }
  120764. if (!this.isRecording) {
  120765. return;
  120766. }
  120767. this._canvas.isRecording = false;
  120768. this._mediaRecorder.stop();
  120769. };
  120770. /**
  120771. * Starts recording the canvas for a max duration specified in parameters.
  120772. * @param fileName Defines the name of the file to be downloaded when the recording stop. If null no automatic download will start and you can rely on the promise to get the data back.
  120773. * @param maxDuration Defines the maximum recording time in seconds.
  120774. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  120775. * @return a promise callback at the end of the recording with the video data in Blob.
  120776. */
  120777. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  120778. var _this = this;
  120779. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  120780. if (maxDuration === void 0) { maxDuration = 7; }
  120781. if (!this._canvas || !this._mediaRecorder) {
  120782. throw "Recorder has already been disposed";
  120783. }
  120784. if (this.isRecording) {
  120785. throw "Recording already in progress";
  120786. }
  120787. if (maxDuration > 0) {
  120788. setTimeout(function () {
  120789. _this.stopRecording();
  120790. }, maxDuration * 1000);
  120791. }
  120792. this._fileName = fileName;
  120793. this._recordedChunks = [];
  120794. this._resolve = null;
  120795. this._reject = null;
  120796. this._canvas.isRecording = true;
  120797. this._mediaRecorder.start(this._options.recordChunckSize);
  120798. return new Promise(function (resolve, reject) {
  120799. _this._resolve = resolve;
  120800. _this._reject = reject;
  120801. });
  120802. };
  120803. /**
  120804. * Releases internal resources used during the recording.
  120805. */
  120806. VideoRecorder.prototype.dispose = function () {
  120807. this._canvas = null;
  120808. this._mediaRecorder = null;
  120809. this._recordedChunks = [];
  120810. this._fileName = null;
  120811. this._resolve = null;
  120812. this._reject = null;
  120813. };
  120814. VideoRecorder.prototype._handleDataAvailable = function (event) {
  120815. if (event.data.size > 0) {
  120816. this._recordedChunks.push(event.data);
  120817. }
  120818. };
  120819. VideoRecorder.prototype._handleError = function (event) {
  120820. this.stopRecording();
  120821. if (this._reject) {
  120822. this._reject(event.error);
  120823. }
  120824. else {
  120825. throw new event.error();
  120826. }
  120827. };
  120828. VideoRecorder.prototype._handleStop = function () {
  120829. this.stopRecording();
  120830. var superBuffer = new Blob(this._recordedChunks);
  120831. if (this._resolve) {
  120832. this._resolve(superBuffer);
  120833. }
  120834. window.URL.createObjectURL(superBuffer);
  120835. if (this._fileName) {
  120836. BABYLON.Tools.Download(superBuffer, this._fileName);
  120837. }
  120838. };
  120839. VideoRecorder._defaultOptions = {
  120840. mimeType: "video/webm",
  120841. fps: 25,
  120842. recordChunckSize: 3000
  120843. };
  120844. return VideoRecorder;
  120845. }());
  120846. BABYLON.VideoRecorder = VideoRecorder;
  120847. })(BABYLON || (BABYLON = {}));
  120848. //# sourceMappingURL=babylon.videoRecorder.js.map
  120849. var BABYLON;
  120850. (function (BABYLON) {
  120851. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  120852. if (replace === void 0) { replace = false; }
  120853. // Dispose existing light in replace mode.
  120854. if (replace) {
  120855. if (this.lights) {
  120856. for (var i = 0; i < this.lights.length; i++) {
  120857. this.lights[i].dispose();
  120858. }
  120859. }
  120860. }
  120861. // Light
  120862. if (this.lights.length === 0) {
  120863. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  120864. }
  120865. };
  120866. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  120867. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120868. if (replace === void 0) { replace = false; }
  120869. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120870. // Dispose existing camera in replace mode.
  120871. if (replace) {
  120872. if (this.activeCamera) {
  120873. this.activeCamera.dispose();
  120874. this.activeCamera = null;
  120875. }
  120876. }
  120877. // Camera
  120878. if (!this.activeCamera) {
  120879. var worldExtends = this.getWorldExtends();
  120880. var worldSize = worldExtends.max.subtract(worldExtends.min);
  120881. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  120882. var camera;
  120883. var radius = worldSize.length() * 1.5;
  120884. // empty scene scenario!
  120885. if (!isFinite(radius)) {
  120886. radius = 1;
  120887. worldCenter.copyFromFloats(0, 0, 0);
  120888. }
  120889. if (createArcRotateCamera) {
  120890. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  120891. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  120892. arcRotateCamera.wheelPrecision = 100 / radius;
  120893. camera = arcRotateCamera;
  120894. }
  120895. else {
  120896. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  120897. freeCamera.setTarget(worldCenter);
  120898. camera = freeCamera;
  120899. }
  120900. camera.minZ = radius * 0.01;
  120901. camera.maxZ = radius * 1000;
  120902. camera.speed = radius * 0.2;
  120903. this.activeCamera = camera;
  120904. var canvas = this.getEngine().getRenderingCanvas();
  120905. if (attachCameraControls && canvas) {
  120906. camera.attachControl(canvas);
  120907. }
  120908. }
  120909. };
  120910. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  120911. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120912. if (replace === void 0) { replace = false; }
  120913. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120914. this.createDefaultLight(replace);
  120915. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  120916. };
  120917. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  120918. if (pbr === void 0) { pbr = false; }
  120919. if (scale === void 0) { scale = 1000; }
  120920. if (blur === void 0) { blur = 0; }
  120921. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  120922. if (!environmentTexture) {
  120923. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  120924. return null;
  120925. }
  120926. if (setGlobalEnvTexture) {
  120927. if (environmentTexture) {
  120928. this.environmentTexture = environmentTexture;
  120929. }
  120930. }
  120931. // Skybox
  120932. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  120933. if (pbr) {
  120934. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  120935. hdrSkyboxMaterial.backFaceCulling = false;
  120936. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  120937. if (hdrSkyboxMaterial.reflectionTexture) {
  120938. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120939. }
  120940. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  120941. hdrSkyboxMaterial.disableLighting = true;
  120942. hdrSkyboxMaterial.twoSidedLighting = true;
  120943. hdrSkybox.infiniteDistance = true;
  120944. hdrSkybox.material = hdrSkyboxMaterial;
  120945. }
  120946. else {
  120947. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  120948. skyboxMaterial.backFaceCulling = false;
  120949. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  120950. if (skyboxMaterial.reflectionTexture) {
  120951. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  120952. }
  120953. skyboxMaterial.disableLighting = true;
  120954. hdrSkybox.infiniteDistance = true;
  120955. hdrSkybox.material = skyboxMaterial;
  120956. }
  120957. hdrSkybox.isPickable = false;
  120958. return hdrSkybox;
  120959. };
  120960. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  120961. if (BABYLON.EnvironmentHelper) {
  120962. return new BABYLON.EnvironmentHelper(options, this);
  120963. }
  120964. return null;
  120965. };
  120966. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  120967. if (webVROptions === void 0) { webVROptions = {}; }
  120968. return new BABYLON.VRExperienceHelper(this, webVROptions);
  120969. };
  120970. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  120971. var _this = this;
  120972. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  120973. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  120974. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  120975. .then(function (ui) {
  120976. new BABYLON.WebXRInput(helper);
  120977. return helper;
  120978. });
  120979. });
  120980. };
  120981. })(BABYLON || (BABYLON = {}));
  120982. //# sourceMappingURL=babylon.sceneHelpers.js.map
  120983. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif \n#if defined(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0 \nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0 \nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0 \nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0 \nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0 \nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}\n","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","passCubePixelShader":"\nvarying vec2 vUV;\nuniform samplerCube textureSampler;\nvoid main(void) \n{\nvec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0 \nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  120984. BABYLON.Effect.IncludesShadersStore={"depthPrePass":"#ifdef DEPTHPREPASS\ngl_FragColor=vec4(0.,0.,0.,1.0);\nreturn;\n#endif","bonesDeclaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\nuniform float boneTextureWidth;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nattribute vec4 matricesIndices;\nattribute vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nattribute vec4 matricesIndicesExtra;\nattribute vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nvec4 m0=texture2D(smp,vec2(dx*(offset+0.5),0.));\nvec4 m1=texture2D(smp,vec2(dx*(offset+1.5),0.));\nvec4 m2=texture2D(smp,vec2(dx*(offset+2.5),0.));\nvec4 m3=texture2D(smp,vec2(dx*(offset+3.5),0.));\nreturn mat4(m0,m1,m2,m3);\n}\n#endif\n#endif","instancesDeclaration":"#ifdef INSTANCES\nattribute vec4 world0;\nattribute vec4 world1;\nattribute vec4 world2;\nattribute vec4 world3;\n#else\nuniform mat4 world;\n#endif","pointCloudVertexDeclaration":"#ifdef POINTSIZE\nuniform float pointSize;\n#endif","bumpVertexDeclaration":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#endif\n","clipPlaneVertexDeclaration":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nvarying float fClipDistance4;\n#endif","fogVertexDeclaration":"#ifdef FOG\nvarying vec3 vFogDistance;\n#endif","morphTargetsVertexGlobalDeclaration":"#ifdef MORPHTARGETS\nuniform float morphTargetInfluences[NUM_MORPH_INFLUENCERS];\n#endif","morphTargetsVertexDeclaration":"#ifdef MORPHTARGETS\nattribute vec3 position{X};\n#ifdef MORPHTARGETS_NORMAL\nattribute vec3 normal{X};\n#endif\n#ifdef MORPHTARGETS_TANGENT\nattribute vec3 tangent{X};\n#endif\n#endif","logDepthDeclaration":"#ifdef LOGARITHMICDEPTH\nuniform float logarithmicDepthConstant;\nvarying float vFragmentDepth;\n#endif","morphTargetsVertex":"#ifdef MORPHTARGETS\npositionUpdated+=(position{X}-position)*morphTargetInfluences[{X}];\n#ifdef MORPHTARGETS_NORMAL\nnormalUpdated+=(normal{X}-normal)*morphTargetInfluences[{X}];\n#endif\n#ifdef MORPHTARGETS_TANGENT\ntangentUpdated.xyz+=(tangent{X}-tangent.xyz)*morphTargetInfluences[{X}];\n#endif\n#endif","instancesVertex":"#ifdef INSTANCES\nmat4 finalWorld=mat4(world0,world1,world2,world3);\n#else\nmat4 finalWorld=world;\n#endif","bonesVertex":"#if NUM_BONE_INFLUENCERS>0\nmat4 influence;\n#ifdef BONETEXTURE\ninfluence=readMatrixFromRawSampler(boneSampler,matricesIndices[0])*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[1])*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[2])*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndices[3])*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[0])*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[1])*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[2])*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=readMatrixFromRawSampler(boneSampler,matricesIndicesExtra[3])*matricesWeightsExtra[3];\n#endif \n#else \ninfluence=mBones[int(matricesIndices[0])]*matricesWeights[0];\n#if NUM_BONE_INFLUENCERS>1\ninfluence+=mBones[int(matricesIndices[1])]*matricesWeights[1];\n#endif \n#if NUM_BONE_INFLUENCERS>2\ninfluence+=mBones[int(matricesIndices[2])]*matricesWeights[2];\n#endif \n#if NUM_BONE_INFLUENCERS>3\ninfluence+=mBones[int(matricesIndices[3])]*matricesWeights[3];\n#endif \n#if NUM_BONE_INFLUENCERS>4\ninfluence+=mBones[int(matricesIndicesExtra[0])]*matricesWeightsExtra[0];\n#endif \n#if NUM_BONE_INFLUENCERS>5\ninfluence+=mBones[int(matricesIndicesExtra[1])]*matricesWeightsExtra[1];\n#endif \n#if NUM_BONE_INFLUENCERS>6\ninfluence+=mBones[int(matricesIndicesExtra[2])]*matricesWeightsExtra[2];\n#endif \n#if NUM_BONE_INFLUENCERS>7\ninfluence+=mBones[int(matricesIndicesExtra[3])]*matricesWeightsExtra[3];\n#endif \n#endif\nfinalWorld=finalWorld*influence;\n#endif","bumpVertex":"#if defined(BUMP) || defined(PARALLAX)\n#if defined(TANGENT) && defined(NORMAL)\nvec3 tbnNormal=normalize(normalUpdated);\nvec3 tbnTangent=normalize(tangentUpdated.xyz);\nvec3 tbnBitangent=cross(tbnNormal,tbnTangent)*tangentUpdated.w;\nvTBN=mat3(finalWorld)*mat3(tbnTangent,tbnBitangent,tbnNormal);\n#endif\n#endif","clipPlaneVertex":"#ifdef CLIPPLANE\nfClipDistance=dot(worldPos,vClipPlane);\n#endif\n#ifdef CLIPPLANE2\nfClipDistance2=dot(worldPos,vClipPlane2);\n#endif\n#ifdef CLIPPLANE3\nfClipDistance3=dot(worldPos,vClipPlane3);\n#endif\n#ifdef CLIPPLANE4\nfClipDistance4=dot(worldPos,vClipPlane4);\n#endif","fogVertex":"#ifdef FOG\nvFogDistance=(view*worldPos).xyz;\n#endif","shadowsVertex":"#ifdef SHADOWS\n#if defined(SHADOW{X}) && !defined(SHADOWCUBE{X})\nvPositionFromLight{X}=lightMatrix{X}*worldPos;\nvDepthMetric{X}=((vPositionFromLight{X}.z+light{X}.depthValues.x)/(light{X}.depthValues.y));\n#endif\n#endif","pointCloudVertex":"#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif","logDepthVertex":"#ifdef LOGARITHMICDEPTH\nvFragmentDepth=1.0+gl_Position.w;\ngl_Position.z=log2(max(0.000001,vFragmentDepth))*logarithmicDepthConstant;\n#endif","helperFunctions":"const float PI=3.1415926535897932384626433832795;\nconst float LinearEncodePowerApprox=2.2;\nconst float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;\nconst vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);\nmat3 transposeMat3(mat3 inMatrix) {\nvec3 i0=inMatrix[0];\nvec3 i1=inMatrix[1];\nvec3 i2=inMatrix[2];\nmat3 outMatrix=mat3(\nvec3(i0.x,i1.x,i2.x),\nvec3(i0.y,i1.y,i2.y),\nvec3(i0.z,i1.z,i2.z)\n);\nreturn outMatrix;\n}\n\nmat3 inverseMat3(mat3 inMatrix) {\nfloat a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];\nfloat a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];\nfloat a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];\nfloat b01=a22*a11-a12*a21;\nfloat b11=-a22*a10+a12*a20;\nfloat b21=a21*a10-a11*a20;\nfloat det=a00*b01+a01*b11+a02*b21;\nreturn mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),\nb11,(a22*a00-a02*a20),(-a12*a00+a02*a10),\nb21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;\n}\nfloat computeFallOff(float value,vec2 clipSpace,float frustumEdgeFalloff)\n{\nfloat mask=smoothstep(1.0-frustumEdgeFalloff,1.0,clamp(dot(clipSpace,clipSpace),0.,1.));\nreturn mix(value,1.0,mask);\n}\nvec3 applyEaseInOut(vec3 x){\nreturn x*x*(3.0-2.0*x);\n}\nvec3 toLinearSpace(vec3 color)\n{\nreturn pow(color,vec3(LinearEncodePowerApprox));\n}\nvec3 toGammaSpace(vec3 color)\n{\nreturn pow(color,vec3(GammaEncodePowerApprox));\n}\nfloat square(float value)\n{\nreturn value*value;\n}\nfloat getLuminance(vec3 color)\n{\nreturn clamp(dot(color,LuminanceEncodeApprox),0.,1.);\n}\n\nfloat getRand(vec2 seed) {\nreturn fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);\n}\nfloat dither(vec2 seed,float varianceAmount) {\nfloat rand=getRand(seed);\nfloat dither=mix(-varianceAmount/255.0,varianceAmount/255.0,rand);\nreturn dither;\n}\n\nconst float rgbdMaxRange=255.0;\nvec4 toRGBD(vec3 color) {\nfloat maxRGB=max(0.0000001,max(color.r,max(color.g,color.b)));\nfloat D=max(rgbdMaxRange/maxRGB,1.);\nD=clamp(floor(D)/255.0,0.,1.);\n\nvec3 rgb=color.rgb*D;\n\nrgb=toGammaSpace(rgb);\nreturn vec4(rgb,D); \n}\nvec3 fromRGBD(vec4 rgbd) {\n\nrgbd.rgb=toLinearSpace(rgbd.rgb);\n\nreturn rgbd.rgb/rgbd.a;\n}","lightFragmentDeclaration":"#ifdef LIGHT{X}\nuniform vec4 vLightData{X};\nuniform vec4 vLightDiffuse{X};\n#ifdef SPECULARTERM\nuniform vec3 vLightSpecular{X};\n#else\nvec3 vLightSpecular{X}=vec3(0.);\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X};\n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\nuniform vec4 shadowsInfo{X};\nuniform vec2 depthValues{X};\n#endif\n#ifdef SPOTLIGHT{X}\nuniform vec4 vLightDirection{X};\nuniform vec4 vLightFalloff{X};\n#elif defined(POINTLIGHT{X})\nuniform vec4 vLightFalloff{X};\n#elif defined(HEMILIGHT{X})\nuniform vec3 vLightGround{X};\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#endif","lightsFragmentFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n#ifdef NDOTL\nfloat ndl;\n#endif\n};\nlightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 lightVectorW;\nfloat attenuation=1.0;\nif (lightData.w == 0.)\n{\nvec3 direction=lightData.xyz-vPositionW;\nattenuation=max(0.,1.0-length(direction)/range);\nlightVectorW=normalize(direction);\n}\nelse\n{\nlightVectorW=normalize(-lightData.xyz);\n}\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {\nlightingInfo result;\nvec3 direction=lightData.xyz-vPositionW;\nvec3 lightVectorW=normalize(direction);\nfloat attenuation=max(0.,1.0-length(direction)/range);\n\nfloat cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));\nif (cosAngle>=lightDirection.w)\n{\ncosAngle=max(0.,pow(cosAngle,lightData.w));\nattenuation*=cosAngle;\n\nfloat ndl=max(0.,dot(vNormal,lightVectorW));\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=ndl*diffuseColor*attenuation;\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightVectorW);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor*attenuation;\n#endif\nreturn result;\n}\nresult.diffuse=vec3(0.);\n#ifdef SPECULARTERM\nresult.specular=vec3(0.);\n#endif\n#ifdef NDOTL\nresult.ndl=0.;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {\nlightingInfo result;\n\nfloat ndl=dot(vNormal,lightData.xyz)*0.5+0.5;\n#ifdef NDOTL\nresult.ndl=ndl;\n#endif\nresult.diffuse=mix(groundColor,diffuseColor,ndl);\n#ifdef SPECULARTERM\n\nvec3 angleW=normalize(viewDirectionW+lightData.xyz);\nfloat specComp=max(0.,dot(vNormal,angleW));\nspecComp=pow(specComp,max(1.,glossiness));\nresult.specular=specComp*specularColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn textureColor;\n}","lightUboDeclaration":"#ifdef LIGHT{X}\nuniform Light{X}\n{\nvec4 vLightData;\nvec4 vLightDiffuse;\nvec3 vLightSpecular;\n#ifdef SPOTLIGHT{X}\nvec4 vLightDirection;\nvec4 vLightFalloff;\n#elif defined(POINTLIGHT{X})\nvec4 vLightFalloff;\n#elif defined(HEMILIGHT{X})\nvec3 vLightGround;\n#endif\nvec4 shadowsInfo;\nvec2 depthValues;\n} light{X};\n#ifdef PROJECTEDLIGHTTEXTURE{X}\nuniform mat4 textureProjectionMatrix{X};\nuniform sampler2D projectionLightSampler{X};\n#endif\n#ifdef SHADOW{X}\n#if defined(SHADOWCUBE{X})\nuniform samplerCube shadowSampler{X}; \n#else\nvarying vec4 vPositionFromLight{X};\nvarying float vDepthMetric{X};\n#if defined(SHADOWPCSS{X})\nuniform highp sampler2DShadow shadowSampler{X};\nuniform highp sampler2D depthSampler{X};\n#elif defined(SHADOWPCF{X})\nuniform highp sampler2DShadow shadowSampler{X};\n#else\nuniform sampler2D shadowSampler{X};\n#endif\nuniform mat4 lightMatrix{X};\n#endif\n#endif\n#endif","defaultVertexDeclaration":"\nuniform mat4 viewProjection;\nuniform mat4 view;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\nuniform mat4 specularMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef REFLECTION\nuniform mat4 reflectionMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n","defaultFragmentDeclaration":"uniform vec4 vDiffuseColor;\n#ifdef SPECULARTERM\nuniform vec4 vSpecularColor;\n#endif\nuniform vec3 vEmissiveColor;\n\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef AMBIENT\nuniform vec2 vAmbientInfos;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\n#ifndef REFRACTIONMAP_3D\nuniform mat4 refractionMatrix;\n#endif\n#ifdef REFRACTIONFRESNEL\nuniform vec4 refractionLeftColor;\nuniform vec4 refractionRightColor;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\nuniform vec2 vSpecularInfos;\n#endif\n#ifdef DIFFUSEFRESNEL\nuniform vec4 diffuseLeftColor;\nuniform vec4 diffuseRightColor;\n#endif\n#ifdef OPACITYFRESNEL\nuniform vec4 opacityParts;\n#endif\n#ifdef EMISSIVEFRESNEL\nuniform vec4 emissiveLeftColor;\nuniform vec4 emissiveRightColor;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\n#ifdef REFLECTIONMAP_SKYBOX\n#else\n#if defined(REFLECTIONMAP_PLANAR) || defined(REFLECTIONMAP_CUBIC) || defined(REFLECTIONMAP_PROJECTION)\nuniform mat4 reflectionMatrix;\n#endif\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 reflectionLeftColor;\nuniform vec4 reflectionRightColor;\n#endif\n#endif","defaultUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nvec4 diffuseLeftColor;\nvec4 diffuseRightColor;\nvec4 opacityParts;\nvec4 reflectionLeftColor;\nvec4 reflectionRightColor;\nvec4 refractionLeftColor;\nvec4 refractionRightColor;\nvec4 emissiveLeftColor; \nvec4 emissiveRightColor;\nvec2 vDiffuseInfos;\nvec2 vAmbientInfos;\nvec2 vOpacityInfos;\nvec2 vReflectionInfos;\nvec3 vReflectionPosition;\nvec3 vReflectionSize;\nvec2 vEmissiveInfos;\nvec2 vLightmapInfos;\nvec2 vSpecularInfos;\nvec3 vBumpInfos;\nmat4 diffuseMatrix;\nmat4 ambientMatrix;\nmat4 opacityMatrix;\nmat4 reflectionMatrix;\nmat4 emissiveMatrix;\nmat4 lightmapMatrix;\nmat4 specularMatrix;\nmat4 bumpMatrix; \nvec4 vTangentSpaceParams;\nmat4 refractionMatrix;\nvec4 vRefractionInfos;\nvec4 vSpecularColor;\nvec3 vEmissiveColor;\nvec4 vDiffuseColor;\nfloat pointSize; \n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","shadowsFragmentFunctions":"#ifdef SHADOWS\n#ifndef SHADOWFLOAT\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nfloat computeShadowCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadow=textureCube(shadowSampler,directionToLight).x;\n#endif\nif (depth>shadow)\n{\nreturn darkness;\n}\nreturn 1.0;\n}\nfloat computeShadowWithPoissonSamplingCube(vec3 lightPosition,samplerCube shadowSampler,float mapSize,float darkness,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\ndepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\nfloat visibility=1.;\nvec3 poissonDisk[4];\npoissonDisk[0]=vec3(-1.0,1.0,-1.0);\npoissonDisk[1]=vec3(1.0,-1.0,-1.0);\npoissonDisk[2]=vec3(-1.0,-1.0,-1.0);\npoissonDisk[3]=vec3(1.0,-1.0,1.0);\n\n#ifndef SHADOWFLOAT\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize))<depth) visibility-=0.25;\nif (unpack(textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize))<depth) visibility-=0.25;\n#else\nif (textureCube(shadowSampler,directionToLight+poissonDisk[0]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[1]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[2]*mapSize).x<depth) visibility-=0.25;\nif (textureCube(shadowSampler,directionToLight+poissonDisk[3]*mapSize).x<depth) visibility-=0.25;\n#endif\nreturn min(1.0,visibility+darkness);\n}\nfloat computeShadowWithESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness); \nreturn esm;\n}\nfloat computeShadowWithCloseESMCube(vec3 lightPosition,samplerCube shadowSampler,float darkness,float depthScale,vec2 depthValues)\n{\nvec3 directionToLight=vPositionW-lightPosition;\nfloat depth=length(directionToLight);\ndepth=(depth+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depth,0.,1.0);\ndirectionToLight=normalize(directionToLight);\ndirectionToLight.y=-directionToLight.y;\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(textureCube(shadowSampler,directionToLight));\n#else\nfloat shadowMapSample=textureCube(shadowSampler,directionToLight).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn esm;\n}\nfloat computeShadow(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadow=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadow=texture2D(shadowSampler,uv).x;\n#endif\nif (shadowPixelDepth>shadow)\n{\nreturn computeFallOff(darkness,clipSpace.xy,frustumEdgeFalloff);\n}\nreturn 1.;\n}\nfloat computeShadowWithPoissonSampling(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float mapSize,float darkness,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\nfloat visibility=1.;\nvec2 poissonDisk[4];\npoissonDisk[0]=vec2(-0.94201624,-0.39906216);\npoissonDisk[1]=vec2(0.94558609,-0.76890725);\npoissonDisk[2]=vec2(-0.094184101,-0.92938870);\npoissonDisk[3]=vec2(0.34495938,0.29387760);\n\n#ifndef SHADOWFLOAT\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[0]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[1]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[2]*mapSize))<shadowPixelDepth) visibility-=0.25;\nif (unpack(texture2D(shadowSampler,uv+poissonDisk[3]*mapSize))<shadowPixelDepth) visibility-=0.25;\n#else\nif (texture2D(shadowSampler,uv+poissonDisk[0]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[1]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[2]*mapSize).x<shadowPixelDepth) visibility-=0.25;\nif (texture2D(shadowSampler,uv+poissonDisk[3]*mapSize).x<shadowPixelDepth) visibility-=0.25;\n#endif\nreturn computeFallOff(min(1.0,visibility+darkness),clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0);\n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=1.0-clamp(exp(min(87.,depthScale*shadowPixelDepth))*shadowMapSample,0.,1.-darkness);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithCloseESM(vec4 vPositionFromLight,float depthMetric,sampler2D shadowSampler,float darkness,float depthScale,float frustumEdgeFalloff)\n{\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec2 uv=0.5*clipSpace.xy+vec2(0.5);\nif (uv.x<0. || uv.x>1.0 || uv.y<0. || uv.y>1.0)\n{\nreturn 1.0;\n}\nfloat shadowPixelDepth=clamp(depthMetric,0.,1.0); \n#ifndef SHADOWFLOAT\nfloat shadowMapSample=unpack(texture2D(shadowSampler,uv));\n#else\nfloat shadowMapSample=texture2D(shadowSampler,uv).x;\n#endif\nfloat esm=clamp(exp(min(87.,-depthScale*(shadowPixelDepth-shadowMapSample))),darkness,1.);\nreturn computeFallOff(esm,clipSpace.xy,frustumEdgeFalloff);\n}\n#ifdef WEBGL2\n\nfloat computeShadowWithPCF1(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat shadow=texture2D(shadowSampler,uvDepth);\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF3(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\n\n\nvec2 uvw0=3.-2.*st;\nvec2 uvw1=1.+2.*st;\nvec2 u=vec2((2.-st.x)/uvw0.x-1.,st.x/uvw1.x+1.)*shadowMapSizeAndInverse.y;\nvec2 v=vec2((2.-st.y)/uvw0.y-1.,st.y/uvw1.y+1.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow=shadow/16.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\n\n\n\nfloat computeShadowWithPCF5(vec4 vPositionFromLight,float depthMetric,sampler2DShadow shadowSampler,vec2 shadowMapSizeAndInverse,float darkness,float frustumEdgeFalloff)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nvec2 uv=uvDepth.xy*shadowMapSizeAndInverse.x; \nuv+=0.5; \nvec2 st=fract(uv); \nvec2 base_uv=floor(uv)-0.5; \nbase_uv*=shadowMapSizeAndInverse.y; \n\n\nvec2 uvw0=4.-3.*st;\nvec2 uvw1=vec2(7.);\nvec2 uvw2=1.+3.*st;\nvec3 u=vec3((3.-2.*st.x)/uvw0.x-2.,(3.+st.x)/uvw1.x,st.x/uvw2.x+2.)*shadowMapSizeAndInverse.y;\nvec3 v=vec3((3.-2.*st.y)/uvw0.y-2.,(3.+st.y)/uvw1.y,st.y/uvw2.y+2.)*shadowMapSizeAndInverse.y;\nfloat shadow=0.;\nshadow+=uvw0.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[0]),uvDepth.z));\nshadow+=uvw1.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[0]),uvDepth.z));\nshadow+=uvw2.x*uvw0.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[0]),uvDepth.z));\nshadow+=uvw0.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[1]),uvDepth.z));\nshadow+=uvw1.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[1]),uvDepth.z));\nshadow+=uvw2.x*uvw1.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[1]),uvDepth.z));\nshadow+=uvw0.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[0],v[2]),uvDepth.z));\nshadow+=uvw1.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[1],v[2]),uvDepth.z));\nshadow+=uvw2.x*uvw2.y*texture2D(shadowSampler,vec3(base_uv.xy+vec2(u[2],v[2]),uvDepth.z));\nshadow=shadow/144.;\nshadow=mix(darkness,1.,shadow);\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nconst vec3 PoissonSamplers32[64]=vec3[64](\nvec3(0.06407013,0.05409927,0.),\nvec3(0.7366577,0.5789394,0.),\nvec3(-0.6270542,-0.5320278,0.),\nvec3(-0.4096107,0.8411095,0.),\nvec3(0.6849564,-0.4990818,0.),\nvec3(-0.874181,-0.04579735,0.),\nvec3(0.9989998,0.0009880066,0.),\nvec3(-0.004920578,-0.9151649,0.),\nvec3(0.1805763,0.9747483,0.),\nvec3(-0.2138451,0.2635818,0.),\nvec3(0.109845,0.3884785,0.),\nvec3(0.06876755,-0.3581074,0.),\nvec3(0.374073,-0.7661266,0.),\nvec3(0.3079132,-0.1216763,0.),\nvec3(-0.3794335,-0.8271583,0.),\nvec3(-0.203878,-0.07715034,0.),\nvec3(0.5912697,0.1469799,0.),\nvec3(-0.88069,0.3031784,0.),\nvec3(0.5040108,0.8283722,0.),\nvec3(-0.5844124,0.5494877,0.),\nvec3(0.6017799,-0.1726654,0.),\nvec3(-0.5554981,0.1559997,0.),\nvec3(-0.3016369,-0.3900928,0.),\nvec3(-0.5550632,-0.1723762,0.),\nvec3(0.925029,0.2995041,0.),\nvec3(-0.2473137,0.5538505,0.),\nvec3(0.9183037,-0.2862392,0.),\nvec3(0.2469421,0.6718712,0.),\nvec3(0.3916397,-0.4328209,0.),\nvec3(-0.03576927,-0.6220032,0.),\nvec3(-0.04661255,0.7995201,0.),\nvec3(0.4402924,0.3640312,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.),\nvec3(0.,0.,0.)\n);\nconst vec3 PoissonSamplers64[64]=vec3[64](\nvec3(-0.613392,0.617481,0.),\nvec3(0.170019,-0.040254,0.),\nvec3(-0.299417,0.791925,0.),\nvec3(0.645680,0.493210,0.),\nvec3(-0.651784,0.717887,0.),\nvec3(0.421003,0.027070,0.),\nvec3(-0.817194,-0.271096,0.),\nvec3(-0.705374,-0.668203,0.),\nvec3(0.977050,-0.108615,0.),\nvec3(0.063326,0.142369,0.),\nvec3(0.203528,0.214331,0.),\nvec3(-0.667531,0.326090,0.),\nvec3(-0.098422,-0.295755,0.),\nvec3(-0.885922,0.215369,0.),\nvec3(0.566637,0.605213,0.),\nvec3(0.039766,-0.396100,0.),\nvec3(0.751946,0.453352,0.),\nvec3(0.078707,-0.715323,0.),\nvec3(-0.075838,-0.529344,0.),\nvec3(0.724479,-0.580798,0.),\nvec3(0.222999,-0.215125,0.),\nvec3(-0.467574,-0.405438,0.),\nvec3(-0.248268,-0.814753,0.),\nvec3(0.354411,-0.887570,0.),\nvec3(0.175817,0.382366,0.),\nvec3(0.487472,-0.063082,0.),\nvec3(-0.084078,0.898312,0.),\nvec3(0.488876,-0.783441,0.),\nvec3(0.470016,0.217933,0.),\nvec3(-0.696890,-0.549791,0.),\nvec3(-0.149693,0.605762,0.),\nvec3(0.034211,0.979980,0.),\nvec3(0.503098,-0.308878,0.),\nvec3(-0.016205,-0.872921,0.),\nvec3(0.385784,-0.393902,0.),\nvec3(-0.146886,-0.859249,0.),\nvec3(0.643361,0.164098,0.),\nvec3(0.634388,-0.049471,0.),\nvec3(-0.688894,0.007843,0.),\nvec3(0.464034,-0.188818,0.),\nvec3(-0.440840,0.137486,0.),\nvec3(0.364483,0.511704,0.),\nvec3(0.034028,0.325968,0.),\nvec3(0.099094,-0.308023,0.),\nvec3(0.693960,-0.366253,0.),\nvec3(0.678884,-0.204688,0.),\nvec3(0.001801,0.780328,0.),\nvec3(0.145177,-0.898984,0.),\nvec3(0.062655,-0.611866,0.),\nvec3(0.315226,-0.604297,0.),\nvec3(-0.780145,0.486251,0.),\nvec3(-0.371868,0.882138,0.),\nvec3(0.200476,0.494430,0.),\nvec3(-0.494552,-0.711051,0.),\nvec3(0.612476,0.705252,0.),\nvec3(-0.578845,-0.768792,0.),\nvec3(-0.772454,-0.090976,0.),\nvec3(0.504440,0.372295,0.),\nvec3(0.155736,0.065157,0.),\nvec3(0.391522,0.849605,0.),\nvec3(-0.620106,-0.328104,0.),\nvec3(0.789239,-0.419965,0.),\nvec3(-0.545396,0.538133,0.),\nvec3(-0.178564,-0.596057,0.)\n);\n\n\n\n\n\nfloat computeShadowWithPCSS(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff,int searchTapCount,int pcfTapCount,vec3[64] poissonSamplers)\n{\nif (depthMetric>1.0 || depthMetric<0.0) {\nreturn 1.0;\n}\nvec3 clipSpace=vPositionFromLight.xyz/vPositionFromLight.w;\nvec3 uvDepth=vec3(0.5*clipSpace.xyz+vec3(0.5));\nfloat blockerDepth=0.0;\nfloat sumBlockerDepth=0.0;\nfloat numBlocker=0.0;\nfor (int i=0; i<searchTapCount; i ++) {\nblockerDepth=texture(depthSampler,uvDepth.xy+(lightSizeUV*shadowMapSizeInverse*PoissonSamplers32[i].xy)).r;\nif (blockerDepth<depthMetric) {\nsumBlockerDepth+=blockerDepth;\nnumBlocker++;\n}\n}\nif (numBlocker<1.0) {\nreturn 1.0;\n}\nfloat avgBlockerDepth=sumBlockerDepth/numBlocker;\n\nfloat AAOffset=shadowMapSizeInverse*10.;\n\n\nfloat penumbraRatio=((depthMetric-avgBlockerDepth)+AAOffset);\nfloat filterRadius=penumbraRatio*lightSizeUV*shadowMapSizeInverse;\nfloat random=getRand(vPositionFromLight.xy);\nfloat rotationAngle=random*3.1415926;\nvec2 rotationVector=vec2(cos(rotationAngle),sin(rotationAngle));\nfloat shadow=0.;\nfor (int i=0; i<pcfTapCount; i++) {\nvec3 offset=poissonSamplers[i];\n\noffset=vec3(offset.x*rotationVector.x-offset.y*rotationVector.y,offset.y*rotationVector.x+offset.x*rotationVector.y,0.);\nshadow+=texture2D(shadowSampler,uvDepth+offset*filterRadius);\n}\nshadow/=float(pcfTapCount);\n\nshadow=mix(shadow,1.,depthMetric-avgBlockerDepth);\n\nshadow=mix(darkness,1.,shadow);\n\nreturn computeFallOff(shadow,clipSpace.xy,frustumEdgeFalloff);\n}\nfloat computeShadowWithPCSS16(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,16,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS32(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,16,32,PoissonSamplers32);\n}\nfloat computeShadowWithPCSS64(vec4 vPositionFromLight,float depthMetric,sampler2D depthSampler,sampler2DShadow shadowSampler,float shadowMapSizeInverse,float lightSizeUV,float darkness,float frustumEdgeFalloff)\n{\nreturn computeShadowWithPCSS(vPositionFromLight,depthMetric,depthSampler,shadowSampler,shadowMapSizeInverse,lightSizeUV,darkness,frustumEdgeFalloff,32,64,PoissonSamplers64);\n}\n#endif\n#endif\n","fresnelFunction":"#ifdef FRESNEL\nfloat computeFresnelTerm(vec3 viewDirection,vec3 worldNormal,float bias,float power)\n{\nfloat fresnelTerm=pow(bias+abs(dot(viewDirection,worldNormal)),power);\nreturn clamp(fresnelTerm,0.,1.);\n}\n#endif","reflectionFunction":"#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\nvec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {\n\nvec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;\nvec3 halfSize=cubeSize*0.5;\nvec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;\nvec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;\n\nvec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);\n\nfloat distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);\n\nvec3 intersectPositionWS=vertexPos+origVec*distance;\n\nreturn intersectPositionWS-cubePos;\n}\n#endif\nvec3 computeReflectionCoords(vec4 worldPos,vec3 worldNormal)\n{\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvec3 direction=normalize(vDirectionW);\nfloat lon=atan(direction.z,direction.x);\nfloat lat=acos(direction.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \n#ifdef REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED\nreturn vec3(1.0-s,t,0);\n#else\nreturn vec3(s,t,0);\n#endif\n#endif\n#ifdef REFLECTIONMAP_EQUIRECTANGULAR\nvec3 cameraToVertex=normalize(worldPos.xyz-vEyePosition.xyz);\nvec3 r=normalize(reflect(cameraToVertex,worldNormal));\nfloat lon=atan(r.z,r.x);\nfloat lat=acos(r.y);\nvec2 sphereCoords=vec2(lon,lat)*RECIPROCAL_PI2*2.0;\nfloat s=sphereCoords.x*0.5+0.5;\nfloat t=sphereCoords.y; \nreturn vec3(s,t,0);\n#endif\n#ifdef REFLECTIONMAP_SPHERICAL\nvec3 viewDir=normalize(vec3(view*worldPos));\nvec3 viewNormal=normalize(vec3(view*vec4(worldNormal,0.0)));\nvec3 r=reflect(viewDir,viewNormal);\nr.z=r.z-1.0;\nfloat m=2.0*length(r);\nreturn vec3(r.x/m+0.5,1.0-r.y/m-0.5,0);\n#endif\n#ifdef REFLECTIONMAP_PLANAR\nvec3 viewDir=worldPos.xyz-vEyePosition.xyz;\nvec3 coords=normalize(reflect(viewDir,worldNormal));\nreturn vec3(reflectionMatrix*vec4(coords,1));\n#endif\n#ifdef REFLECTIONMAP_CUBIC\nvec3 viewDir=normalize(worldPos.xyz-vEyePosition.xyz);\n\nvec3 coords=reflect(viewDir,worldNormal);\n#ifdef USE_LOCAL_REFLECTIONMAP_CUBIC\ncoords=parallaxCorrectNormal(worldPos.xyz,coords,vReflectionSize,vReflectionPosition);\n#endif\ncoords=vec3(reflectionMatrix*vec4(coords,0));\n#ifdef INVERTCUBICMAP\ncoords.y*=-1.0;\n#endif\nreturn coords;\n#endif\n#ifdef REFLECTIONMAP_PROJECTION\nreturn vec3(reflectionMatrix*(view*worldPos));\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nreturn vPositionUVW;\n#endif\n#ifdef REFLECTIONMAP_EXPLICIT\nreturn vec3(0,0,0);\n#endif\n}","imageProcessingDeclaration":"#ifdef EXPOSURE\nuniform float exposureLinear;\n#endif\n#ifdef CONTRAST\nuniform float contrast;\n#endif\n#ifdef VIGNETTE\nuniform vec2 vInverseScreenSize;\nuniform vec4 vignetteSettings1;\nuniform vec4 vignetteSettings2;\n#endif\n#ifdef COLORCURVES\nuniform vec4 vCameraColorCurveNegative;\nuniform vec4 vCameraColorCurveNeutral;\nuniform vec4 vCameraColorCurvePositive;\n#endif\n#ifdef COLORGRADING\n#ifdef COLORGRADING3D\nuniform highp sampler3D txColorTransform;\n#else\nuniform sampler2D txColorTransform;\n#endif\nuniform vec4 colorTransformSettings;\n#endif","imageProcessingFunctions":"#if defined(COLORGRADING) && !defined(COLORGRADING3D)\n\nvec3 sampleTexture3D(sampler2D colorTransform,vec3 color,vec2 sampler3dSetting)\n{\nfloat sliceSize=2.0*sampler3dSetting.x; \n#ifdef SAMPLER3DGREENDEPTH\nfloat sliceContinuous=(color.g-sampler3dSetting.x)*sampler3dSetting.y;\n#else\nfloat sliceContinuous=(color.b-sampler3dSetting.x)*sampler3dSetting.y;\n#endif\nfloat sliceInteger=floor(sliceContinuous);\n\n\nfloat sliceFraction=sliceContinuous-sliceInteger;\n#ifdef SAMPLER3DGREENDEPTH\nvec2 sliceUV=color.rb;\n#else\nvec2 sliceUV=color.rg;\n#endif\nsliceUV.x*=sliceSize;\nsliceUV.x+=sliceInteger*sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice0Color=texture2D(colorTransform,sliceUV);\nsliceUV.x+=sliceSize;\nsliceUV=clamp(sliceUV,0.,1.);\nvec4 slice1Color=texture2D(colorTransform,sliceUV);\nvec3 result=mix(slice0Color.rgb,slice1Color.rgb,sliceFraction);\n#ifdef SAMPLER3DBGRMAP\ncolor.rgb=result.rgb;\n#else\ncolor.rgb=result.bgr;\n#endif\nreturn color;\n}\n#endif\n#ifdef TONEMAPPING_ACES\n\n\n\n\n\nconst mat3 ACESInputMat=mat3(\nvec3(0.59719,0.07600,0.02840),\nvec3(0.35458,0.90834,0.13383),\nvec3(0.04823,0.01566,0.83777)\n);\n\nconst mat3 ACESOutputMat=mat3(\nvec3( 1.60475,-0.10208,-0.00327),\nvec3(-0.53108,1.10813,-0.07276),\nvec3(-0.07367,-0.00605,1.07602)\n);\nvec3 RRTAndODTFit(vec3 v)\n{\nvec3 a=v*(v+0.0245786)-0.000090537;\nvec3 b=v*(0.983729*v+0.4329510)+0.238081;\nreturn a/b;\n}\nvec3 ACESFitted(vec3 color)\n{\ncolor=ACESInputMat*color;\n\ncolor=RRTAndODTFit(color);\ncolor=ACESOutputMat*color;\n\ncolor=clamp(color,0.0,1.0);\nreturn color;\n}\n#endif\nvec4 applyImageProcessing(vec4 result) {\n#ifdef EXPOSURE\nresult.rgb*=exposureLinear;\n#endif\n#ifdef VIGNETTE\n\nvec2 viewportXY=gl_FragCoord.xy*vInverseScreenSize;\nviewportXY=viewportXY*2.0-1.0;\nvec3 vignetteXY1=vec3(viewportXY*vignetteSettings1.xy+vignetteSettings1.zw,1.0);\nfloat vignetteTerm=dot(vignetteXY1,vignetteXY1);\nfloat vignette=pow(vignetteTerm,vignetteSettings2.w);\n\nvec3 vignetteColor=vignetteSettings2.rgb;\n#ifdef VIGNETTEBLENDMODEMULTIPLY\nvec3 vignetteColorMultiplier=mix(vignetteColor,vec3(1,1,1),vignette);\nresult.rgb*=vignetteColorMultiplier;\n#endif\n#ifdef VIGNETTEBLENDMODEOPAQUE\nresult.rgb=mix(vignetteColor,result.rgb,vignette);\n#endif\n#endif\n#ifdef TONEMAPPING\n#ifdef TONEMAPPING_ACES\nresult.rgb=ACESFitted(result.rgb);\n#else\nconst float tonemappingCalibration=1.590579;\nresult.rgb=1.0-exp2(-tonemappingCalibration*result.rgb);\n#endif\n#endif\n\nresult.rgb=toGammaSpace(result.rgb);\nresult.rgb=clamp(result.rgb,0.0,1.0);\n#ifdef CONTRAST\n\nvec3 resultHighContrast=applyEaseInOut(result.rgb);\nif (contrast<1.0) {\n\nresult.rgb=mix(vec3(0.5,0.5,0.5),result.rgb,contrast);\n} else {\n\nresult.rgb=mix(result.rgb,resultHighContrast,contrast-1.0);\n}\n#endif\n\n#ifdef COLORGRADING\nvec3 colorTransformInput=result.rgb*colorTransformSettings.xxx+colorTransformSettings.yyy;\n#ifdef COLORGRADING3D\nvec3 colorTransformOutput=texture(txColorTransform,colorTransformInput).rgb;\n#else\nvec3 colorTransformOutput=sampleTexture3D(txColorTransform,colorTransformInput,colorTransformSettings.yz).rgb;\n#endif\nresult.rgb=mix(result.rgb,colorTransformOutput,colorTransformSettings.www);\n#endif\n#ifdef COLORCURVES\n\nfloat luma=getLuminance(result.rgb);\nvec2 curveMix=clamp(vec2(luma*3.0-1.5,luma*-3.0+1.5),vec2(0.0),vec2(1.0));\nvec4 colorCurve=vCameraColorCurveNeutral+curveMix.x*vCameraColorCurvePositive-curveMix.y*vCameraColorCurveNegative;\nresult.rgb*=colorCurve.rgb;\nresult.rgb=mix(vec3(luma),result.rgb,colorCurve.a);\n#endif\nreturn result;\n}","bumpFragmentFunctions":"#ifdef BUMP\n#if BUMPDIRECTUV == 1\n#define vBumpUV vMainUV1\n#elif BUMPDIRECTUV == 2\n#define vBumpUV vMainUV2\n#else\nvarying vec2 vBumpUV;\n#endif\nuniform sampler2D bumpSampler;\n#if defined(TANGENT) && defined(NORMAL) \nvarying mat3 vTBN;\n#endif\n#ifdef OBJECTSPACE_NORMALMAP\nuniform mat4 normalMatrix;\n#endif\n\nmat3 cotangent_frame(vec3 normal,vec3 p,vec2 uv)\n{\n\nuv=gl_FrontFacing ? uv : -uv;\n\nvec3 dp1=dFdx(p);\nvec3 dp2=dFdy(p);\nvec2 duv1=dFdx(uv);\nvec2 duv2=dFdy(uv);\n\nvec3 dp2perp=cross(dp2,normal);\nvec3 dp1perp=cross(normal,dp1);\nvec3 tangent=dp2perp*duv1.x+dp1perp*duv2.x;\nvec3 bitangent=dp2perp*duv1.y+dp1perp*duv2.y;\n\ntangent*=vTangentSpaceParams.x;\nbitangent*=vTangentSpaceParams.y;\n\nfloat invmax=inversesqrt(max(dot(tangent,tangent),dot(bitangent,bitangent)));\nreturn mat3(tangent*invmax,bitangent*invmax,normal);\n}\nvec3 perturbNormal(mat3 cotangentFrame,vec2 uv)\n{\nvec3 map=texture2D(bumpSampler,uv).xyz;\nmap=map*2.0-1.0;\n#ifdef NORMALXYSCALE\nmap=normalize(map*vec3(vBumpInfos.y,vBumpInfos.y,1.0));\n#endif\nreturn normalize(cotangentFrame*map);\n}\n#ifdef PARALLAX\nconst float minSamples=4.;\nconst float maxSamples=15.;\nconst int iMaxSamples=15;\n\nvec2 parallaxOcclusion(vec3 vViewDirCoT,vec3 vNormalCoT,vec2 texCoord,float parallaxScale) {\nfloat parallaxLimit=length(vViewDirCoT.xy)/vViewDirCoT.z;\nparallaxLimit*=parallaxScale;\nvec2 vOffsetDir=normalize(vViewDirCoT.xy);\nvec2 vMaxOffset=vOffsetDir*parallaxLimit;\nfloat numSamples=maxSamples+(dot(vViewDirCoT,vNormalCoT)*(minSamples-maxSamples));\nfloat stepSize=1.0/numSamples;\n\nfloat currRayHeight=1.0;\nvec2 vCurrOffset=vec2(0,0);\nvec2 vLastOffset=vec2(0,0);\nfloat lastSampledHeight=1.0;\nfloat currSampledHeight=1.0;\nfor (int i=0; i<iMaxSamples; i++)\n{\ncurrSampledHeight=texture2D(bumpSampler,vBumpUV+vCurrOffset).w;\n\nif (currSampledHeight>currRayHeight)\n{\nfloat delta1=currSampledHeight-currRayHeight;\nfloat delta2=(currRayHeight+stepSize)-lastSampledHeight;\nfloat ratio=delta1/(delta1+delta2);\nvCurrOffset=(ratio)* vLastOffset+(1.0-ratio)*vCurrOffset;\n\nbreak;\n}\nelse\n{\ncurrRayHeight-=stepSize;\nvLastOffset=vCurrOffset;\nvCurrOffset+=stepSize*vMaxOffset;\nlastSampledHeight=currSampledHeight;\n}\n}\nreturn vCurrOffset;\n}\nvec2 parallaxOffset(vec3 viewDir,float heightScale)\n{\n\nfloat height=texture2D(bumpSampler,vBumpUV).w;\nvec2 texCoordOffset=heightScale*viewDir.xy*height;\nreturn -texCoordOffset;\n}\n#endif\n#endif","clipPlaneFragmentDeclaration":"#ifdef CLIPPLANE\nvarying float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nvarying float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nvarying float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nvarying float fClipDistance4;\n#endif","fogFragmentDeclaration":"#ifdef FOG\n#define FOGMODE_NONE 0.\n#define FOGMODE_EXP 1.\n#define FOGMODE_EXP2 2.\n#define FOGMODE_LINEAR 3.\n#define E 2.71828\nuniform vec4 vFogInfos;\nuniform vec3 vFogColor;\nvarying vec3 vFogDistance;\nfloat CalcFogFactor()\n{\nfloat fogCoeff=1.0;\nfloat fogStart=vFogInfos.y;\nfloat fogEnd=vFogInfos.z;\nfloat fogDensity=vFogInfos.w;\nfloat fogDistance=length(vFogDistance);\nif (FOGMODE_LINEAR == vFogInfos.x)\n{\nfogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);\n}\nelse if (FOGMODE_EXP == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDensity);\n}\nelse if (FOGMODE_EXP2 == vFogInfos.x)\n{\nfogCoeff=1.0/pow(E,fogDistance*fogDistance*fogDensity*fogDensity);\n}\nreturn clamp(fogCoeff,0.0,1.0);\n}\n#endif","clipPlaneFragment":"#ifdef CLIPPLANE\nif (fClipDistance>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE2\nif (fClipDistance2>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE3\nif (fClipDistance3>0.0)\n{\ndiscard;\n}\n#endif\n#ifdef CLIPPLANE4\nif (fClipDistance4>0.0)\n{\ndiscard;\n}\n#endif","bumpFragment":"vec2 uvOffset=vec2(0.0,0.0);\n#if defined(BUMP) || defined(PARALLAX)\n#ifdef NORMALXYSCALE\nfloat normalScale=1.0;\n#else \nfloat normalScale=vBumpInfos.y;\n#endif\n#if defined(TANGENT) && defined(NORMAL)\nmat3 TBN=vTBN;\n#else\nmat3 TBN=cotangent_frame(normalW*normalScale,vPositionW,vBumpUV);\n#endif\n#endif\n#ifdef PARALLAX\nmat3 invTBN=transposeMat3(TBN);\n#ifdef PARALLAXOCCLUSION\nuvOffset=parallaxOcclusion(invTBN*-viewDirectionW,invTBN*normalW,vBumpUV,vBumpInfos.z);\n#else\nuvOffset=parallaxOffset(invTBN*viewDirectionW,vBumpInfos.z);\n#endif\n#endif\n#ifdef BUMP\n#ifdef OBJECTSPACE_NORMALMAP\nnormalW=normalize(texture2D(bumpSampler,vBumpUV).xyz*2.0-1.0);\nnormalW=normalize(mat3(normalMatrix)*normalW); \n#else\nnormalW=perturbNormal(TBN,vBumpUV+uvOffset);\n#endif\n#endif","lightFragment":"#ifdef LIGHT{X}\n#if defined(SHADOWONLY) || (defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X}))\n\n#else\n#ifdef PBR\n#ifdef SPOTLIGHT{X}\nspotInfo=computeSpotLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\nspotInfo.attenuation=computeDistanceLightFalloff_GLTF(spotInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff_GLTF(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Physical(spotInfo.lightDistanceSquared);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Physical(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\nspotInfo.attenuation=computeDistanceLightFalloff_Standard(spotInfo.lightOffset,light{X}.vLightFalloff.x);\nspotInfo.attenuation*=computeDirectionalLightFalloff_Standard(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w);\n#else\nspotInfo.attenuation=computeDistanceLightFalloff(spotInfo.lightOffset,spotInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\nspotInfo.attenuation*=computeDirectionalLightFalloff(light{X}.vLightDirection.xyz,spotInfo.directionToLightCenterW,light{X}.vLightDirection.w,light{X}.vLightData.w,light{X}.vLightFalloff.z,light{X}.vLightFalloff.w);\n#endif\ninfo=computeSpotLighting(spotInfo,viewDirectionW,normalW,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(POINTLIGHT{X})\npointInfo=computePointLightingInfo(light{X}.vLightData);\n#ifdef LIGHT_FALLOFF_GLTF{X}\npointInfo.attenuation=computeDistanceLightFalloff_GLTF(pointInfo.lightDistanceSquared,light{X}.vLightFalloff.y);\n#elif defined(LIGHT_FALLOFF_PHYSICAL{X})\npointInfo.attenuation=computeDistanceLightFalloff_Physical(pointInfo.lightDistanceSquared);\n#elif defined(LIGHT_FALLOFF_STANDARD{X})\npointInfo.attenuation=computeDistanceLightFalloff_Standard(pointInfo.lightOffset,light{X}.vLightFalloff.x);\n#else\npointInfo.attenuation=computeDistanceLightFalloff(pointInfo.lightOffset,pointInfo.lightDistanceSquared,light{X}.vLightFalloff.x,light{X}.vLightFalloff.y);\n#endif\ninfo=computePointLighting(pointInfo,viewDirectionW,normalW,light{X}.vLightDiffuse.rgb,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#elif defined(DIRLIGHT{X})\ninfo=computeDirectionalLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,roughness,NdotV,specularEnvironmentR0,specularEnvironmentR90,geometricRoughnessFactor,NdotL);\n#endif\n#else\n#ifdef SPOTLIGHT{X}\ninfo=computeSpotLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDirection,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#elif defined(HEMILIGHT{X})\ninfo=computeHemisphericLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightGround,glossiness);\n#elif defined(POINTLIGHT{X}) || defined(DIRLIGHT{X})\ninfo=computeLighting(viewDirectionW,normalW,light{X}.vLightData,light{X}.vLightDiffuse.rgb,light{X}.vLightSpecular,light{X}.vLightDiffuse.a,glossiness);\n#endif\n#endif\n#ifdef PROJECTEDLIGHTTEXTURE{X}\ninfo.diffuse*=computeProjectionTextureDiffuseLighting(projectionLightSampler{X},textureProjectionMatrix{X});\n#endif\n#endif\n#ifdef SHADOW{X}\n#ifdef SHADOWCLOSEESM{X}\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithCloseESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithCloseESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWESM{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithESMCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.depthValues);\n#else\nshadow=computeShadowWithESM(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.z,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPOISSON{X})\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowWithPoissonSamplingCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadowWithPoissonSampling(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCF{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCF1(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCF3(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCF5(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.yz,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#elif defined(SHADOWPCSS{X})\n#if defined(SHADOWLOWQUALITY{X})\nshadow=computeShadowWithPCSS16(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#elif defined(SHADOWMEDIUMQUALITY{X})\nshadow=computeShadowWithPCSS32(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#else\nshadow=computeShadowWithPCSS64(vPositionFromLight{X},vDepthMetric{X},depthSampler{X},shadowSampler{X},light{X}.shadowsInfo.y,light{X}.shadowsInfo.z,light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#else\n#if defined(SHADOWCUBE{X})\nshadow=computeShadowCube(light{X}.vLightData.xyz,shadowSampler{X},light{X}.shadowsInfo.x,light{X}.depthValues);\n#else\nshadow=computeShadow(vPositionFromLight{X},vDepthMetric{X},shadowSampler{X},light{X}.shadowsInfo.x,light{X}.shadowsInfo.w);\n#endif\n#endif\n#ifdef SHADOWONLY\n#ifndef SHADOWINUSE\n#define SHADOWINUSE\n#endif\nglobalShadow+=shadow;\nshadowLightCount+=1.0;\n#endif\n#else\nshadow=1.;\n#endif\n#ifndef SHADOWONLY\n#ifdef CUSTOMUSERLIGHTING\ndiffuseBase+=computeCustomDiffuseLighting(info,diffuseBase,shadow);\n#ifdef SPECULARTERM\nspecularBase+=computeCustomSpecularLighting(info,specularBase,shadow);\n#endif\n#elif defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X})\ndiffuseBase+=lightmapColor*shadow;\n#ifdef SPECULARTERM\n#ifndef LIGHTMAPNOSPECULAR{X}\nspecularBase+=info.specular*shadow*lightmapColor;\n#endif\n#endif\n#else\ndiffuseBase+=info.diffuse*shadow;\n#ifdef SPECULARTERM\nspecularBase+=info.specular*shadow;\n#endif\n#endif\n#endif\n#endif","logDepthFragment":"#ifdef LOGARITHMICDEPTH\ngl_FragDepthEXT=log2(vFragmentDepth)*logarithmicDepthConstant*0.5;\n#endif","fogFragment":"#ifdef FOG\nfloat fog=CalcFogFactor();\ncolor.rgb=fog*color.rgb+(1.0-fog)*vFogColor;\n#endif","pbrVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\n#ifdef ALBEDO\nuniform mat4 albedoMatrix;\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform mat4 ambientMatrix;\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef OPACITY\nuniform mat4 opacityMatrix;\nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\nuniform mat4 emissiveMatrix;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\nuniform mat4 lightmapMatrix;\n#endif\n#ifdef REFLECTIVITY \nuniform vec3 vReflectivityInfos;\nuniform mat4 reflectivityMatrix;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform mat4 microSurfaceSamplerMatrix;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform mat4 bumpMatrix;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n","pbrFragmentDeclaration":"uniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\n\nuniform vec4 vLightingIntensity;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\n\n#ifdef ALBEDO\nuniform vec2 vAlbedoInfos;\n#endif\n#ifdef AMBIENT\nuniform vec4 vAmbientInfos;\n#endif\n#ifdef BUMP\nuniform vec3 vBumpInfos;\nuniform vec2 vTangentSpaceParams;\n#endif\n#ifdef OPACITY \nuniform vec2 vOpacityInfos;\n#endif\n#ifdef EMISSIVE\nuniform vec2 vEmissiveInfos;\n#endif\n#ifdef LIGHTMAP\nuniform vec2 vLightmapInfos;\n#endif\n#ifdef REFLECTIVITY\nuniform vec3 vReflectivityInfos;\n#endif\n#ifdef MICROSURFACEMAP\nuniform vec2 vMicroSurfaceSamplerInfos;\n#endif\n\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif\n\n#ifdef REFRACTION\nuniform vec4 vRefractionInfos;\nuniform mat4 refractionMatrix;\nuniform vec3 vRefractionMicrosurfaceInfos;\n#endif\n\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#if defined(USE_LOCAL_REFLECTIONMAP_CUBIC) && defined(REFLECTIONMAP_CUBIC)\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \n#endif\n#endif","pbrUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec2 vAlbedoInfos;\nuniform vec4 vAmbientInfos;\nuniform vec2 vOpacityInfos;\nuniform vec2 vEmissiveInfos;\nuniform vec2 vLightmapInfos;\nuniform vec3 vReflectivityInfos;\nuniform vec2 vMicroSurfaceSamplerInfos;\nuniform vec4 vRefractionInfos;\nuniform vec2 vReflectionInfos;\nuniform vec3 vReflectionPosition;\nuniform vec3 vReflectionSize; \nuniform vec3 vBumpInfos;\nuniform mat4 albedoMatrix;\nuniform mat4 ambientMatrix;\nuniform mat4 opacityMatrix;\nuniform mat4 emissiveMatrix;\nuniform mat4 lightmapMatrix;\nuniform mat4 reflectivityMatrix;\nuniform mat4 microSurfaceSamplerMatrix;\nuniform mat4 bumpMatrix;\nuniform vec2 vTangentSpaceParams;\nuniform mat4 refractionMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionColor;\nuniform vec4 vAlbedoColor;\nuniform vec4 vLightingIntensity;\nuniform vec3 vRefractionMicrosurfaceInfos;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform vec4 vReflectivityColor;\nuniform vec3 vEmissiveColor;\nuniform float pointSize;\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};","pbrFunctions":"\n#define RECIPROCAL_PI2 0.15915494\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\n\nconst float kRougnhessToAlphaScale=0.1;\nconst float kRougnhessToAlphaOffset=0.29248125;\nfloat convertRoughnessToAverageSlope(float roughness)\n{\n\nconst float kMinimumVariance=0.0005;\nfloat alphaG=square(roughness)+kMinimumVariance;\nreturn alphaG;\n}\n\nfloat smithVisibilityG1_TrowbridgeReitzGGX(float dot,float alphaG)\n{\nfloat tanSquared=(1.0-dot*dot)/(dot*dot);\nreturn 2.0/(1.0+sqrt(1.0+alphaG*alphaG*tanSquared));\n}\nfloat smithVisibilityG_TrowbridgeReitzGGX_Walter(float NdotL,float NdotV,float alphaG)\n{\nreturn smithVisibilityG1_TrowbridgeReitzGGX(NdotL,alphaG)*smithVisibilityG1_TrowbridgeReitzGGX(NdotV,alphaG);\n}\n\n\nfloat normalDistributionFunction_TrowbridgeReitzGGX(float NdotH,float alphaG)\n{\n\n\n\nfloat a2=square(alphaG);\nfloat d=NdotH*NdotH*(a2-1.0)+1.0;\nreturn a2/(PI*d*d);\n}\nvec3 fresnelSchlickGGX(float VdotH,vec3 reflectance0,vec3 reflectance90)\n{\nreturn reflectance0+(reflectance90-reflectance0)*pow(clamp(1.0-VdotH,0.,1.),5.0);\n}\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n\nvec3 computeSpecularTerm(float NdotH,float NdotL,float NdotV,float VdotH,float roughness,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor)\n{\nroughness=max(roughness,geometricRoughnessFactor);\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\nfloat distribution=normalDistributionFunction_TrowbridgeReitzGGX(NdotH,alphaG);\nfloat visibility=smithVisibilityG_TrowbridgeReitzGGX_Walter(NdotL,NdotV,alphaG);\nvisibility/=(4.0*NdotL*NdotV); \nfloat specTerm=max(0.,visibility*distribution)*NdotL;\nvec3 fresnel=fresnelSchlickGGX(VdotH,reflectance0,reflectance90);\nreturn fresnel*specTerm;\n}\nfloat computeDiffuseTerm(float NdotL,float NdotV,float VdotH,float roughness)\n{\n\n\nfloat diffuseFresnelNV=pow(clamp(1.0-NdotL,0.000001,1.),5.0);\nfloat diffuseFresnelNL=pow(clamp(1.0-NdotV,0.000001,1.),5.0);\nfloat diffuseFresnel90=0.5+2.0*VdotH*VdotH*roughness;\nfloat fresnel =\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNL) *\n(1.0+(diffuseFresnel90-1.0)*diffuseFresnelNV);\nreturn fresnel*NdotL/PI;\n}\nfloat adjustRoughnessFromLightProperties(float roughness,float lightRadius,float lightDistance)\n{\n#if defined(USEPHYSICALLIGHTFALLOFF) || defined(USEGLTFLIGHTFALLOFF)\n\nfloat lightRoughness=lightRadius/lightDistance;\n\nfloat totalRoughness=clamp(lightRoughness+roughness,0.,1.);\nreturn totalRoughness;\n#else\nreturn roughness;\n#endif\n}\nfloat computeDefaultMicroSurface(float microSurface,vec3 reflectivityColor)\n{\nconst float kReflectivityNoAlphaWorkflow_SmoothnessMax=0.95;\nfloat reflectivityLuminance=getLuminance(reflectivityColor);\nfloat reflectivityLuma=sqrt(reflectivityLuminance);\nmicroSurface=reflectivityLuma*kReflectivityNoAlphaWorkflow_SmoothnessMax;\nreturn microSurface;\n}\n\n\nfloat fresnelGrazingReflectance(float reflectance0) {\nfloat reflectance90=clamp(reflectance0*25.0,0.0,1.0);\nreturn reflectance90;\n}\n\n\n#define UNPACK_LOD(x) (1.0-x)*255.0\nfloat getLodFromAlphaG(float cubeMapDimensionPixels,float alphaG,float NdotV) {\nfloat microsurfaceAverageSlope=alphaG;\n\n\n\n\n\n\nmicrosurfaceAverageSlope*=sqrt(abs(NdotV));\nfloat microsurfaceAverageSlopeTexels=microsurfaceAverageSlope*cubeMapDimensionPixels;\nfloat lod=log2(microsurfaceAverageSlopeTexels);\nreturn lod;\n}\nfloat environmentRadianceOcclusion(float ambientOcclusion,float NdotVUnclamped) {\n\n\nfloat temp=NdotVUnclamped+ambientOcclusion;\nreturn clamp(square(temp)-1.0+ambientOcclusion,0.0,1.0);\n}\nfloat environmentHorizonOcclusion(vec3 view,vec3 normal) {\n\nvec3 reflection=reflect(view,normal);\nfloat temp=clamp( 1.0+1.1*dot(reflection,normal),0.0,1.0);\nreturn square(temp);\n}","harmonicsFunctions":"#ifdef USESPHERICALFROMREFLECTIONMAP\nuniform vec3 vSphericalX;\nuniform vec3 vSphericalY;\nuniform vec3 vSphericalZ;\nuniform vec3 vSphericalXX_ZZ;\nuniform vec3 vSphericalYY_ZZ;\nuniform vec3 vSphericalZZ;\nuniform vec3 vSphericalXY;\nuniform vec3 vSphericalYZ;\nuniform vec3 vSphericalZX;\nvec3 quaternionVectorRotation_ScaledSqrtTwo(vec4 Q,vec3 V){\nvec3 T=cross(Q.xyz,V);\nT+=Q.www*V;\nreturn cross(Q.xyz,T)+V;\n}\nvec3 environmentIrradianceJones(vec3 normal)\n{\n\n\n\n\n\n\n\n\n\nfloat Nx=normal.x;\nfloat Ny=normal.y;\nfloat Nz=normal.z;\nvec3 C1=vSphericalZZ.rgb;\nvec3 Cx=vSphericalX.rgb;\nvec3 Cy=vSphericalY.rgb;\nvec3 Cz=vSphericalZ.rgb;\nvec3 Cxx_zz=vSphericalXX_ZZ.rgb;\nvec3 Cyy_zz=vSphericalYY_ZZ.rgb;\nvec3 Cxy=vSphericalXY.rgb;\nvec3 Cyz=vSphericalYZ.rgb;\nvec3 Czx=vSphericalZX.rgb;\nvec3 a1=Cyy_zz*Ny+Cy;\nvec3 a2=Cyz*Nz+a1;\nvec3 b1=Czx*Nz+Cx;\nvec3 b2=Cxy*Ny+b1;\nvec3 b3=Cxx_zz*Nx+b2;\nvec3 t1=Cz*Nz+C1;\nvec3 t2=a2*Ny+t1;\nvec3 t3=b3*Nx+t2;\nreturn t3;\n}\n#endif","pbrLightFunctions":"\nstruct lightingInfo\n{\nvec3 diffuse;\n#ifdef SPECULARTERM\nvec3 specular;\n#endif\n};\nstruct pointLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nfloat attenuation;\n};\nstruct spotLightingInfo\n{\nvec3 lightOffset;\nfloat lightDistanceSquared;\nvec3 directionToLightCenterW;\nfloat attenuation;\n};\nfloat computeDistanceLightFalloff_Standard(vec3 lightOffset,float range)\n{\nreturn max(0.,1.0-length(lightOffset)/range);\n}\nfloat computeDistanceLightFalloff_Physical(float lightDistanceSquared)\n{\nreturn 1.0/((lightDistanceSquared+0.001));\n}\nfloat computeDistanceLightFalloff_GLTF(float lightDistanceSquared,float inverseSquaredRange)\n{\nconst float minDistanceSquared=0.01*0.01;\nfloat lightDistanceFalloff=1.0/(max(lightDistanceSquared,minDistanceSquared));\nfloat factor=lightDistanceSquared*inverseSquaredRange;\nfloat attenuation=clamp(1.0-factor*factor,0.,1.);\nattenuation*=attenuation;\n\nlightDistanceFalloff*=attenuation;\nreturn lightDistanceFalloff;\n}\nfloat computeDistanceLightFalloff(vec3 lightOffset,float lightDistanceSquared,float range,float inverseSquaredRange)\n{ \n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDistanceLightFalloff_Physical(lightDistanceSquared);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDistanceLightFalloff_GLTF(lightDistanceSquared,inverseSquaredRange);\n#else\nreturn computeDistanceLightFalloff_Standard(lightOffset,range);\n#endif\n}\nfloat computeDirectionalLightFalloff_Standard(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent)\n{\nfloat falloff=0.0;\nfloat cosAngle=max(0.000000000000001,dot(-lightDirection,directionToLightCenterW));\nif (cosAngle>=cosHalfAngle)\n{\nfalloff=max(0.,pow(cosAngle,exponent));\n}\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_Physical(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle)\n{\nconst float kMinusLog2ConeAngleIntensityRatio=6.64385618977; \n\n\n\n\n\nfloat concentrationKappa=kMinusLog2ConeAngleIntensityRatio/(1.0-cosHalfAngle);\n\n\nvec4 lightDirectionSpreadSG=vec4(-lightDirection*concentrationKappa,-concentrationKappa);\nfloat falloff=exp2(dot(vec4(directionToLightCenterW,1.0),lightDirectionSpreadSG));\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff_GLTF(vec3 lightDirection,vec3 directionToLightCenterW,float lightAngleScale,float lightAngleOffset)\n{\n\n\n\nfloat cd=dot(-lightDirection,directionToLightCenterW);\nfloat falloff=clamp(cd*lightAngleScale+lightAngleOffset,0.,1.);\n\nfalloff*=falloff;\nreturn falloff;\n}\nfloat computeDirectionalLightFalloff(vec3 lightDirection,vec3 directionToLightCenterW,float cosHalfAngle,float exponent,float lightAngleScale,float lightAngleOffset)\n{\n#ifdef USEPHYSICALLIGHTFALLOFF\nreturn computeDirectionalLightFalloff_Physical(lightDirection,directionToLightCenterW,cosHalfAngle);\n#elif defined(USEGLTFLIGHTFALLOFF)\nreturn computeDirectionalLightFalloff_GLTF(lightDirection,directionToLightCenterW,lightAngleScale,lightAngleOffset);\n#else\nreturn computeDirectionalLightFalloff_Standard(lightDirection,directionToLightCenterW,cosHalfAngle,exponent);\n#endif\n}\npointLightingInfo computePointLightingInfo(vec4 lightData) {\npointLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nspotLightingInfo computeSpotLightingInfo(vec4 lightData) {\nspotLightingInfo result;\nresult.lightOffset=lightData.xyz-vPositionW;\nresult.directionToLightCenterW=normalize(result.lightOffset);\nresult.lightDistanceSquared=dot(result.lightOffset,result.lightOffset);\nreturn result;\n}\nlightingInfo computePointLighting(pointLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nvec3 lightDirection=normalize(info.lightOffset);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeSpotLighting(spotLightingInfo info,vec3 viewDirectionW,vec3 vNormal,vec4 lightDirection,vec3 diffuseColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\nfloat lightDistance=sqrt(info.lightDistanceSquared);\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+info.directionToLightCenterW);\nNdotL=clamp(dot(vNormal,info.directionToLightCenterW),0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor*info.attenuation;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor*info.attenuation;\n#endif\nreturn result;\n}\nlightingInfo computeDirectionalLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float lightRadius,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\nfloat lightDistance=length(-lightData.xyz);\nvec3 lightDirection=normalize(-lightData.xyz);\n\nroughness=adjustRoughnessFromLightProperties(roughness,lightRadius,lightDistance);\n\nvec3 H=normalize(viewDirectionW+lightDirection);\nNdotL=clamp(dot(vNormal,lightDirection),0.00000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nfloat diffuseTerm=computeDiffuseTerm(NdotL,NdotV,VdotH,roughness);\nresult.diffuse=diffuseTerm*diffuseColor;\n#ifdef SPECULARTERM\n\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nlightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float roughness,float NdotV,vec3 reflectance0,vec3 reflectance90,float geometricRoughnessFactor,out float NdotL) {\nlightingInfo result;\n\n\n\nNdotL=dot(vNormal,lightData.xyz)*0.5+0.5;\nresult.diffuse=mix(groundColor,diffuseColor,NdotL);\n#ifdef SPECULARTERM\n\nvec3 lightVectorW=normalize(lightData.xyz);\nvec3 H=normalize(viewDirectionW+lightVectorW);\nfloat NdotH=clamp(dot(vNormal,H),0.000000000001,1.0);\nNdotL=clamp(NdotL,0.000000000001,1.0);\nfloat VdotH=clamp(dot(viewDirectionW,H),0.0,1.0);\nvec3 specTerm=computeSpecularTerm(NdotH,NdotL,NdotV,VdotH,roughness,reflectance0,reflectance90,geometricRoughnessFactor);\nresult.specular=specTerm*diffuseColor;\n#endif\nreturn result;\n}\nvec3 computeProjectionTextureDiffuseLighting(sampler2D projectionLightSampler,mat4 textureProjectionMatrix){\nvec4 strq=textureProjectionMatrix*vec4(vPositionW,1.0);\nstrq/=strq.w;\nvec3 textureColor=texture2D(projectionLightSampler,strq.xy).rgb;\nreturn toLinearSpace(textureColor);\n}","clipPlaneVertexDeclaration2":"#ifdef CLIPPLANE\nuniform vec4 vClipPlane;\nout float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nuniform vec4 vClipPlane2;\nout float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nuniform vec4 vClipPlane3;\nout float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nuniform vec4 vClipPlane4;\nout float fClipDistance4;\n#endif","clipPlaneFragmentDeclaration2":"#ifdef CLIPPLANE\nin float fClipDistance;\n#endif\n#ifdef CLIPPLANE2\nin float fClipDistance2;\n#endif\n#ifdef CLIPPLANE3\nin float fClipDistance3;\n#endif\n#ifdef CLIPPLANE4\nin float fClipDistance4;\n#endif","mrtFragmentDeclaration":"#if __VERSION__>=200\nlayout(location=0) out vec4 glFragData[{X}];\n#endif\n","bones300Declaration":"#if NUM_BONE_INFLUENCERS>0\n#ifdef BONETEXTURE\nuniform sampler2D boneSampler;\n#else\nuniform mat4 mBones[BonesPerMesh];\n#endif \nin vec4 matricesIndices;\nin vec4 matricesWeights;\n#if NUM_BONE_INFLUENCERS>4\nin vec4 matricesIndicesExtra;\nin vec4 matricesWeightsExtra;\n#endif\n#ifdef BONETEXTURE\nmat4 readMatrixFromRawSampler(sampler2D smp,float index)\n{\nmat4 result;\nfloat offset=index*4.0; \nfloat dx=1.0/boneTextureWidth;\nresult[0]=texture(smp,vec2(dx*(offset+0.5),0.));\nresult[1]=texture(smp,vec2(dx*(offset+1.5),0.));\nresult[2]=texture(smp,vec2(dx*(offset+2.5),0.));\nresult[3]=texture(smp,vec2(dx*(offset+3.5),0.));\nreturn result;\n}\n#endif\n#endif","instances300Declaration":"#ifdef INSTANCES\nin vec4 world0;\nin vec4 world1;\nin vec4 world2;\nin vec4 world3;\n#else\nuniform mat4 world;\n#endif","kernelBlurFragment":"#ifdef DOF\nfactor=sampleCoC(sampleCoord{X}); \ncomputedWeight=KERNEL_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCoord{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCoord{X})*computedWeight;\n#endif","kernelBlurFragment2":"#ifdef DOF\nfactor=sampleCoC(sampleCenter+delta*KERNEL_DEP_OFFSET{X});\ncomputedWeight=KERNEL_DEP_WEIGHT{X}*factor;\nsumOfWeights+=computedWeight;\n#else\ncomputedWeight=KERNEL_DEP_WEIGHT{X};\n#endif\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X}))*computedWeight;\n#else\nblend+=texture2D(textureSampler,sampleCenter+delta*KERNEL_DEP_OFFSET{X})*computedWeight;\n#endif","kernelBlurVaryingDeclaration":"varying vec2 sampleCoord{X};","kernelBlurVertex":"sampleCoord{X}=sampleCenter+delta*KERNEL_OFFSET{X};","backgroundVertexDeclaration":"uniform mat4 view;\nuniform mat4 viewProjection;\nuniform float shadowLevel;\n#ifdef DIFFUSE\nuniform mat4 diffuseMatrix;\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\n#endif\n#ifdef POINTSIZE\nuniform float pointSize;\n#endif","backgroundFragmentDeclaration":" uniform vec4 vPrimaryColor;\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nuniform vec4 vPrimaryColorShadow;\n#endif\nuniform float shadowLevel;\nuniform float alpha;\n#ifdef DIFFUSE\nuniform vec2 vDiffuseInfos;\n#endif\n#ifdef REFLECTION\nuniform vec2 vReflectionInfos;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\n#endif\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n#if defined(REFLECTIONMAP_SPHERICAL) || defined(REFLECTIONMAP_PROJECTION) || defined(REFRACTION)\nuniform mat4 view;\n#endif","backgroundUboDeclaration":"layout(std140,column_major) uniform;\nuniform Material\n{\nuniform vec4 vPrimaryColor;\nuniform vec4 vPrimaryColorShadow;\nuniform vec2 vDiffuseInfos;\nuniform vec2 vReflectionInfos;\nuniform mat4 diffuseMatrix;\nuniform mat4 reflectionMatrix;\nuniform vec3 vReflectionMicrosurfaceInfos;\nuniform float fFovMultiplier;\nuniform float pointSize;\nuniform float shadowLevel;\nuniform float alpha;\n#if defined(REFLECTIONFRESNEL) || defined(OPACITYFRESNEL)\nuniform vec3 vBackgroundCenter;\n#endif\n#ifdef REFLECTIONFRESNEL\nuniform vec4 vReflectionControl;\n#endif\n};\nuniform Scene {\nmat4 viewProjection;\nmat4 view;\n};"};